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Messages - twoski

#31
Ideas / Food poisoning from bad cooks
September 10, 2018, 05:17:12 PM
I think the game currently is very punishing to players with low level cooks. It seems like you have a very high chance to poison people below a certain threshold.

While I think the game needs to punish low skill cooks, there isn't enough variety. It should be something like:

LVL 1-2: high food poisoning chance
LVL 3-4: chance to fail and not produce food like how construction fails.
LVL 5-6: chance to make food that tastes as bad as nutrient paste

At lowest level your cook would have a chance to have any of those 3 failures occur, not just food poisoning.

It would add a bit of variety to the failures I think.
#32
Ideas / Re: Nudist debuffs from jackets
September 10, 2018, 04:55:14 PM
Basically it would just prioritize keeping them at a safe temp first and foremost. If that need can be met without them having clothes on, then they would take off their clothes.

Alternatively they'd just not get the debuff from coats since they are technically 'nude' underneath
#33
Ideas / Re: Nudist debuffs from jackets
September 10, 2018, 02:53:53 PM
Well of course they would begrudgingly wear clothes (and be uncomfortable) - but the thing i'm arguing is that they would actually wear the clothes.

If i set one of my nudist pawns to the nudist clothing designation, they won't even attempt to wear a jacket in winter. This is the thing that needs changing. Even if a pawn is assigned to nudist, they should make an effort to keep their body temperature safe, first and foremost.
#34
Ideas / Nudist debuffs from jackets
September 09, 2018, 05:18:34 PM
I think nudist is a trait that needs rethinking. In biomes where you need to give people a parka to wear (or risk them getting hypothermia), it's basically a permanent mood debuff.

Nudist should only apply to pants and shirts, not jackets/hats/body armor. You shouldn't punish people for trying to keep their dumbass pawns from freezing to death because clothes make them grumpy.

Does anyone actually know a nudist in real life that is so staunchly against wearing clothes that they'd rather risk hypothermia in the middle of winter than wear a jacket?
#35
Ideas / Re: Let's discuss the "trade request" event
September 09, 2018, 05:16:00 PM
well the thing is, at the time of receiving that message, there wasn't a single raider corpse on the map. the last raid i had was almost a month ago. so that option wasn't even on the table.
#36
Ideas / Re: Let's discuss the "trade request" event
September 08, 2018, 11:58:41 AM
I'm not saying the deals have to be fair, they could be asking for 100% of the player's herbal medicine and in return offering a weapon or something - a very risky trade involving the player losing all their healing supplies.

However, the deals should be semi-realistic and based on what the player has in stock. Don't waste the player's time with outlandish requests of 300x human leather or some other nonsense like that. Even if you slaughter every human being in your colony and have only one guy left with a million mood debuffs to carry all the leather, i doubt you'd even have 300 total.
#37
Ideas / Re: Let's discuss the "trade request" event
September 07, 2018, 01:24:16 AM
That would also be acceptable.
#38
Ideas / Let's discuss the "trade request" event
September 06, 2018, 09:10:50 PM
Personally, i think this event sucks. Here are some images to help explain.

https://i.imgur.com/DIIZZJM.jpg
https://i.imgur.com/5aqpX2c.jpg

First problem: The randomly generated thing that these people request from your settlement is often so ludicrous that it makes the rest of their offer irrelevant. Where am i going to get 340 human leather from?

Second problem: it's also stupid from a storytelling standpoint. You're gonna tell me that this band of colonists will trade me a masterwork LMG, a plasteel dresser and some Luciferium for 23 cowboy hats? What kind of idiotic trade deal is that?

I think this event has a place in the game, but it needs a severe overhaul. Restrict the quantity being asked for based on what the player has. If the player has 100 herbal medicine, then the mission will never ask for more than 100 herbal medicine. This makes the trade deals feasible and worth considering. If your trade deal asks the player for 300 herbal medicine but they only have 100, there's no way they can even partake in the trade deal even if they wanted to.
#39
Releases / Re: [B19] Synthmeat: Space Tofu
August 31, 2018, 10:44:03 PM
Updated to b19
#40
Outdated / Re: [A18] More Mental Breaks
January 09, 2018, 05:58:36 PM
should be fixed
#41
Outdated / Re: [A18] More Mental Breaks
January 02, 2018, 07:05:40 PM
Hmm, maybe sad wanderer was added too and i didnt notice it. I'll check for that error. Did you use the steam version or are you playing offline?
#42
Help / Re: Insect Think Trees
December 19, 2017, 06:38:35 PM
thank you good sire
#43
Help / Re: Insect Think Trees
December 18, 2017, 12:27:47 PM
i cannot find the thinknode XML that contains ThinkNode_ConditionalHiveCanReproduce
#44
Help / Re: Insect Think Trees
December 17, 2017, 06:10:57 PM
Ok well maybe it's not their think tree, idk

I spawn a hive and i get this error:

#45
Scenarios / Re: [A18] Tomb World
December 14, 2017, 10:13:52 AM
updated to a18