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Topics - m3ch_mania

#1
Ideas / New caravan type: River Barge
May 27, 2017, 05:48:53 PM
We now have rivers but no way to utilize them.

How about adding a new caravan type that's exclusive to water?

Some usage and detail highlights:

  • Use of a river barge would first require research. In addition, the active map cell would require the presence of a river.

  • Barges would need to be built out of wood and steel.

  • Barges can travel faster than land caravans at the cost of being limited to rivers

  • Caravans can depart from a barge to travel by land

  • Barges could be manpowered (paddles), animal powered (tow by rope), or mechanically powered (chemfuel engine)

#2
    Foreward: The effect witnessed may be entirely intentional, but from my point of view I believe the result to be unintentional or in need of a nerf.


    • Circumstances
    A colonist was infected with gut worms. While sleeping, his hunger fulfillment reached zero and the malnutrition effect was added. After eating a meal to fulfill the hunger need, the colonist took a dose of smokeleaf (per policy) in order to restore their mood and the smokeleaf effect was added.

    • Outcome
    Once all three effects were added, the colonist's hunger bar began dropping 1% per second. Compare this to a colonist that only has the "Gut worms" effect and loses hunger at 1% every 3 seconds and a completely healthy colonist that loses hunger at 1% every 6 seconds.



  • Original Expectations
While it's understandable that some effects stack, this particular combination makes it very difficult to sustain a colonist as they constantly need food. 200% Hunger rate is tolerable, but anything beyond that and it's cheaper to cut losses and dispatch the colonist.

  • Reproduction Steps

  • Create a drug policy that requires a colonist to consume a smokeleaf joint when unhappy
  • Spawn a colonist, some food, and a smokeleaf joint
  • Assign the new drug policy to the new colonist
  • Add the "Gut worms" effect to the colonist
  • Drain the colonist's Hunger fulfillment until it reaches zero and the malnutrition effect is added
  • Allow the colonist to fulfill their hunger requirement
  • Drain the colonist's mood until the new drug policy kicks in
  • Wait until the colonist has taken the drug, then observe the depletion rate of their Hunger fulfillment

  • Savegame
In attached archive

  • Log file
In attached archive

Edit: bbcode and nesting can go to hell...[/list]

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