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Messages - Khall

#1
Quote from: MikeLemmer on May 11, 2017, 08:32:54 PM
Infections might be too powerful for elderly pawns now. Had an infection on my 80-yr old pawn on Day 3 of crashlanding, started at +5% and ended at +18%, despite confining her to bedrest and having a Medicine 4 doctor tend her with standard medicine. Not sure what I would've needed to save her.

There's a hidden penalty to recovery based on age, right? Could there be a way to make that visible, like a modifier to blood filtration due to age?

You can see the multiplier for age under Stats, in Immunity Gain Speed
#2
Outdated / Re: [A13] BackstoriesCore
July 18, 2016, 10:39:13 PM
Would really appreciate someone to update this, got around 20 backstories i want to add, but I don't know enough about coding to update myself.
#3
Bugs / [A14] Art descriptions use same date
July 17, 2016, 06:45:11 PM
All art descriptions that depict events use the 6th of winter, 5499.
#4
Outdated / Re: [A11] Darkness
April 18, 2016, 03:38:36 PM
I used the A12 version as well and it seemed to work fine, until a toxic fallout happened and I got a error where the event didn't work (toxic particles effects didn't move and there was no increase in toxic buildup). Can anyone else confirm this?
#5
I'm pretty sure if you look in the details for a bill, there's an option to choose whether to take to a stockpile or drop on the floor.
#6
Royal bed fits 2.

The double bed is exactly the same as the old royal bed, only thing that changed is the name.

The new royal bed has a new texture and better stats.

#7
The old royal bed is the now the double bed, which still has the same stats.

There was a more expensive bed added, which switched names, and is now the new royal bed.
#8
Quote from: Ykara on April 10, 2016, 06:25:01 PM
Quote from: Rampart on April 10, 2016, 05:24:37 PM
noticed a problem if used on an existing save, if your pawns have an existing state like hypothermia it doesn't seem to clear. I'll get my ice sheet cannibals warmed up and try the mod again to see if it reoccurs :D

Edit: warmed them up while sleeping, and after loading the mod none of them seem to get hypothermia standing naked at -142 F.
Okay, now that's strange ;D I really don't have an idea why this problem occurs, the mod changes nothing with hyptohermia or anything temperature related...

I think I also found something related to that, blood loss doesn't seem to work as well.
#9
General Discussion / Re: How do you guys make money?
March 19, 2016, 03:50:42 PM
Quote from: Shurp on March 19, 2016, 02:16:38 PM
hops -> beer.  But you need a big freezer while you wait for the bulk trader or pirates to show up.

Hmmm, but what is the deal with rice and hydroponics?  And what is this "fertility factor"?  It seems like rice grows much faster in hydroponics than anything else.

Fertility factor is how much soil quality affects growth rate. Potatoes, for example, have a fertility factor of 0.4, so they only get a small bonus/penalty associated with soil quality. Rice has 1.0 fertility factor (they are the only crop that has it apart from corn, which can't be grown in hydroponics), so they get the full benefit from the tables, but grow very poorly in poor soil.
#10
General Discussion / Re: What do you do with marsh?
March 18, 2016, 08:37:06 AM
Only use I found for it was to set up defences on the edge of marshes and force raiders to go through it. They should be cut down before they get anywhere near you. Of course it depends on the layout of the map if it is possible.
#11
General Discussion / Re: Food plant growing?
March 17, 2016, 11:15:02 PM
Potatoes - Medium growing time (6.188 days) and yield (8 per harvest). Gives negative thoughts if eaten raw. Not affected by soil quality as much as other crops (grows well in poor soil where other crops would struggle, but doesn't get as big a benefit from rich soil or hydroponics).
Best for places where you don't have access to good soil and have to grow on e.g. gravel, such as ice sheets or deserts.

Strawberries - Grows slightly faster (5.3 days) than potatoes, but less yield (6 per harvest). Can be eaten raw with no negative thoughts, and also gives joy when ate. Also not really dependant on soil quality, but still more so than potatoes.
Good for another source of joy (cheapest way to get "gluttonous" type joy") or if you can't keep up on meals.

Rice - Fast growing (4.89 days), low yield (6 per harvest). Gives negative thoughts if eaten raw. Soil fertility is a big factor in growth time.
Best grown in hydroponic tables (has 170% growth bonus, compared to potatoes (128%) and strawberries (142%) or rich soil to provide a fast, steady source of food.

Corn - Long growing time (13.68 days), but high yield (22 per harvest). Can be eaten raw with no negative thoughts. Also very dependant on soil fertility. Can only be grown on soil, not hydroponic tables. Also the plant has 150 hitpoints, unlike the rest which have 85 hitpoints.
If you have access to regular soil or above, corn will give you the largest return.

That should be a pretty good overview unless I've missed something out.
#12
I imagine hostile wildlife will be another big challenge in the rainforest, when they get added. The biggest threats there should be the jungle itself, rather than raiders or mechanoids.
#13
Ideas / Re: Unknown Artifacts
March 13, 2016, 04:16:31 PM
Quote from: Z0MBIE2 on March 13, 2016, 03:52:48 PM
Quote from: Khall on March 13, 2016, 03:21:54 PM
- Spawns a scyther (or several) which wakes up after a few seconds
I don't think it would be big enough to spawn them from it, but it could activate an event saying "A signal has seemed to be broadcasted from the strange artifact into space, a mechanoid pod is dropping nearby!"

This is actually one of my favourite outcomes. I agree that having several scythers spawn would be a bit unbelievable, but 1 could be conceivable if you imagine it was a scyther huddled in a "closed" state within the artefact. Ideally, smaller mechanoids like the crawlers from the More Mechanoids mod would be perfect. Could even be some other kind of hostile creature or organism.

Though the point of it is to make the player fight within his own base, even in mountain colonies which would stop drop pods. And the idea of accidently unleashing a monster in your base appeals to me.

Edit:
Another quite evil outcome occurred to me. The artefact temporarily takes control of your turrets after a short delay (allowing you enough time to run or turn them off if you're quick), randomly disabling them or turning them hostile. Might screw over bases that rely too heavily on turrets.
#14
Ideas / Unknown Artifacts
March 13, 2016, 03:21:54 PM
Rare unidentified objects found in hidden rooms or escape pods. Requires a pawn to take it back to a research bench to research it. When the object is fully researched it can be activated on the bench (or maybe just being automatically activated is better, not sure). Research speed and outcome is influenced by the research skill. Several outcomes could happen:

Examples:
- Could turn into a neurotrainer, psychic lance etc.
- Causes the activator to go berserk
- Causes a psychic wave event (good or bad)
- Spawns a scyther (or several) which wakes up after a few seconds
- Identified as a high value, but otherwise useless, object
- Infects some pawns with a disease
- Small incendiary explosion
- Emits an EMP, shutting down power temporarily (not as long as a solar flare)
- Gives temporarily buffed stats to the activator.

Just some quick examples. There's a lot of potential for different outcomes. But it would give the research skill some more usefulness, and generate some more risks that couldn't be countered by a killbox.
#15
Ideas / Re: Your Cheapest Ideas
March 13, 2016, 09:21:40 AM
Traits:

Strong/Weak: Gets increased carrying capacity and a buff to melee damage. Opposite for Weak. Could tie it to body type, or not.

Agoraphobia: Fear of open spaces, basically flips around the space need.

Animal lover: Hates the sight of dead animals, but like having an animal assigned to them, and increased effect from nuzzle. The aftermath of a manhunter event may be very distressing.

Insomniac: Slower sleep need decay rate, but higher mental break threshold.