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Messages - kingtyris

#151
Ideas / Re: Your Cheapest Ideas
October 13, 2014, 07:41:26 PM
Colonists use closest available resource instead of only using resources from stockpiles. I deconstruct a wood wall and set a blueprint for wood conduit wall, the pawn takes the wood back to the stockpile and brings back a different pile of wood to work on the wall with -_-
#152
Bugs / Wasn't able to start a new game.
October 12, 2014, 08:41:04 PM
So I went to start a new game on a world I had played before, and after choosing the square of the world map I wanted, I wasn't able to go any further. I kept clicking the button that takes me to the screen where I reviewed my starting colonists, and nothing. I don't know what solved the problem, but I ended deleting the game from my compy, redownloading it, and deleting all saves from previous versions that I hadn't gotten around to disposing of yet.
#153
Ideas / Re: Actual alien wildlife
October 11, 2014, 11:28:08 PM
The information section for pawns has a 'race' category, which implies to me that other transhuman races will be added into the game later. I like having no aliens, and the idea of having Reaver type altered humans going on rampages about your colony.
#154
Ideas / Re: Fungus
October 05, 2014, 09:58:57 PM
This... is a good idea.
#155
General Discussion / Re: i dont know if i like this...
October 05, 2014, 09:34:21 PM
Does killing a prisoner via organ removal incur the same penalties with your other colonists as death via execution? If not, it should.
#156
Ideas / Re: Let's talk turrets
October 05, 2014, 09:26:17 PM
The thing about kill boxes is that they're expensive. A few large raids can knock out a lot if not most or all of your turrets before breaking, and rebuilding the entire setup can take more resources than you have to spare. I've adjusted my play style to focus less on kill boxes and more on sandbagged positions with turrets supporting my colonists.

I agree that turrets in this alpha stage of the game feel incomplete and need work, though. I like the idea of requiring base-weapons to build turrets, but that could make the balance of the game funky.
#157
This +100. Hope you're reading this, Tynan.
#158
Bugs / Dead pawns disappearing? g
October 05, 2014, 09:10:54 PM
I could just be mistaken, but it seems as if sometimes a recently departed pawn, both colonist and enemy, will simply vanish upon death. This is problematic for me as it hinders my ability to keep track of how many colonists I'm losing/attackers I'm ending. Maybe their bodies are simply being destroyed by explosions? Or maybe its just me being unobservant.
#159
Ideas / Re: organ harvesting
October 03, 2014, 11:49:14 PM
+1 For harvesting implants
+2 for harvesting organs from recently deceased bodies. Its what we do in real life...
#160
Ideas / Re: Just a few suggestions
September 26, 2014, 10:20:50 PM
I always enclose an area, zone it for food-only and rename it 'fridge' anyway :P

But what with the different biomes, and I'm assuming temperature, I think it would be neat to give food use-by dates which would be lengthened or shortened depending on the temperature. So I could build a climate control unit in my Fridge room, set it to extra cold, and have an actual fridge.
#161
Bugs / Re: Self-starving and disappearing colonist
September 26, 2014, 07:51:45 PM
I've had this same bug twice now. The first time happened like you said. The second time the colonist half-died. Their corpse stayed 'alive', with a name still displayed, and also was able to crawl along the ground, which was creepy, and took no damage when two other colonists unloaded M-16's into her. Still had mental break and starvation alerts as well.
#162
Stories / Demonic Possession
September 26, 2014, 07:42:11 PM
So Strapping became fixated on this one Packaged Survival Meal. She would sit at the table and stare at it, but not eat it. She would occasionally walk into the food storage with it, only to walk back out and start staring again.

Eventually, she starved to death. But her corpse remained red, her name didn't go away, and her corpse started sliding across the floor of its own free will. Scary indeed...
#163
General Discussion / Re: Even if...
September 22, 2014, 10:50:51 PM
I'm interested. I must put 3+ hours a day into this game as it is already.
#164
Ideas / Shoes, Jewelry, and moving furniture
September 21, 2014, 03:38:34 PM
Jewelry can be made out of silver and gold, and worn to provide a morale boosting status (Well dressed, +5 mood or something like that). Silver would provide less of a boost than gold, for example. BONUS: When mining, random small chance to drop Gemstones instead of metal. Gems can be used with silver or gold to craft Fancy Gold/Silver jewelry, which provide a bigger boost. The mechanics that allow one to wear jewelry could be a new clothing slot or the same logic that allows a colonist to wear a duster, a shirt, and an armor vest.

Shoes would occupy their own clothing slot. Colonists land wearing Simple or Cloth Shoes. These grant a -%5 or other such debuff to walk speed. Having no shoes lowers the debuff further, would lower morale similarly to how nudity does, and also risks a random chance of foot injury, especially on rough ground. Better items like Military or Utility boots would carry no penalties. If crafting clothing and related items such as cloth and leather are ever added to the game shoes could be crafted.

Lastly, a small idea, but if the interior design of my colony and its room isn't to my liking, I would rather be able to move it instead of deconstructing and rebuilding it. A new command "Move ____" could be added, and when you designate a colonist to move a given item, then the placement tool for the appropriate item comes up, only after placing the blueprint the colonist hauls the furniture like an item to the designated are. Obviously there should be some logic dictating what could and could not be moved; I shouldn't be able to dead lift a ship reactor. But if this could be added to the game then I would be a happy kingtyris.
#165
Ideas / Re: Rainfall and plant growth?
September 21, 2014, 02:56:25 PM
I don't know, relating rain to plant growth wouldn't be hard to implement and would be a small change that could deepen game play.

So basically, anytime the weather sets to any kind of rain, all growing zones outdoors get a global buff to grow speeds. This is more cosmetic than anything, as the growth speed is already fine and buffing it too much would be OP.

However, the storyteller could keep a counter for how long the periods between rainfalls lasts, and if it takes too long, a Drought could occur, which would debuff plant growth, and if it takes WAY too long, Severe Drought could halt all traditional agriculture completely. This would also be a good way to introduce new constructions, like maybe Sprinklers and Irrigation Ditches that would immunize given areas from drought, and could function similarly to nutrient pumps.