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Messages - bobucles

#76
Ideas / More gentle tiers of Food poisoning
June 30, 2018, 08:58:47 PM
The food poisoning system seems overly lethal to early colonies and mostly harmless to developed colonies. I'd like to propose some systems that help smooth the difficulty of nutrition across the board. So without further ado:

1) Thought: Food fatigue. A thought that stacks up as colonists eat the same meal over and over. Does nothing for the first few meals, but eventually colonist will get sick of it (ugh, corn again?!) and suffer a mood penalty. This thought stacks up with raw food, low quality meals and is drastically increased by food poisoning. Stacks are removed by having better and more diverse meals.

2) Food contamination more closely tied to bad ingredients. Food has a chance to be contaminated based on how a creature died (old/diseased animals) and dangerous types of filth (blood, vomit, etc.) Meat gets contaminated far more easily than vegetables.

3) Contaminated food may be discovered and discarded. Colonists with a good cooking skill will know what not to cook and what not to eat, at least for ordinary foods.

4) Minor food poisoning. Chiefly caused by poorly made or aged vegetable meals, high quality raw meat, or well made meals that colonists hate (human, insect). Causes unpleasant thoughts (that was GROSS), minor stat debuffs and possibly vomiting (loss of food). Causes large amounts of food fatigue.

5) Moderate food poisoning. Caused mostly by poorly made meals containing meat. Causes vomiting, reduced metabolism and sluggishness similar to cryptosleep sickness.

6) Major food poisoning. Caused mostly by meals humans should not eat (human, insect etc) but can be caused by contaminated food. Creates the severe bedridden sickness that happens currently.

So the results of these systems end up being:
- Early game colonies mostly have to worry mostly over raw food. Fresh food like berries and rations are in low supply but are safe to eat. Doing stupid things like eating sickly animals is asking to die, but ordinary maps rarely have a shortage of food to choose from. Unhappy thoughts get negated by low expectations.

- Mid game colonies have to avoid running out of healthy food. Resorting to human meat, insect meat or contaminated food is asking for trouble. Minor illnesses may stress the food supply and low quality meals will build up fatigue. Sickly raiders and animals bleeding all over your crops is a recipe for disaster.

- End game colonies mostly have to worry about food fatigue and contamination from all the blood spilled by raids. The most permanent solution is to upgrade to higher tier meals and protected food supplies, which are expensive.
#77
Shooting has a huge XP penalty outside of combat, so it's not very easy to train. Inside combat it's easy to rack up a few thousand XP. The most important factor seems to be fire rate. Colonists who fire off a dozen attacks get far more XP than a handful of sniper shots.

#78
I want a new hat type. It'll look like a top hat except it's a bit shorter and instead of being a flat top it has a crevice along it. When colonists wear the hat they gain a permanent mood buff:
+5 Euphoric
which represents their mastery over logic.
#79
Molotovs are pretty sweet weapons, but why would you want them? They do far more harm to all your stuff than anything else.
#80
I'm pretty sure that anyone without movement can't stand up to grab items. So no, they wouldn't be able to feed themselves. They'll just sit there and even their fellow prisoners will let them to starve to death.
#81
QuoteWhy packaged meals ? You would have to carry Hay or Kibble with caravan, sounds balanced to me if you travel on tiles with presumably no grass.
Because if you run out of hay or kibble for even a minute, that's what they'll do. They'll eat the next best thing (provided they have a food priority at all). If you only have ready made meals, then that hungry little 0.06 chicken will eat it right up.
#82
QuoteChicks at all stages, roosters and hens all seem to eat the same nutritional quantity.
That's not true. Chicks have a stomach size of 0.06, barely enough for a single unit of haygrass.
#83
if (pawn.RaceProps.Eats(FoodTypeFlags.Plant))
   {
      food.CurLevel += ThingDefOf.PlantGrass.ingestible.nutrition * CaravanPawnsNeedsUtility.VirtualGrassNutritionRandomFactor.RandomInRange;
   }

Aha. so it doesn't care what type of terrain you're on. The animal just eats.

Obviously it seems like a bug that animals can eat on arctic zones. There is no food on sea ice. You can also grow a ludicrous number of animals outside of town (like 500 chickens) where they would annihilate grass inside your normal map. The amount of food inside a hex is presumably not unlimited.

But it would be an even bigger problem if baby chicks were eating your packaged meals twice a day. Food waste isn't a big deal on your normal map because you can control who eats what, but in a caravan anything goes. Food is a precious resource on the go so any strange eating bugs or excessive food waste will cause lots of problems.
#84
I think some injuries need to have their bleeding capped.
Like when you get 50% bleedout from losing a finger or toe.
What's up with that.
#85
Ideas / Re: Room Settings
March 14, 2017, 01:01:05 PM
I think a simple set of automatic over rides would do the trick.
For example a room with a single bed is just a bedroom and is ineligible to be anything else.
A room with multiple beds is a barracks and not normally eligible to be other types of rooms.
That takes care of the most annoying stuff.
#86
If you tell colonists to drop finished meals on the ground, they will frequently fall out of a proper storage area. This will force them to keep cooking over the limit.
#87
Bugs / Re: Animal Starvation / Zone Issue
March 13, 2017, 10:33:34 AM
I kind of maybe(?) had this happen a few times. If animals are in one spot but the food is really far away or behind doors or something, they can't find it. I also use multiple animal zones so I dunno if those interact in strange ways.

It might be mod related.
#88
Ideas / Re: Slave Labor
March 11, 2017, 08:41:09 AM
Cute idea! I wouldn't mind making my prisoners smash some rocks, sweep some floors or cook some food.
#89
I enjoy making frequent trade runs with the new world system. However the moment my guys leave town they end up completely forgotten. Colonists swipe their rooms and couples forget who they were sleeping with. In some cases it's pretty detrimental as a "Greedy" colonist no longer remembers that he had a sweet bedroom and gets cranky about it.
#90
Ideas / Re: Caravan improvements (mostly food)
March 09, 2017, 07:04:33 PM
You can't really control what colonists eat or when. So it's tough to make full use of things like packaged meals because your caravan will eat them while the regular meals get to rot.

You can help keep pets alive by making kibble. It's the only food item that does not rot. But once again I'm not sure how friendly the food priorities are between humans and animals.

You can always create a colony map (set the options to allow 5 colonies) and do a little bit of manual foraging/hunting. Random encounters also have plants and animals up for grabs.