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Messages - DirectorBright

#1
Surgery needs a serious rework. I just had someone with bionic eyes and level 14 fuck up an eye installation and CUT OFF THE PATIENT'S HEAD.
#2
Ideas / Re: Your Cheapest Ideas
January 29, 2017, 04:18:20 AM
The ability to save sets of mod configurations so that you can simply load a previous mod setup instead of having to individually select each mod every time.
#3
I just had a level 11 doctor in an advanced medical facility attempt to install a bionic ear.

The "Strong Expert" managed to cut his patient's head off.

I started a new colony after that.
#4
Quote from: Anomaly on December 23, 2016, 12:03:41 PM
Our colonists, at least those we start, with come from an environment where they would have been pampered by the greatest high tech conveniences. All of them would be what we would consider "pussies".

What would be very cool to see is our colonists gradually becoming stronger or desensitized to the hardships they face.   Modifiers like stoic, combat veteran, desensitized to death, etc...

I would like to see that too.
#5
The mood system is broken, but not in the way you've said.

The big problem with the mood system right now IMO is that the numbers for buffs and debuffs are all over the place, especially debuffs. But the system just falls to pieces when Starvation occurs.

Starvation (Trivial) is -22. Its described as feeling fuzzy and unfocused. Thats a ludicrous number when you compare it to certain other debuffs. It jumps to -29 at moderate.

Being in crippling pain where a colonist is literally screaming "KILL ME NOW" is -20, Killing someone by harvesting their organs is a -6 (On top of a -7 for them dying). Losing your child is -25, so is losing a spouse.

But hold on, Very Comfortable is a +6, and people routinely get that by sleeping in a poor quality wooden bed! Even a normal bed can trip the extremely comfortable +8 bonus.

So tearing some dudes heart out is sad (-13), but having a pretty okay bed (+8) and steak for dinner (+5) makes it all better?

Starvation is the big one though, because when people get starvation debuff, they usually break extremely quickly. -22 is HUGE early game, and what happens when a colonist breaks? Oh. They don't eat. Well thats fantastic.

I literally had a colonist do "sad wander" from not getting any food, then wander around outside in a snow storm while new food was brought in until they starved to death while there was food in the fridge.

I had another berserk due to lack of food While he was eating his food, then die of starvation because berserking people won't eat.
#6
General Discussion / Re: Impassible Terrain
December 23, 2016, 04:42:20 AM
You can build inside a circle of impassable terrain.
Somehow caravans and raiders still get in.
#7
Ideas / Help from a Friend
December 23, 2016, 12:43:04 AM
When colonists go into a mental break, they're taken out of action for up to days at a time and left to just wander around randomly. Sometimes, if situations are bad enough, they'll straight up murder their best friends over things that could be resolved if they worked together.

When a colonist suffers a psychotic break, a colonist with a high enough relationship to be considered a friend should be able to approach the victim and attempt a social test. Success ends the mental break, with no mood boost given for catharsis and perhaps a debuff to their work speed, as this does not actually end the break, but simply encourages the colonist to work.

In addition, Berserk characters should prioritize rivals and ignore friends unless a rediculous failure occurs on the attempt to calm them down, as the colonist said exactly the wrong thing. A ridiculous failure would also create a strong negative relationship debuff, as your best friend just attacked you.
#8
Ideas / Re: Hexagonal tiles map?
December 16, 2016, 06:40:51 PM
Quote from: Alenerel on December 16, 2016, 05:21:11 PM
I was wondering now that you have "converted" the world map to hexagonal tiles, if you have thought in doing the same with the playing map. Would be much easier to build diagonal walls.

It would also be much harder to build horizontal walls.
#9
Ideas / Re: Mine Shaft
December 10, 2016, 05:30:15 PM
Quote from: Imness on December 09, 2016, 08:59:59 PM
That upper farm was all water before evaporation that screen shot was the most recent from in game I don't have one from earlier in game but most of my area that I had was marsh but it had the most defensible position offered where a large potion of the fertile land was which really did help, also I might add I breed a bear army they eat lot's of food before my 11th greenhouse I was declining in food I had no choice but to sell about 6 bears now I have plenty of food at least enough to get most of my fortune from selling it but before I dried up a major lake it was difficult for space hydroponics weren't an option since I was scraping by just for what I could get in the first place but I did some tallying and hydroponics were not as viable as green houses for growing food.... there's a larger mountain to the north that where almost everything I need is, but most of the open ground that I have is in greenhouses. I've had some good weather but for a long time I was going through cold snap after cold snap it would prevent my trees from growing for a long time I had no wood and because of flash storms it burnt most of the forest around me down and then I chopped most of everything I could down which helped but wood burning was a non-viable solution I know because I tried when I used up most of my wood I lost my power source and I'm not really sure how it's a viable source to begin with it requires about 1500 watts to power a single sun lamp that's not even including the heaters it takes two solar panels to power and to fill a battery with enough juice to make it through the night and if I lose power I risk having my crops die from the cold it's even worse when a cold snap has happened. With my current power needs I have 32 solar panels and 4 geothermal to make it work for me but just to say I haven't had a huge dip in power for a long ass time but even with that I still have to be careful to not draw to much power from other things.

Firstly, paragraphs. Makes it easier to read, if you would.

Secondly, I found your problem, or, well, problems. You're using a greenhouse powered by solar in the boreal forest.

Tips:


  • Boreal Forests have short days in the winter, making solar a terrible option
  • Greenhouses are inferior to hydroponics. Try rice in hydroponics for the most efficient crop.
  • Wind power is far more reliable than solar in the extreme northern climates
  • Building your base into a mountain will help reduce the heating problems.
#10
Ideas / Re: Mine Shaft
December 08, 2016, 10:21:26 PM
Quote from: Sirportalez on December 06, 2016, 06:36:41 PM
Next patch we can dig on new lands and bring it back to homecolony.

Mining Colonies, fantastic.
#11
Ideas / Re: More races
December 08, 2016, 10:19:02 PM
Quote from: Thirite on December 08, 2016, 04:01:01 PM
Bear people confirmed; get to work modders.

I need this for my ice sheet colony so I can have bears and humans in greatcoats and ushankas armed with survival rifles and alcohol addictions.
#12
Ideas / Re: Fast Forward On Colony Death
November 21, 2016, 03:54:36 AM
I like it.
#13
Ideas / Re: No lethal force against Berserk
November 18, 2016, 06:41:12 AM
Quote from: Lightzy on November 18, 2016, 05:14:47 AM
Default behavior is running away.

Also sometimes you want the bastard shot.

You can already unequip their weapon or force melee attack by closing in, if you have a ranged weapon

Yes, but most of these instances are 'someone went berserk' followed by me hearing 'BANG BANG BANG' and then 'Colonist needs rescue.'

Also setting people to run away leads to them dying to squirrels.
#14
God damnit Catherine 'Cat' Lavoie.
Level 18 builder, mother dies. Neurotic, so she breaks and eats ALL THE WAKE-UP. She then proceeds to do nothing but go berserk, constantly, because no wake up is somehow worse than having your fucking mother die.
This goes on for a while, then some guy gets his kidney shot out and gets infected. She immediately falls in love with him and he dies because he only has one kidney literally the next day.
THEN, she goes on MORE berserk rages, until she decides to shoot up some go-juice and despite the chemical high instantly go berserk AGAIN, beating two people unconscious before dying because what is pain.
Fucking christ...
#15
Ideas / No lethal force against Berserk
November 18, 2016, 04:48:55 AM
Simple enough. Colonists will fight berserk colonists with their fists instead of deciding the best option when the builder goes berserk(!) is to blow their feet off with a pump shotgun.