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Messages - robotic_gamer

#1
General Discussion / Re: Raider meme sucks, suggestion(s)
September 08, 2021, 06:22:26 PM
some possible buffs
- combat buff (accuracy, rate of fire, etc)
- ability to train combat stats (punching bag, target practice, surgery practice)
- remove/reduce the 67% death on knockdown for enemies
- easier time converting/recruiting prisoners
- long range (multiple over map tiles) artillery strikes

edit: typo
#2
any bionics? in vanilla the armor skin gland variants add minus beauty. beyond that its probably a mod.
#3
General Discussion / Re: Raiders why?!
September 08, 2021, 04:28:51 PM
judging from the description of nature shrines that is probably a bug.
#4
Bugs / [1.3] psychic droner overwritten
September 08, 2021, 11:08:38 AM
I had a medium female psychic drone site on the overmap. then I got a male psychic droner ship part. It got to high before I destroyed it (I am running with all psychically deaf colonists). now the psychic droner on the overmap is high male apparently. see attached images for the swap in gender.

edit: I have no mods
#5
Bugs / [1.3] ideology based light accuracy debuff
September 07, 2021, 02:23:15 PM
the buff/debuff for preferring combat in darkness is mistakenly based on room leading to combat in complete darkness still receiving the outdoor light accuracy debuff.

#6
Bugs / [1.3] wild mushrooms
September 02, 2021, 03:25:27 PM
since the recent update adding timbershrooms the other wild mushrooms aren't growing in valid fungal gravel. I am running a vanilla game (no mods).
#7
also worth mentioningis that plasteel is not critical for survival since
for armor you can use:
- devilstrand clothing
- plate armor
- flak armor (once you luck out and get advanced components)
for melee weapons
- make due by making steel weapons of very high quality
- make uranium blunt weapons
for buildings
- use stone (you can get unlimited amount by building a stonecutters at a temp location)
- make due with steel
#8
Ideas / Re: Your Cheapest Ideas
August 23, 2021, 05:39:08 PM
- glowing wild mushrooms being counted as dark light
- wine from berries (reskinned beer)
- ambrosia from Gauranlen trees
- hallucinogenic mushrooms that can be grown without light (main drawback is chance for mental breaks)
- the chance of mortars dropping barrel being related to condition (ie 5/20 has 25% chance, 19/20 has 95% chance)
- planter pots that work like unpowered hydroponic basins but with normal fertility
- make flagstone cost one less stone so there is a reason to use it
- a radio that gives music recreation (could be used like tvs for hospital patients)
- some sort of ultratech ranged weapon (for noble weapons)
- tar floor, highly flammable floor type that slows like mud. (made from chemfuel)
- ability to craft simple helmet out of wood
- psychic dampener, implant that reduces psychic sensitivity, opposite of psychic sensitizer
- gambson and arming cap, cheap armor that can be made from textiles, also very warm
- fueled cremator (for tribals)
- remote bombs, like ieds but need to be manually detonated (need power to work?)
- prosthetic eyes
- variants of the advanced armor helmets that offer toxicity and psychic protection
- painkiller pills made from smokeleaf at a drug lab
- make pain make mood drop by increments of 1 rather than 5 so painkillers matter more
- heavy weapons that work like manned turrets
- make animals that consume drug plants (raw leaves or the entire plant) get drugged from it
- make standing in water lower perceived temperature
- low tech mine for getting stone chunks (for tribal with no electricity runs)
#9
General Discussion / Re: Insectoids and Tunnelers
August 16, 2021, 08:32:53 AM
alternatively if your map says warm enough year round you could just let an infestation spawn at the corner of the map. if there is no path for raiders to get to it the bugs will never get triggered to go on the attack. once it gets to 30 hives it will block future random infestations. some notes
- while random infestations are blocked, infestations from quests are not and attacking the quest bugs will trigger the blocking bugs
- deep drill bugs however can be killed without triggering them
- if they dig to the edge raids don't seem to be able to get in
- however caravans can get in to there spot
- attached is my bases infestation going 8 years strong (note I do reload when things like a colonist die)
#10
an alternative would be the biosculpter pod which can heal brain damage (I have tested it)