excuse me but wouldn't it just be politically correct to its own sort of gender politics (pulling from its own canon of facticity) to institute top-down gender differences? the issue here is not gender's relevance to fighting skill, but that the game doesn't have an RPG-like stats system that describes bodies thru variables such as vitality, strength and constitution. i'm very sorry that people need to use gender as a short-circuit in their reasoning about human phenotype.
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#1
General Discussion / Re: Should body types and gender actually have an effect on melee and shit?
January 04, 2017, 08:24:08 PM #2
Ideas / Re: Joined colonist bringing Technology (aka "Wow! He knows Electricity!")
January 02, 2017, 04:39:57 PM
i love this idea
#3
Ideas / Re: get rid of mining skill, merge it with construction
December 31, 2016, 05:48:14 PM
mining and building can and should be separate chores, im suggesting they be made derivative of the same skill
#4
Ideas / Re: Windows
December 30, 2016, 03:42:50 PM
glass + lights mod adds glass windows
it would be nice to be able to use both lo-tech windows that let in light and air (and contribute marginally to beauty) and hi-er-tech glass windows that let in light (but not air) with more beauty
it would be nice to be able to use both lo-tech windows that let in light and air (and contribute marginally to beauty) and hi-er-tech glass windows that let in light (but not air) with more beauty
#5
Ideas / get rid of mining skill, merge it with construction
December 30, 2016, 03:40:43 PM
since IRL digging mines is really a matter of --building-- them
it would be nice to need less specialists/backgrounds for this really one-sided skill
it would be nice to need less specialists/backgrounds for this really one-sided skill
#6
Ideas / Re: Hunting, Gathering, and Mining with Caravans
December 29, 2016, 07:33:12 PM
oh my god yes it would be like oregon trail
#7
Ideas / Overhaul terrain specs in world creation
December 29, 2016, 05:37:44 PM
I've brought this up a few times and I guess I'll just keep doing it
From a climatological point of view the worlds we're dealing with are uncomfortable to look at. Temperate forest and desert seem to be the overwhelming 'default' terrain, established along a gradient of aridness and large median temperature ranges that totally rule out any transitional terrain between them.
Arid shrubland, which is specifically supposed to be 'desert-lite,' is generated only by high temperatures with no regard to aridness, so you'll often have arid shrubland getting 1500mm precipitation/yr and sitting right next to jungle.
It would be nice to play arid shrubland with milder winters, like we do on much harsher desert tiles. If it were to operate as a 'buffer' terrain, between dry and wet terrains, it should have a low yearly precipitation (500? 550?) and winter temperatures high enough to distinguish it from tundra.
From a climatological point of view the worlds we're dealing with are uncomfortable to look at. Temperate forest and desert seem to be the overwhelming 'default' terrain, established along a gradient of aridness and large median temperature ranges that totally rule out any transitional terrain between them.
Arid shrubland, which is specifically supposed to be 'desert-lite,' is generated only by high temperatures with no regard to aridness, so you'll often have arid shrubland getting 1500mm precipitation/yr and sitting right next to jungle.
It would be nice to play arid shrubland with milder winters, like we do on much harsher desert tiles. If it were to operate as a 'buffer' terrain, between dry and wet terrains, it should have a low yearly precipitation (500? 550?) and winter temperatures high enough to distinguish it from tundra.
#8
Outdated / Re: [A14] Community Core Library v0.14.3.1
October 09, 2016, 10:11:02 AM
does anyone know if i wanted to pull CCL's hoppers (generic/refrigerated) while i'm waiting and put them in a duplicate core folder could i just do that with the thingdefs and appropriate graphics?
#9
General Discussion / Re: how is biome determined (on the world map)?
October 07, 2016, 09:31:14 AMQuote from: MikeLemmer on October 05, 2016, 02:56:51 AM
Are there To-Dos to give cold biomes native crops/trees? It's strange to me that tundras are often filled with trees that only grow 10% a year.
biome wild plants are in biomedefs i believe
Quote from: ison on October 04, 2016, 05:04:33 AM
For each tile we call every BiomeWorker.GetScore() method, and then we choose a biome with the best score. Each biome has its own BiomeWorker. Currently biome workers return score based on the elevation, temperature, and rainfall of the tile.
are biomeworkers hard-coded? is there any way to fiddle with the scores for individual biomes?
#10
General Discussion / how is biome determined (on the world map)?
October 02, 2016, 05:38:44 PM
I noticed biome tiles have some hard and fast specifications when the world is generated -- ie rainfall separates a temperate forest from desert; temperature is all that separates temperate forest from shrubland
Could anyone point me to where these are coded? What is the likelihood of these being changed so that planets spawn with more realistic biome features and distribution?
Could anyone point me to where these are coded? What is the likelihood of these being changed so that planets spawn with more realistic biome features and distribution?
#11
Help / changing biome parameters for world generation
September 07, 2016, 06:40:36 PM
how and where are the different biomes set to appear under certain temperature/rainfall conditions?
#12
Ideas / livestock theft (rustling)
August 29, 2016, 09:43:13 AM
do opposing factions steal livestock? because they should. you can't have a space western without RUSTLIN'.
also i think stealing should be THE primary motive of most (small) raids but maybe that's another argument.
also i think stealing should be THE primary motive of most (small) raids but maybe that's another argument.
#13
Support / update on Mac blank map issue (el capitan)(a13/14)
August 26, 2016, 09:20:37 PM
i just solved the issue of the blank world map for macs running el capitan by updating to 10.11.6
hope this helps!!
hope this helps!!
#14
Ideas / Re: Make clothes from different types of leathers combined
July 29, 2016, 04:41:12 PMQuote from: Casazzo on July 29, 2016, 03:53:46 AM
I thought about doing a minimalistic Mod, that enables curing 'leather' on a 1:1 base from hides on the butcher table.
The resulting 'leather' would have average hide stats. Without all the boni from the better hides. Just a plain leather ... slightly better than cloth, but stackable and usable for recipes with larger quantities obviously.
I have to learn how to make the appropiate recipes accepting leather, however. Can't be that big of a problem though.
omg this mod would be a must-have
#15
Ideas / Re: Please remove human pawns eating corpses.
July 23, 2016, 06:51:10 PM
people resort to eating grasses and dirt and dead animal carcasses waaaay before eating human carcasses
also i find it hilarious that suicide is 'too dark' for this game yet half the fandom is obsessed with the turn to cannibalism...
also i find it hilarious that suicide is 'too dark' for this game yet half the fandom is obsessed with the turn to cannibalism...
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