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Topics - fraz

#1
Help / Trouble creating new worktables
July 15, 2014, 09:37:12 PM
As the title states, I've had some difficulty getting new worktables to function properly. In game, the table can be constructed properly (and appears to have the interaction square appropriately designated during placement) and work bills can be created, but colonists simply won't take the job (yes, I have made sure there are available colonists with the proper work type designated). Right clicking on the table with a colonist selected fails to bring up the "prioritize" dialogue. RecipeDefs, SkillNeededDefs, and WorkGiverDefs are all in order. I can simplify my new worktable and corresponding configs to the point that they are basically a copy of a stock worktable, and the problem still occurs.

The problem seems to be related to the shape/size of the worktable. Using a stock-size worktable resolves the problem. Thus, I suspect the issue is somehow related to the interaction square, but as stated above, the interaction square is marked in the correct tile during placement. Any ideas?
#2
Ideas / Alcohol/intoxication
July 05, 2014, 10:21:17 PM
Alcoholic beverages would be dispensed from a "Fermentation Vat," which would function in a manner analogous to a Nutrient Paste Dispenser (i.e., harvested plant products are placed in adjacent Hoppers and converted into alcohol). When a colonist's mood drops dangerously low ("Mental Break soon"), they would automatically get a drink from a nearby Vat, if available.

  • Intoxication Lvl I: The first drink would give a +5 mood modifier ("Buzzed") that lasts half a day without any negative consequences.
  • Intoxication Lvl II: If mood remains dangerously low, the colonist will get a second drink, changing the mood modifier from "Buzzed" to "Tipsy," which gives +10 mood but -25% to all skills. "Tipsy" will last half a day, after which it will revert to "Buzzed" which will last an additional half day as above.
  • Intoxication Lvl III: If dangerously low mood persists while Tipsy, a third drink will change Tipsy to "Drunk," which gives +15 mood but -50% skills. Drunk will revert to Tipsy after half a day, at which time a "Hungover" modifier is added, which gives -5 mood and last half a day (Hungover ends immediately if the Colonist has another drink).
  • Intoxication Lvl IV: Finally, a fourth drink will change Drunk to "Very Drunk," which gives +20 mood, but -75% skills and creates a chance of starting fights with other colonists. When Very Drunk reverts to Drunk after half a day, the "Very Hungover" modifier is added, which gives -10 mood and lasts half a day.
There are a variety of reasons I believe such a system would be interesting. Firstly, it creates a mechanism by which Colonists can temporarily mitigate and endure negative mood modifiers, such as a psychic drone or watching their comrades die in combat. Used in small amounts or for short periods of time, it's relatively harmless. However, it also carries the possibly of dependence. An unhappy colony could be sustained - in an impaired fashion - through continuous drunkenness. This would become especially problematic when the "Hungover" modifiers consistently push Colonists back into a dangerous mood level, requiring an additional drink to cancel out the negative modifier.