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Messages - re1wind

#16
Ideas / Re: Your Cheapest Ideas
August 23, 2015, 10:53:28 AM
RTS games used to use the shift and ctrl buttons as modifiers when queueing up items, and could be added as a 10x and 50x modifier.

i.e.
shift + LMB will move 10 items.
Ctrl + LMB will more 50 items. 
Ctrl + shift + LMB would move 500.
#17
Ideas / Re: Get use to it... (dynamic pawn traits)
August 23, 2015, 06:17:31 AM
raiders aren't kidnapped, nor are they forced to join. Starve or become a cannibal: moral conundrums loose relevance when primal survival needs aren't being met.

I don't expect that to be modelled in the game, but i do agree with traits and mood effects loosing relevance as they get triggered more often. decreasing the numerical mood value and/or the duration of the mood are some ways to deal with them.

There's even the possibility or having a pokemon-esque method of replacing existing traits with new ones. Trigger cannibalism sufficient times and the pawn can 'learn' that trait. if they already have 3 traits they need to 'forgot' a trait before learning cannibalism.
#18
Ideas / Re: Your Cheapest Ideas
August 22, 2015, 09:49:31 PM
warning: I'm 68% asleep and i'll probably regret posting this when i wake up. i don't care.

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Rice plants growing slower in mud and/or swanp tiles than they would grow in dirt, gravel, or lichen-covered soil always felt awkward.

Tweaking the terrain growth rates on a per-plant basis seems to be the optimal solution, probably not the cheapest.

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Grind dessicated corpses into bonemeal, which increases the yield/growth rate of the plant. single use. probably not cheap.

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Mating season for a specific animal type, lasting several days and making the male animals aggressive towards male colonists.

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Seasonal migration of animals, lasting a few days. can cause animals not normally generated for the biome to spawn in large numbers, i.e. Tropical and borealis animals would be allowed to migrate through forested biomes.

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Floral bloom - for a few days the plants in the area grow at an accelerated speed. Scares of much of the fauna
#19
But does BTSG have a mechanical windmill to grind wheat into barley? That's what i want to know.  ::)
#20
Releases / Re: [MOD](Alpha 9) Hospitality (v1.00)
March 15, 2015, 12:10:54 AM
I really like this concept,

but...300 gold for a colonist is very cheap. Its a great start but the whole trading and relationship mechanic needs a bit more depth. Relationships and trust takes time to build up, its not something you normally get by paying them.

i.e. when a faction group leaves your area with a "well treated" flag, long-term reputation with that faction increases by 10. Once the value reaches 100, you can temporarily hire their visitors for mundane tasks, like hauling, cutting, a bit of research, etc. etc. but they're never quite "your" colonists. Hiring labour basically.
#21
Outdated / Re: [MOD](Alpha9) Expanded Mining (26/02/15)
February 26, 2015, 03:51:13 PM
This has potential, i like it.  :)

Although... aluminium isn't really "stronger" than iron, it is lighter than iron with approximately similar properties, and can be easily deformed  (malleability) like copper, bronze, etc. This is great for making lightweight tools and weapons, but would suffer from significantly lower durability. Which you've probably planned out already.

Also, Rimsteel is "stronger than plasteel", but the recipe to make plasteel requires rimsteel.  ???  I haven't tested the mod yet so maybe the pricing and/or volumes and/or other aspects are balanced out to make the process favourable, but logically i wouldn't want to use rimsteel to make a metal that is "inferior".


Suggestions:

An early-game coal/wood-fueled smeltery that can only make steel and simple alloys.
#22
Interesting story: A meteor landed in the middle of my solar farm, i lost 4 solar panels. It did create a memorable moment though.  :P

Hmmm... i wonder if it's possible to add in a 'story' for a sculpture/artwork based on significant meteor impacts.
#23
Ah, well that sucks. at least the work-around is fairly simple.
#24
Outdated / Re: [MOD] (Alpha 8) Door Control (v1.0)
January 08, 2015, 09:27:34 AM
Quote from: Igabod on January 06, 2015, 10:50:00 PM
Quote from: john pretzel on January 06, 2015, 10:12:03 PM
Anyone thinking about frying raiders, this is your chance, apparently  ::)

Let them in.... close the door.... heat the place.... and... (figure out the rest)  ;D

It's better to freeze them. Don't wanna set their valuable gear on fire now do you?
[/quote

Finally, i can make that freezer killbox i've always wanted to. I wonder how well, or badly, it would (or wouldn't) work with 30+ raiders...  hmm. I wonder how feasible it is to freeze or melt them robots with such a trap...