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Messages - ciditi

#1
Quote from: ZestyLemons on March 22, 2016, 10:02:49 PM
Here's a tiny doozy for you, Tynan: https://ludeon.com/mantis/view.php?id=2295

(for the lazy: Euthanizing colonists gives colonists less negative thoughts than letting them starve to death)

Could the negative thoughts with euthanizing colonists/prisoners be reduced if that unit has suffered a terminal injury, like brain damage, or if they're permanently unconscious for some other reason?
Or maybe some random counter buff like people being relieved that the suffering has stopped?  Might open this up to other exploitation though, like forcing some LVL 1 doctor to perform some ill fated surgery...
#2
Bugs / Re: [0.12.906] Rude guests
August 24, 2015, 05:32:50 PM
Quote from: Kaaven on August 24, 2015, 09:21:24 AM
Anyway, as he was leaving, he got hungry so he simply went to my food storage, and took a forbidden packaged survival ration as if it was his, ate it and left.

Forbidden for your colonists, but not for non-colonists.  I'm thinking this is set up to work the same way that door forbidding now works.
#3
Ideas / Re: Random Starting location
June 12, 2015, 05:18:29 PM
+1 I was just thinking this the other day.  Sometimes I just want a random location.
#4
Ideas / Re: New Food Preservation system.
June 12, 2015, 05:12:27 PM
I like it.  Definitely like the mood debuff when eating dried food (unless it's warg jerky, then it should be a mood buff for the taste of sweet victory).  I can also see some "Dried foods stored were ransacked by spacerats" type of event to further make your dried reserves at risk.

Also like the idea of frozen food having a reduced spoiling rate, rather than an indefinite.  Maybe have a random chance of freezer burn or something.
#5
Ideas / Re: Animated limbs?
June 12, 2015, 05:08:11 PM
Quote from: MarcTheMerc on June 12, 2015, 04:24:31 PM
I like rollerskating wargs  :)

Now I want an operation to remove skates from wargs and implant them on colonist haulers for a +10% movement speed.  ;D
#6
Ideas / Re: Gas Masks
June 12, 2015, 05:06:19 PM
Quote from: TLHeart on June 12, 2015, 03:48:36 PM
Gas masks would make this a very easy event to counter, and then their would be no reason to even have the event.  And just how many citizens have gas mask at home? very very few.  The only way I see gas masks in the game, is to make them hard to obtain, and the filter would clog and stop working and need replaced, and those filters would need to be researched, and then crafted.

I agree.  I initially suggested a hazmat suit in the Public Testing forum as a counter to the toxic fallout event.  However, like you said, if it totally counters it, it would make the event useless aside from killing all of the local flora/fauna.

I could still see a hazmat suit possible, but implement the quality & condition system.  Only excellent quality, 100% condition suits would prevent any toxic build-up.  All all lower quality/condition items would merely slow the build-up.  Make the suits hard to make, only use certain materials (plasteel?) and a lot of it. Make crafting difficult, high chance of catastrophic failure where the materials are destroyed.  Anyway, etc, etc, etc, I think there would be a number of ways to balance the addition of a hazmat suit.

I also like your idea of the filters.  Give them a short usage life-span and make them difficult to craft, or only buyable from a merchant (like AI cores from exotics), etc.  Make it so once a filter is exposed it's contaminated and degrades down to 0% after some amount of time.  Hell, make it an active air scrubber mask that requires battery power to function to constrain the time colonists can hang out in the fallout.  Lots of ways to balance this type of addition.

Quote from: JimmyAgnt007 on June 12, 2015, 04:25:04 PM
Id add a haz-mat suit to this suggestion and go so far as to suggest a toxic biome for the game, complete with plants and animals evolved to survive.  Constant fallout would be interesting, maybe with high wind periods where the weather is clear.  Acid rain (could be a regular event in other biomes) could damage regular clothing and weak building materials.

I tested an early build that had a glitch that didnt allow the fallout to end and so it for months and months before i downloaded a newer build and it ended.  I had to quickly mine out a mountain for metal and struggled to build indoor food production.  Made some stasis pods to store people while i built up my food reserves.  It was the most fun i ever had and added some long term stress. 

I also like the idea of a toxic biome, or maybe toxic areas on a map, implemented like marshland currently is.  I'm currently playing an ice sheet biome (admittedly on easier difficulty) just because a lot of the fun is maintaining and managing survival in such a bleak enviro.
#7
This could be good, but there'd need to be checkbox or something for allowing global range, otherwise you'd have to zone the entire map for every workstation put up.  Or maybe make it selectable so that you can either choose to use a zone to constrain or use the radius, that way you could leave the 999 range in if you wanted.
#8
I get the idea that zones are really to make sure that colonists do not perform work actions outside of their permitted zones, but can path outside of zones in order to get to a different zone when the zones are broken up.  Especially useful during toxic fallout events, cold snaps, etc.  I think that it's arguably the expected behavior that colonist pathing should prefer a route that stays within an allowed zone if it is unobstructed.
#9
1. Brew beer
2. Stockpile in place with trade beacons
3. Wait for pirate merchant who will pay more per unit than other traders
4. ???
5. Profit
#10
Bugs / [11.834] Faction has no PawnGroupMakers
June 11, 2015, 03:23:22 AM
Save and output_log attached.  Thinking a raid was supposed to be dropped in.  Looks to be the same type of bug that was addressed in https://ludeon.com/mantis/view.php?id=1604

[attachment deleted due to age]
#11
Hoping this is not a repeat.  Anyway, it would be useful to be able to copy/paste all bills from an existing cooking station to a newly created one.  Using the same type of copy/paste function that stockpiles have  would be perfect.  I usually run into having to set up a bunch of bills again because I either need to rearrange my production area or just expand it with additional stations and if you have a lot of definition in your bills (food type, distance, etc) it can get fairly tedious.  It would be nice to have this feature for all of the production tables, but for me cooking is the biggest usage.
#12
General Discussion / Re: Let's talk about melee weapons
February 04, 2015, 06:55:57 PM
Hopefully a simple question, and sorry if this has been covered already but I didn't see it reading through the thread:

Wouldn't a melee weapon with the shortest cooldown time always be preferred to one with a longer cooldown, regardless of the damage?  The apparent stun after getting hit by an enemy's attack would negate the calculated DPS of a weapon, wouldn't it?  Or am I just cultivating very crappy melee fighters?  Thanks in advanced.
#13
General Discussion / Re: Call for public testers!
February 04, 2015, 06:49:56 PM
If you still need help I'll volunteer, just let me know.
#14
I haven't tested this theory, but it might be that if a colonist has either no pants, no shirt, or nothing on, they are considered nude.  This would cause queenie to feel bad with no pants on, while comareiro feels good about it even with pants on because of the missing shirt.
#15
Bugs / Re: Roof bug
October 19, 2014, 11:21:44 PM
Have you built a door in the opening used to allow colonists access to the room? Once you build the door it should complete the roof.