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Messages - mumblemumble

#1486
I had a rhino self tame before i built anything. That was... Interesting.
#1487
Ideas / Workplace injury
August 24, 2015, 01:16:12 AM
Random chance for labor to hurt colonists,  perhaps with burns from stoves, bruises from mining, scratches from construction ect. Perhaps like surgery,  having minor and major accidents. Could be based on skill level,  manipulation, consciousness,  ect. Could be an interesting event,  since its very controlled,  unlike raids,  but still requires attention.
#1488
Ideas / Re: Your Cheapest Ideas
August 24, 2015, 01:10:52 AM
Manually prioritizing colonists to rest, sow SPECIFIC plots (sucks sowing potatoes when i need xergium). Limiting access of colonists to work stations (1 butcher table for getting human leather, letting only psychopaths use it).
#1489
Ideas / Re: Suggestions wanted: Animals!
August 24, 2015, 12:54:34 AM
A large,  rare,  abomination of a creature,  lab experiment gone wrong. It "melds"  any organic tissue it finds to itself,  healing,  and growing larger / stronger from it. Could be a huge problem after a large raid, turning into a melee behemoth,  if it melds 40 dead raiders..  Could also become a corpse hoover if tamed, but extremely risky,  and perhaps unsettling to colonists... ... Actually this sounds like more of a monster,  but would be cool none the less, especially to get a threat which is beefy like centipedes, but melee based. Would also make for a unique spin on the "zombie"  concept.
#1490
General Discussion / Re: Diseases and infections
August 23, 2015, 11:48:12 PM
In my experience,  keeping ontop of treatment with herbal medicine is the big thing. I regularly get my colonists shot to shit,  but if you treat the wounds asap,  they heal in a few days max. Once something gets infected? REGULARLY medicate it,  make sure not to delay doses, and keep them in bed rest. Disease is the same,  just make sure the next dose isn't delayed much,  they don't seem to get worse much unless you delay treatment. So if you get disease / infection, set 1 or 2 docters as medicine highest priority,  so they are there as soon as needed.

That said,  infections can get nasty,  and you might want to bump up to commercial medicine / glitterworld if severe enough.  One guy got an infection in his skull,  no amount of rest /herbs helped... Ended up scrapping him for organs.  Dark days. Also plant xergium asap when landing.
#1491
General Discussion / Re: Thrumbo's, and A12 stuff
August 23, 2015, 11:27:56 PM
Yeah,  for how rare and mythical they are,  they sure aren't sturdy.  In fact i think animals in general should be more resilient. Its kinda funny, wild animals die from infection very frequently,  with no tending. But i think the thrombo / rhino / elephant could use more hp to body parts,  after all,  shooting a rhino with a pistol in real life would only enrage it, and a rifle would take a good shot to down it in 1...
#1492
Ideas / Re: Suggestions wanted: Animals!
August 21, 2015, 06:12:00 AM
Some kind of pestilence animal. One that feeds on blood spills, rotting flesh,  nests in corpses to incubate eggs, and breeds quickly. Another idea is making it like cockroaches,  attracted to electric charges (meaning hanging by conduits.)
#1493
I finally have a laptop,  and am not testing any zdoom mods for bugs, so sure,  ill take on the task.

I have experience writing up bug reports for doom mods obviously,  and finding the causing circumstances.
#1494
General Discussion / On growing and priorities.
August 17, 2015, 11:46:57 PM
I've noticed growing is without both priorities favoring certain plots over others,  and more importantly,  ability to prioritize someone sowing. Kinda gets irritating when you have several plants, but want one more.  Plus,  adding in prioritizing sounds very easy. And it would be nice to prioritize,  say,  cash crop hops,  over pottted plants.
#1495
General Discussion / Re: Exploiting Man Hunter Packs.
August 09, 2015, 01:53:00 AM
For the turrets, i recommend them splitting on 2 hostile targets. For the running colonists,  make them assault threats over runners, assuming they don't have enough for both
#1496
This makes me think there should be an eviction ability for colonists.. Evict people who aren't useful,  maybe even having  them stopby later as an event.

But they also work as bait for ambushes,  or kamikazi nade / molotov users.
#1497
I agree, adding more for colonists who sit by the fire,  or cook,  as an "if less than 75% burn time left, add fuel"  would make this manageable... As well as an option to manually add wood. Not perfect,  but better
#1498
General Discussion / Re: AI sees trough walls
July 30, 2015, 06:08:35 AM
This gets me thinking,  perhaps we should get forbidden zones for visitors? Would make sense you could have "residents only" signs... Would also solve visitors eating all the food,  and other issues.
#1499
But isn't cooking limited to simple meals? Or am i grievously mistaken? That said, refilling fireplaces as a colonist task (under repair i suppose,  or hauling, with an alternate "priority" zone system) would be nice.
#1500
General Discussion / Re: AI sees trough walls
July 29, 2015, 11:45:51 PM
Considering pawns already can learn turret layout, applying this to base schematics would be doable. And while raiders automatically knowing the layout would be interesting, just imagine the chaos of them mining into a sealed scarab room,  thinking its your base. More possibilities are better in my opinion