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Messages - Nanako

#1
How do i take sand off the ground in a desert biome? can it be done?
#2
Can anyone answer my two questions;

1. How do i take sand off the ground in a desert biome (for making chips with)
2. How does the new lovemaking mechanic work? I set people to do it as top priority job and nothing happened.

Also sky, are we going to be seeing a patch for the issues that have cropped up? (missing textures, Night Owl not working etc).

Bugs really...bug me
#3
what did you do, and how?

maybe you could share some of those changes?
#4
So i'm playing the new version. It seems that the Night Owl trait is completely broken. It doesn't give any bonus at night, or any penalty during the day. doesn't do anything.


My colony is in the middle of a desert. How do i pick up sand off the ground for using?

Also, you should really update the tutorial messages to be more helpful. Like the one that says "Pirate raids will start soon, build some turrets". i'm not sure what we're supposed to do in the earlygame for defenses but turrets aren't it.

and i see you've added sex. How do i make that happen. i set people to do it and they don't seem to do anything. dpo i need to research double beds or something?
#5
I think the lategame comes down to too much grinding for several specific items:

Electronic Chips
Synthetic Materials
Steel Parts

These are too slow to make, but required in too high quantity, and it really drags things down. In my last game i ended up making a huge fortune from years upon years of raiders before i really felt i was at the endgame.

I really would like to see the required number of synthetic materials reduced a bit, and microchips made easier to craft (less sand and metal please!)
#6
Re turrets: I'm a base builder, i like turrets. I want autoturrets, and i don't care what i have to do.

If you really don't like them, then how about moving them to lategame, and making them a part of a larger computer system. maybe in order to make autoturrets work, you need a central AI computer to control them, and cameras for them to see things, etc. Also give them limited ammo! i don't mind having to make or buy ammo for them

In the original game it was too easy to build them. But once you add a bit of difficulty, people won't bother unless they really want them,

Regarding the miscellaneous turrets that you stick normal guns onto.I don't care whether you like them or not, but you have to fix them. Not fixing a buggy feature because you don't like it is silly.

The poll on the first post seems heavily biased, it's clear what the author wants. But it's also dumb. In a world with bionic limbs, combat robots, mechanoid hives, AI control cores, automated doors, etc. It's really stupid to call automated turrets "unrealistic". They are very realistic, they fit the gameworld perfectly, not having them would be a glaring omission.
#7
Also i want to ask, what the heck is with auto turrets?

As far as i can tell, the only autoturrets you can have are a base with a normal gun mounted on top. Like, a personnell weapon. This seems really dumb

I've tried them out, and the interface is buggy as hell. When i right click the base, i'm given a list of guns to choose from, but only one of them is not greyed out, and thats the only one i can pick.  it took me a lot of fiddling and luck to mount a sniper rifle on one of them
wtf is going on?

What about all the other big turrets, like the Mg12, and the 50 cal antimateriel rifle? How can i make them automated, all i can seem to do is place them as mannable guns.
#8
Hello author of this mod pack. Me and a friend have been playing for a week. I want to bring your attention to a glaring balance issue.

Soylent Green is kind of broken.
Currently, i'm running a colony in the extreme northern reaches of a planet, temperatures go as low as -75c, nothing grows here without fancy tech, living is hard, and cannibalism is my main food source. Or it was, that is normal cannibalism with cooking people into simple meals.

Soylent green changed all that, and made it too easy.
First of all, the market value is screwed up. With a nutrition of 60% and a market value of only $1.00 per block, soylent green is ABSURDLY cheap to just buy in bulk from passing traders, and live off of permanantly. I figured i'd be importing food, but this is so cheap it barely matters. i can sell a few mended shirts and feed my colony for several months.

It needs to be made more expensive to buy, okay? Thats the first issue.  OR just lower its nutrition so that each block matters less.

The second problem, is that the soylent green machine is worthless for food. It converts a human corpse into 5 soylent green, which is a total of 300 nutrition points. But this is far less than the total  nutrition you get by just butchering that corpse into useable human meat.  Butchering gives 75 chunks of meat, for 10 nutrition points each. 750 vs 300 is a clear no contest

Thirdly, soylent green machine is worthless for making money. A corpse fed into the soylent machine DOES NOT yield human leather, which can be sold for 50-80 dollars per corpse normally. And the soylent green itself is worthless as we've already established

Fourthly, soylent green, with its 60% nutrition value and its small stack size, is presumably intended as a finished meal, (compared to the usual 5-10% values for ingredients)
However its technically categorised as a raw ingredient still. This results in some wierd behaviour. For example, colonists will attempt to cook 10x soylent green  (600 nutrition points!) into a single simple meal, which only yields 85 nutrition

This is a massive loss of nutrition, its pretty broken


Because of all these problems, even though i'm still eating humans, i'm not turning them into soylent green. Instead i'm butchering the corpses, selling the meat AND the leather, and then using only some of that money to BUY soylent green from traders, making a huge profit in the process in both nutrition and money.
This is absurd, and the fact that this is the most efficient way to do it, indicates your balance is screwed


There are quite a few bugs here, i think you really need to step back and look at the original source material. Soylent green was supposed to be a way to provide a cheap food source by processing human meat into something more palatable. It should be a good option for people facing tough times.

As a result, i suggest the following balance changes:

1. Increase the value of soylent green, to somewhere around 3-6 dollars
2. Make the soylent green machine NOT take corpses, but instead directly take human or norbal meat chunks. You should butcher first and then feed the meat into the machine .This prevents the loss of leather.
3. With regards to the nutrition values, soylent green' value of 60 should be made with some entropy, so have it require 8 chunks of human meat to make one soylent green.
4. Have eating soylent green give a debuff the same as eating a nutrient paste meal. -4 mood
5. Have soylent green properly marked in the game files as being a meal, NOT an ingredient.  so that people won't try to put it in hoppers or make other meals from it. (this should also remove the "ate raw food" debuff)

As a result, this would make soylent green be what it was originally intended, a way for human meat to be incorporated into the regular food intake, without suffering such massive debuffs as are given for cooked cannibalism.