Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Thunder Rahja

#151
General Discussion / Re: Auto-rain?
February 03, 2014, 05:04:06 PM
This happens in the real world too. Rising smoke causes moisture in the air to condense and fall as rain.
#152
Ideas / Re: Avoid Fire During Fire Panic
February 03, 2014, 04:59:19 PM
When you're on fire, it's kind of hard to focus on where you're going. If only someone nearby takes notice and puts you out.
#153
Ideas / Re: A way to make blast charges much less OP.
February 03, 2014, 04:54:23 PM
Replace them with "smart mines" that have a 3x3 blast area and use that same area as a trigger when hostiles (or even travelers) step over them. They'd need to be on a much shorter timer, of course.
#154
Ideas / Re: Medical Bed
February 02, 2014, 06:10:34 PM
What I'd like to see is that incapacitated colonists get placed into these beds when available instead of their owned beds and provide a faster recovery time.
#155
Ideas / Re: Deterring Attacks
February 02, 2014, 04:26:58 PM
Quote from: Vastin on February 02, 2014, 01:39:47 PM5) Decisive Victory - If the last two groups met a quick and grizzly fate without so much as scratching the barricades, what gives this next group of shmucks the idea that their luck will be any better? A dramatic victory might buy a longer gap between waves, or cause the defeated faction to reconsider their goals in life.

Or they just take more time before they come back and in overwhelming force.
#156
Ideas / Re: Master Light Switch
February 02, 2014, 06:42:16 AM
Zoom out to show your full base, double-click any lamp, toggle power. That's my master light switch.
#157
General Discussion / Re: Mental Breaks
February 02, 2014, 05:07:41 AM
If you're having trouble keeping colonists happy, perhaps try the fear approach by researching fear tech and making gibbet cages, leaving rooms dark, etc.

The most common way I lose colonists to mental breaks is if they're mining tunnels with a long return time to the food dispenser or their beds. Be sure to watch for the "mental break soon" hint at the top right of your screen, and switch them out from their usual jobs if you need to.

If they do break though and go on a rampage, try to melee attack them for your best chance to incapacitate them for capture. Though sometimes for me when they wander aimlessly or try to leave the colony, they turn hostile as soon as they are taken into a jail cell and attack their captor.
#158
Ideas / Re: Cooking
February 01, 2014, 10:47:37 PM
Soylent Green is a classic film.

Perhaps a thought for all colonists if any one consumes human meat should be called "Cannibalism" and give a significant boost to fear-themed colonies.

Agave plants and berry bushes shouldn't yield potatoes. Looking forward to this being changed later, as well as a good addition of new plantable crops to fill cooking recipe requirements.
#159
Ideas / Re: Your Cheapest Ideas
February 01, 2014, 04:19:46 AM
- Adding to my previous suggestion, have medical skill influence the rate that an incapacitated pawn takes damage while being rescued or captured. For medical skill level 0-4, cause damage rate to increase (inexperienced medics cause more harm than good), and at medical skill level 20, no damage at all.

- Make raiders prefer to shoot at colonists firing at them, rather than at colonists attempting to rescue others, until there are no other targets in the area. Someone shooting at your team should be a bigger threat than someone dragging their friend out of a firefight. Unless of course they've got a totally cruel leader.

- Make colonist rescues automatic when a colonist is given the doctor job.

- Not sure if this is a bug, but colonists need to be able to put out burning colonists that are outside the home area.

- Have fires leave behind ash that fades away in time on terrain, or burn marks on man-made flooring that can be cleaned by colonists.

Quote from: Shaithis on January 31, 2014, 03:45:20 PM
The ability to forbid things from interaction. For example, a lot of structures deteriorate over time but often I'll colonists running of to repair them when I would rather have a million other things done. Could you let us say... forbid chunks of a wall? They would be ignored and wouldn't get repaired until the forbidden flag is removed.
For that you might be interested in setting manual priorities in the colony window. I usually just untick the job from every colonist if I want other things done for the short term.
#160
Ideas / Re: Cooking
February 01, 2014, 03:16:39 AM
Now all we need is a soylent green factory.
#161
General Discussion / Re: Your favourite storyteller
January 30, 2014, 06:31:07 AM
Randy. You get the high population you would with Phoebe, but unlike the other storytellers, he can throw a challenge your way when you least expect it. One time I went a good 20 days or so with no pirate attacks, then suddenly was attacked by three groups of 10-15 raiders in a row, one landing while the other was attacking. They killed only one of my colonists, and I captured three of them, the worst being at 3 HP left whom I had to make a temporary sleeping spot for in my hydroponics farm to save.

You think a muffalo herd sounds bad? Wait until Randy sends a wave of nine boomrats at you out of the blue, and your colonists are panicking while your buildings burn down.

The classic storytellers become too predictable after you've played under them for so long. Only Randy seems to keep things fresh and truly thrilling for me.
#162
Ideas / Re: Your Cheapest Ideas
January 30, 2014, 04:54:34 AM
A few more.

- Allow reserved tasks to be overridden by closer colonists. Say a fire breaks out with one colonist next to the fire and the other colonists across the map hauling things. Since firefighting is priority one, they almost immediately try make their way to the fire, but the one colonist already finished beating out one tile of fire and can't fight the rest, which is burning down valuable furniture. Since the one colonist is there available to fight the fire, he should be allowed to override the task reservation of the other colonists to prevent as much damage as possible.

- Alternatively, allow multiple colonists to work on the same task on the same tile/entity (with some exceptions like research, equipping, hauling, etc.), like how multiple wardens can be talking to one prisoner at the same time.

- Add a minimum stock requirement to hoppers, preferably configurable and default to 50% capacity, before a colonist with the cooking job attempts to refill the hopper. This will save valuable time in that a colonist with the cooking job won't have to come refill the hopper with 10 potatoes each and every time someone gets a nutrient paste meal, while still keeping the hopper from going entirely empty.

- Allow colonists to pick up partial stacks to carry a full 75 when possible. For example, there are three stacks of 50 metal next to each other. From my observations in Alpha 1, the colonist won't pick up any more if the total of both stacks is more than 75. In the pre-alpha, they made more efficient use of their time by picking up that 50 and another 25 from a second stack, requiring only two trips instead of three.

- Prevent a task prioritized by the player from being interrupted by the colonist's job priorities or needs. In Alpha 1, a hungry colonist constructing a nutrient paste dispenser will stop building it and try to eat raw food after the player told them to prioritize building the dispenser.

- A constructable and unrepairable target dummy you can order drafted colonists to shoot at or melee attack, to help build their skill levels. Perhaps 1000 HP or so, and passable-only.

- Make circuit fault events require a wall to be at ~60% HP or less to happen. My repair team keeps these walls pristine and they suddenly can't explain why there's a big hole in my armory.
#163
Ideas / Re: Your Cheapest Ideas
January 29, 2014, 10:52:18 PM
- Colonist names underlined in the colony/jobs window while they are drafted.

- Floating point prices for commodities with final cost rounded up to nearest whole silver, and rounded down when selling. For example, buying 12 food at 0.8 silver each from a farming merchant for 10 (9.6) silver.

- Allow a colonist with doctoring job to heal an incapacitated colonist (on the field or in bed) once per day using 1 medkit to heal for 5-30 HP depending on medical skill level. Give a "healing" thought for +5 happiness that lasts for 1 day.

- Use hours instead of days for measure of thoughts' durations when they are less than 2 days remaining.

- Increase maximum stack size when a commodity stack is in a stockpile. Supposedly things in a stockpile would be more organized and allow for more efficient use of space.