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Messages - JonoRig

#1
Seems to work for me, I tend to find my character after 4 or 5 rolls in character gen, or in game, usually getting shot by me
#2
Asking the developer to integrate those mods into the main game just so they don't get broken every update would increase the workload on a feature he may not want to add every update. Not to mention, some modders may not want their work taken away from them (I'm sure many would be happy, I remember a few things being integrated over the alpha's, but not everyone is the same).

How many other developers integrate mods into their main game just so they don't inconvenience mod users, especially in a game that is only Alpha. You paid to join the early access of the game, in the spirit that the game will get frequent updates. If you don't like that, why did you buy it? Why didn't you just wait for the full release, or buy it on the website and just stick to one Alpha.

If you expect the developers to make drastic developments on an ALPHA build of a game, then you are really tying and limiting their hands. You choose to play mods by your own choice, just because the game is designed around letting them be added, doesn't mean you are being told you have to have them.

And, as much as I love this game, and generally don't agree with early access titles, it's just utterly baffling to me that people complain when the dev doesn't update the game every week, doesn't add significant features everyday, and then when they do, they get mad because their saves or mods aren't compatible. It happened on KSP, it happens here, on every Alpha and early access game you just see people whine and complain about everything.

You don't need to be thankful or grateful for everything Tynan (except basic manners, you are a customer, not a friend) does because he is doing his job, he is creating his art that he wants to share with you (for a price), and equally, you agreed by purchasing that product to any changes that happen to the game. Maybe a future lesson for you is, don't buy early access.
#3
Which storyteller and difficulty do you play?
#4
General Discussion / Re: Gog question
August 26, 2016, 08:45:55 AM
I haven't heard mention of there NOT being a gog version, but equally there has been no mention of there being a gog version
#5
Ideas / Re: Surgery needs a buff/rework badly
August 20, 2016, 02:47:06 PM
Mỹ two biggest issues definitely are losing the prosthetic every single time during failed surgery, and also the ridiculousness that you're operating on someone's toe... Oops his heart popped out, lost his head a a thumb... Why we're you even near those areas? And how did you accidently decapitate them with a scapel?
#6
Bugs / Re: Grizzly bears hauling issue
August 17, 2016, 01:31:32 AM
Sounds like he means the steel used for the vest was hauled back from the bench before work started (pawn abandoned the work?)
#7
General Discussion / Re: Incapable of scary
August 15, 2016, 11:01:11 AM
It's always just disabled firefighting, I remember because I added it to my custom character, expecting to make him a little more cowardly to fit his life description, but it just disables firefighting
#8
Considered changing the story teller or difficulty in options menu to see if that restarts raids, and do you still have enemy factions?
#9
General Discussion / Re: The artstyle is atrocious
August 10, 2016, 08:11:40 AM
Personally, I like the graphics, it was the first thing that attracted me to this  game and it's kickstsrter, it's minimalist, but hardly boring, and, to me, far from ugly. I like the pawns once I add a hair pack or two.
#10
Ideas / Re: Upgrade walls?
July 28, 2016, 05:21:18 PM
Yeah this would be a nice quality of life improvement. Minor detail I can wait for, but would definitely be a minor annoyance to increase how long people may play
#11
Ideas / Re: No Herbal Medicine
July 08, 2016, 02:32:52 AM
Or nó medicinal itema
#12
Just my thoughts on how to mix it up, stealing  a bit of everyone's ideas quite heavily and would be a lot of work so I doubt it would happen.

But, remix the mood system into major and my minor, maybe one is just the colonists mood, the other is their emotional/psychological health.

The minor stuff is the food, sleeping in a dark cave all those sucky things. This affects work speed, social, but doesn't lead to breaks. However, it puts a soft debuff on the break point.

Now the major stuff is people dying, being captured, etc etc. This affects work speed and social, emotional state too. However, it also has the break point.

So what happens is, either your colonist is happy and their friend dies, they may be emotionally despondent (dazed) for a time, and they're depressed etc, but also have this sense of "our colony is great, look at what we have, we are lucky, and he died fighting to protect that"  compared to if they have a really poor mood and go berserk or leave (and one suggestion of suicide in a pervious thread) where they're now feeling "what did my friend die for? What is the point of living in conditions like this if all that happens is we get murdered and enslaved?"

In short. Minor debuff affect break threshold, not actually leading to breaks, major events lead to breaks depending on the overall mood of the colonist. Live in a dirt hole with raw meat or nutrient paste,  your threshold is 1 but a friend dying is a debuff of 20, living in luxury, your threshold is 50, your friend dying is still 20
#13
If you're genuinely asking for help, you options are, crypto casket, kill him, Dev tools or mods.

Vanilla won't heal a spinal injury.
#14
General Discussion / Re: Selling furniture
May 20, 2016, 03:28:10 PM
Pretty sure you can't sell furniture
#15
He meant if you enclose the vent in the room to provide the heat, not build a GT generator