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Messages - Regret

#76
Ideas / Re: Wild and Wacky Biomes
December 18, 2015, 01:26:04 AM
A forest where 1 in every 100 tress is a Flesh eating tree hat is indistinguishable from regular trees, until it attacks one of your colonists that is. After that, you'd better remember which it was because nothing outwardly obvious would distinguish it.

That would make the choice of going far into the forest scary and thus interesting.

Similarly: quicksand.
#77
Ideas / Re: Neurotrainer brain damage repair.
December 16, 2015, 05:10:32 PM
I'm thinking cyborg-slavery as a possible mechanic.
Install cyborgenslavement chip in brain. After that all skills lost except a handful.
Or maybe just a cap on skill level?
Either way the cyborg drone can still do dumb labor and can still use certain skills but at a much lower cap, let's say 8.
No research, obviously.

If you want to give players an incentive to be even more horrible:
- Let it force all skills up to 8.
- Make the chip craftable.
- Allow the chip to be installed in prisoners.

Seeing a cyborg slave would have a large negative mood-buff.

That would create some interesting choices, though it may make this game even more of a sociopath training course.
#78
Ideas / Re: Your Cheapest Ideas
December 16, 2015, 04:59:10 PM
Quote from: Todo on December 15, 2015, 02:11:10 PM
maybe somthing like heaters but then for cooling things down (change all the red in blue) and hoppers but then cooled like fridges for 1 item only in your dining room
srry for my bad englisch
The first goes directly against the laws of thermodynamics, the second would be cool. I'm not sure if foodpaste dispensers count as walls, if they do you can put the hoppers in a tiny fridge with the output in your dining room.
#79
Ideas / Re: Neurotrainer brain damage repair.
December 15, 2015, 04:49:22 AM
That would take the risk out of headshots.
Easier game, but less fun.
#80
Ideas / Re: An ingame Help-Menu with user content
December 14, 2015, 04:43:10 PM
Integrated Wiki?
Would increase immersion.
I approve.
#81
Ideas / Re: Medical System and Other Thoughts
December 14, 2015, 04:40:49 PM
This thread makes me want to punch squirrels for SCIENCE!

That may be a sign of slipping mental health...
#82
General Discussion / Re: Help! i'm feeling insecure
December 10, 2015, 10:17:40 AM
Quote from: Andy_Dandy on December 08, 2015, 11:46:48 AM
This game is worth at least a 1000 dollars!
Woah now, don't go overboard. It's fun, but it is no heroin.
#83
I haven't noticed tamers feeding eggs to animals in my own games, but I do think I can help you.


Problem:
Tamers keep using fertile eggs to tame animals.

Facts:
1. All colonists take whatever resource is closest.
2. Tamers pick up animal feed when they are simultaneously:
    2.1. Out of animal feed
    2.2. Starting a taming job
3. These situations are most likely in the following 4 scenarios:
    3.1. Tamer just woke up
    3.2. Tamer just finished eating
    3.3. Tamer just trained an animal in your animal area
    3.4. Tamer is outside of your base taming a wild animal

Solution:
Construct a hatchery that is not near any of the following:
1. Tamer's bedroom
2. Dining room
3. Animal area
4. Where The Wild Things Are

Then you can have it in your home zone with all the benefits that brings.
#84
Ideas / Re: Nuclear power
December 07, 2015, 08:05:36 AM
Heh, interesting.
Core malfunction would be such a horrible event, it should only happen with damaged power plants.
#85
Quote from: shentino on September 08, 2015, 06:13:26 PM
I think that you should require construction skills to

1) create a construction zone
2) start work on a site once it has all the materials

But putting materials in the site should be an anyman hauling job.
That is an interesting solution.
#86
Ideas / Re: Your Cheapest Ideas
December 07, 2015, 07:57:58 AM
Quote from: LittleGreenStone on December 06, 2015, 01:59:47 PM
Uninstalling a piece of furniture will result in its minified version to be carried to a stockpile, for us to click on it again and select another location for it, so a pawn can come again, pick it up, and finally install it.

Cheapest idea: A "reinstall" button?

+1

Damn haulers keep moving the furniture back to storage on the other side of the base when my constructor is already underway to install it inches from where it was uninstalled.

Speaking off, who else uses this mechanic in a carpenter's shop/room?
#87
Ideas / Re: more intuitive hydroponics and growth.
December 07, 2015, 07:53:52 AM
I love these ideas.
#88
Quote from: Duban on December 06, 2015, 01:44:13 PM
See, what this game really needs is a "pause construction" button rather than prioritize. It would let you stop construction of certain projects without canceling your work. It would also let you prioritize by pausing construction projects you don't want worked on yet.
That is good problem you point out there.
Do you think using allowed zones could be of help there?
#89
General Discussion / Re: Carpet<Smooth stone floors???
December 06, 2015, 05:08:22 PM
Quote from: TitaniumTurtle on December 04, 2015, 01:53:19 AM
I would take polished marble floors over hardwood or carpet anyday.
Marble is very pretty and easy to clean as well.
Though if it is the actually bedrock I don't think it will ever warm up. I wouldn't build my house on  a heatsink, I hate having cold feet.
Carpets would do wonders for keeping my feet warm, but are horrible to keep clean.

Even expensive marble tiles with proper insulation still feel cold. Floor-heating would be required, making the floor even more expensive.
As a middle ground I would prefer solid planks of aged oak with a triple layer of thermal insulation below.
But then again, I grew up on wood floors. I may just be biased.
#90
nutrient paste dispenser is a good idea, though rotating biodomes remove the need for 90% of the hauling if you leave the hay or corn, i haven't tried çorn in a biodome yet. The tripled growing time might make it more succeptible to the spreading of harvest times of the individual plants due to the inconsistent behaviour/timing of farmers. That causes the animals to eat the young plants before they are harvested.