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Messages - delraith

#1
Ideas / Re: Your Cheapest Ideas
July 08, 2019, 04:41:29 PM
Hmm, I'm cross posting this from reddit as I didn't want to make a whole new thread, but I suspect this idea is not that cheap.

Reduced gear variables
In the current system of item tiers (poor, normal, good, etc), item % health, and item material type we have three redundant effects. The downsides of this are poor inventory/stack management issues as every garment occupies a singe cell(!), and when interacting with traders the large amount of clicking required to sell off 20-30 different parkas that are of slightly different material, tier, and %.

Proposal: Make gear stats rely on fewer variables. Percentage and quality could easily be rolled into one without disrupting flavor and game flow.
- When rolling for item quality upon creation, all items that would be legendary would be 150% instead. I.e: 150% (Legendary), 140% (Masterwork), 130% (Excellent), 120% (Superior), 110% (Good), 100% (Normal), 90% (Poor), 80% (Shoddy), 70% (Awful).

The benefits of this change would:

  • Make the value of high quality gear more desirable in not only its protective value but its longevity, and would make staving off the negative though of worn-out apparel much more difficult with crap wares.
  • Instead of relying on mechanics like "Tainted" damage imparted to gear during combat would make gear much less valuable, turning raiders into swiss cheese will leave very little of use behind. Yet if a masterful headshot takes a raider's head clean off of a pristine set of marine armor, that's great news for you.
  • The amount of possible item instances is DRASTICALLY reduced. Instead of having 900 possibilities of a single cloth tuque (1-100% in 9 tiers = 900 possibilities) we instead have 150 possible cloth tuques. This also nudges us closer to better stockpile management/trader interaction/QoL.
  • Fix some pawn behaviors where they refuse to wear clearly superior armor, or when they refuse to remove worn-out shield belts.

Additional options for further reducing variables:

  • Certain materials could be simplified and compiled even further (I'll make another post about that). And/or materials only impart +/- effects to an item upon crafting. Lightleather would grant apparel -20% whereas Thurmbofur gives +20%. Wood and stone are poor choices for sharp weapons (-20%), but decent for clubs and maces. Plasteel makes everything better (+20%). Something like that.
  • Simplify gear percentile status. Compress the devaluation of gear into fewer stages, as appose to having 1-100% with a tick on every single interval, make gear devalue in 5% stages and change the devaluation & damage rates to compensate
#2
Outdated / Re: [A13] Mod MEGA PACK
May 07, 2016, 08:15:03 PM
Thank you for putting this together! :)
#3
Where can we dl CR defense? I can't find a link anywhere.
#4
Ideas / Re: Will Hygiene ever get added to the game?
February 25, 2016, 05:41:54 PM
Making a still of any kind (solar, fueled, electric) allows waste water to be recycled.

Utilizing water catchment by watershed engineering with swales and cisterns works very well.

In the tundras of the world it is often a simple matter of heating water to melt it.
#5
Mods / Re: Recovering prostetics from dead pawns?
August 29, 2015, 01:18:47 PM
Well, a Prosthetic is fairly easy to don and remove as prosthetics don't go into internal body processes. However, the fit and point where a prosthetic limb would attach varies depending on the person, and what part of their limb they are missing. This is why 3d printing is revolutionizing the prosthetic industry; every single prosthetic has a peculiar fit, and it is rare that what would fit one person would fit another. Rotting shouldn't affect these at all, one would simply clean the prosthetic. This doesn't change the fact that prosthetics do get damaged and break.

(Insert suggestion to need the amputee colonist available to measure and create a prosthetic for)

Artificial limbs and body parts are again, going to be very particular fits and recycling them would be difficult. Hip and bone replacements, artificial hearts, and implants tend to require precise measurements and detail. Unlikely these could be swapped between people at all.

I imagine bionics would function much like artificial limbs and body parts, and would be very difficult to swap around.

The little boxes that store harvested organs should require some resources to keep organs in a state of suspended animation.
#6
The parka that lets you survive in spaaaaaaaaaaace.

Imagine how hot you would get in that, sweating up a storm in that parka when it's -50 outside.
#7
Ideas / Re: A few thoughts on the new version
August 28, 2015, 07:38:31 PM
Quote from: Shinzy on August 28, 2015, 08:03:34 AM
With crematoriums you can set a stockpile nearby that only accepts rotten animals
and set the crematorium bill burn every animal but set the ingredient search range to only cover the nearby stockpile
It works like a charm for what you wish to do!

and 1. I love the idea
I really want there to be some way to separate tasks within a job
I don't want my "nurses" to perform surgeries
and have different cooks for different tasks much like how you're saying!

I guess you could set up some clever zoning for the cooks but still
I'd prefer being able to separately prioritize the different tasks under the main skill

That cremation idea, simple yet clever. Wish I thought of that a while ago.

It would be nice if surgeries had a way to choose highest doctor skill or have a skill floor associated to them. Hard to do since they are high priority ventures. I suppose splitting the skill up is a solution.
#8
Try inverting the default sleep schedule, 10am to 6pm.
#9
In all my time playing this I have never needed more numbers, but I suppose one or two more wouldn't hurt. Maybe start with upping the count to 5? Itty bitty change, see how it goes over kind of thing.

#10
Ideas / Re: Integrate Edb's Interface Please!
August 28, 2015, 07:24:57 PM
I am curious to hear any reasons why this shouldn't be in the core game.
#11
General Discussion / Re: Colonist relations!
August 28, 2015, 07:18:40 PM
Methods of contraception and dare I say, termination could factor in as well.

One could make pawns have views about such practices as well; you could have a particular pawn that just wont stop having babies. The rest of the colony begins to get upset about the amount of work all the children create, impacting your colony's productivity (but more productivity later when the kids grow and can start working). Pawns could be happier when kids are around, thus child-less colonies would tend to be sadder. There could be pawns that hate kids too.

Could even make slave ships try to sell you children.

OH THE MORAL CONUNDRUMS!
#12
Ideas / Re: Skill Matrix and Priority Presets/Saving
August 28, 2015, 07:10:49 PM
Revival Bump +1

A crisis setting for tasks could be implemented via a simple click box right near the manual priorities click box. When toggled on it would show every colonists priorities and allow you to modify them like normal for such occasions. Afterwards you simply click it off.

Saving a task configuration isn't as necessary imo.

Then again, why stop at only 2 lists for task prioritization (normal and crisis)? You could have any number of task lists, even ones that have soft defaults for say, harvesting or hauling.
#13
Or Tynan could incorporate advanced crafting as an integrated mod; if people want vanilla they click it off, if they want SC they click it on. Ez Pz.
#14
Ideas / Re: Why loosing liver = instant death?
June 12, 2015, 12:29:42 PM
Quote from: NoImageAvailable on June 05, 2015, 12:39:56 PM
That's what I mean though, if it says destroyed I take that to mean the organ is almost completely gone, torn to pieces or otherwise completely and irreparably damaged. Considering the extent of the damage you would be dead within seconds and there would be little a medic would be able to do to stop a fist-sized hole in your chest from bleeding. Although I agree that a third state between regular damage and completely destroyed would be nice.
Taking a step back to what was being talked about before with the destroyed liver/stomach, if either of these being destroyed equates to a huge hole in your abdomen, wouldn't a destroyed kidney be in the same boat? Don't get me started on a destroyed lung ;P

It would be nice to clean up the consistency.
#15
Ideas / Re: Why loosing liver = instant death?
June 12, 2015, 12:29:01 PM
Quote from: Lady Wolf on June 10, 2015, 07:26:11 PM
It's also worth bearing in mind the shock of a traumatic injury can cause people to die moments later, even if the injury itself would not be immediately fatal.

As far as harvesting goes, the bodies should still be harvest able for a short time after they die, since in real life organ donor organs are still viable for a few hours and are removed from deceased patients. (sometimes with a delay of up to an hour while the cadaver is transferred from the accident site to a hospital for organ removal.)

Yea, good point.

For harvesting, if they have a third quality state (i.e. "Fresh" or "Harvest-able" then "Decaying" then "Rotting"), the new quality state would allow the dead pawn to be interacted with medically and have bills added to it. After the new state expires (a few hours?) then the corpse can no longer have bills added to it nor be medically interacted with.

How hard would this be to implement? Anyone mod-savvy enough to give it a whirl?