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Topics - Jstank

#1
So I have this poor poor pawn named Monkey who recently took a charge lance to the kidney. He died. But lo and behold I had a Resurrector mech serum and revived him nearly immediately. I had to un-bury him twice because I had been dumping dead bodies in mass graves so when he came out he was covered in worms. Anyway Everything seemed fine, and Monkey did not seem to suffer any ill effects from him being resurrected. That is until one day he contracted Ressurrection Phycosis. It started with a few fights with other colonists, he went on an insulting spree, and beat up his best friend. Later he went into a coma. I feel really bad for Monkey, and almost regret resurrecting him. His fate seems worse than death, and he will be a drain on his colony mates in the following days as his disease becomes more and more advanced. Currently Kit, our newest researcher we recovered from a nearby enemy prison camp, is working hard to cure him. We are going to make him a new brain so he can live a normal life! *Mod*

I feel like this is a great story arc, but when I check Monkey's mood, there is no ill mood effect associated with Ressurrection Phycosis. You would think it was bothering him. Eating away at the back of his mind being thrust back into life with such force. What had he seen on the other side?

I wonder... Is the absence of the negative mood-let an over site or is resurrection psychosis a hidden mood-let burred deep within monkey's subconscious? I like the idea that it something that cannot be touched upon, like post traumatic stress syndrome. Something that just crops up without warning and seizes the mind, and not something that monkey actively thinks about.

What do you think?

Should Resurrection psychosis be an active mood-let, or should it be in the subconscious?
#2
Every year the worlds global temperatures gets colder and colder or hotter and hotter. Eventually the planet will be all ice sheet or desert giving the player a reason to build a ship, leave the planet, migrate to a new more hospitable environment.


This one would be very cheap to implement and wouldn't be considered a "new" feature.

Really it could be a mod  ;)
#3
General Discussion / A good way to procure Uranium
December 01, 2017, 10:11:13 PM
I have a pretty decent colony, I have all the research and I am looking to build the ship to end the game. However I am having trouble getting any decent supply of uranium. Is there a better way of getting uranium than going through different maps looking for the small amount of uranium that could spawn in a mountain? You need A LOT of Uranium to build the final ship, but where do you get it?
#4
Ideas / Fire-Nado's
November 13, 2017, 02:03:07 PM
If a tornado runs over fire it should cause a firenado that spreads fire as it paths!


#5
This idea is very simple and will solve the issue with priority one cleaners.

You should be able to set cleaning to "un-pause cleaning when room is below ___ dirty"

That way a little bit of dirt can be ignored, but if Lillith comes traipsing through the hospital with her intestines hanging out of her abdominal that will get cleaned asap!
#6
Ideas / Golf Course as Joy Activity
September 20, 2017, 06:30:59 PM
Golf!

You could have a tee and a pin. The pawn walks up to the tee and hits a ball towards the pin using the mortar mechanic until the pawn hits the hole!
#7
Ideas / shelving increases max stack size
May 25, 2017, 07:29:04 PM
We have shelves, and so they should be more efficient at stacking things than putting them on the floor. Obviously a shelf has more than one surface and therefore could double or tripple stack size.  ;D
#8
I just noticed that if you have some sort of UI scale enabled, the ui will switch back to default then back to your set ui scale when the game is in auto save. It is def annoying as auto save ticks every few mins.

Moderator's edit (Calahan) - This was originally posted in the A17 feedback thread. I split the post off, gave it an appropriate title, and moved it to bugs because it is a bug report and not feedback.
#9
Ideas / copy and paste scheduals across colonies
March 24, 2017, 12:57:11 AM
 ;) I want the ability to take a schedual from your main colony and copy it, then paste it to a pawn on my outpost.
#10
Ideas / Poison as disease?/ War Cobras
February 22, 2017, 06:42:17 PM
Cobra Bite = Poisoned

Poison as a disease status?

Could make cobra pits useful as a defense

Not sure if any other animals would have a poison bite
#11
Ideas / Sycther Blade Pit Fall Trap
February 09, 2017, 07:54:04 PM
 :o Because how terrifying! :o
#12
Ideas / Centipedes with mortars attached to their heads
February 04, 2017, 02:11:06 PM
 :o HOW TERRIFYING! :o

Reason

Because players like to build a wall to keep mechanoids from out ranging the turrets.
#13
Ideas / Barber Chair!
January 31, 2017, 10:42:54 PM
Have a Barber chair so you can change the colonists hair style/color


(I want to build a colony filled entirely with people who have pink Mohawks!
#14
Riddle me this batman... How do you load an elephant that weighs 280kg into a transport pod that has a limit of 150kg?

*How to make an elephant fly!

1. Link two transport pods together making the total weight capacity of the linked pods 300kg
2. Load elephant that weighs 280kg
3. Load is a success so launch the pod.

The game looks at the total weight combined while ignoring the individual weight limit of the pods therefore magically splitting the elephant between two parts and putting them back together when the elephant lands.

I would think that it is not intended because when a raid drops they don't drop with full mortars, they drop with pods containing components and steel, then build the mortars on site.


#15
Colored lights are something I usually avoid unless I have absolutely nothing to do or if I want to create a disco room!
Regular lights use a whopping 25 Watts each...

LIGHTBULB!!!!!

Change the colored lights to LED lights and make them 10X more power efficient.
Add "white" LED light.
#16
It doesn't make sense that toxic fallout would affect one little map, so I would think that It affects a certain swath of map around the globe. I link a visual image of the Chernobyl fallout as reference...



As you can see it kind of flattens out from the source along the jet stream so in the globe I would think that It would affect a similar area.  The intensity gradient could be how long it lasts. If it is near the epicenter it could be a long lasting event and the yellow/green areas it would have less of a duration.

What do you guys think?
#17
Ideas / Fix obvious A16 Hauling exploit
January 22, 2017, 02:53:08 AM
VERY obvious exploit concerning hauling and A16

Use caravan to haul massive quantities of stuff across great distances on same map

1. Make caravan
2. Mark what you want hauled
3. Allow colonist to gather items
4. Draft colonist
5. Move colonist to desired drop off location on the same map
6. Drop inventory
7. Cancel caravan.

The colonist has hauled more times his weight than 100 fire ants in one go!

OP /unintended consequence of caravans!

How would you go about fixing this?
#18
Because when I spin the globe all the way around, then try to find my colony again, I have a lot of trouble finding my colony.

I know that your colony is like some kind of teal color but it would be nice to...

1. Have a button that cycles through all your colonies while auto centering
2. Make the icon representing your colony when zoomed out more recognizable, like a star instead of a triangle.
#19
-They take a long time (1 season)
-They can heal scars, permanent diseases and boost immunity from plague malaria etc!*
-They cannot regenerate limbs/organs! That would be OP and overshadow the work done on surgeries/human parts!
-They work like cryo sleep caskets but are very expensive!

Crafting -
        10 glitter world medicine
        15 Uranium
        15 components
        1 AI core*
        50 Steel*
Fuel -
        1 glitter world medicine per cycle
Special Conditions
        maintain temperature between (25-45° Celsius)

Cycle
        1 season

So you would be out of a colonist for a year and it is very end game, but it would be a great way for you to get rid of those pesky scars!

*Glowing red = edits by user comment
#20
I think the colony name should be added to global event messages

For example:

Instead of saying Cold snap watch out for dying crops

it should say

Cold snap at [Colony Name] watch out for dying crops.

I know that you really aren't supposed to play with two colonies, but when you do have these messages it can be a little confusing. Especially if say you get the "I'm being chased by..." event you need to know which colony that event is taking place in because as of right now there is no real clear message about which colony the event is occurring in, and as such you wouldn't be able to make a decision about if you want to offer help or not.

Also this is true with trading... Caravan arrives at which colony? Trade ship arrives.. at which colony? If you have more than two colonies the messages can be very confusing. I couldn't imagine if you had 5!