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Messages - hector212121

#331
Ideas / Re: Bones
May 19, 2015, 10:44:04 AM
Maybe have different butchering options, "Butcher and salvage bone" and "Butcher and discard bone"?
#332
Ideas / Re: Bones
May 18, 2015, 10:48:42 AM
Bones would be a alternate source that doesn't take more time to get, and also would probably work for bones and pila.

It's another resource; Is having marble vs granite clutter? No, they're similar but different resources.
#333
Ideas / Re: Bones
May 17, 2015, 07:44:58 PM
Hmmm...

What about at least adding Barrels or something?

That would simplify storages immensely.

Basically, make it so 5 hauls of the same exact resource, or 5 items of same type but possibly different quality/durability, can be stored in a single barrel.

I assure you that anyone who has attempted to make a giant pile of laundry can tell you it takes up far more floor space than using laundry baskets.


Barrels could also negate beauty penalties for meats and leathers.
#334
Ideas / Re: New type of attack
May 17, 2015, 07:13:50 PM
What about shield generators? I imagine it takes more oomph to make one-way shielding, so having five dudes hauling it and ten firing out of it...
#335
Ideas / Re: Bones
May 17, 2015, 07:11:11 PM
Who said everyone had to have different bones?

It could be temporarily standardized to human and animal bone.

Like I said though, a use for dessicated corpses.  Also something that allows you to never use a crematorium.

Also, Ty, what's the issue with multi-item cells, anyway? Just a design choice or is there a actual reason?
#336
Ideas / Bones
May 17, 2015, 06:12:19 PM
I had a idea.
Add in Bones for each animal. Bones can be crafted into knives, shivs, clubs, and spears. They're faster and more durable than Wood, but inflict slighly less blunt damage. However, they also inflict decent edged damage.

They have a penalty to beauty but can still be worked into sculptures.

They cannot be used for walls without researching some machine that turns bones into bricks.

Basically, another renewable resource for carnivores and cannibals. Also, a use for all those dessicated corpses!
#337
Ideas / Re: harvest bionics from corpses
May 14, 2015, 03:06:44 PM
Did anyone consider the chance that bionics are like Bioware in shadowrun, and contain actual biological material?

As such being dead would make the bionics dead.

Perhaps add more expensive Cybernetics that are slightly more effective, can be harvested, but take twice as much to buy?
#338
Mods / Re: Request:Allow Fresh Cremation
May 14, 2015, 03:03:27 PM
That was what I was asking for.

A toggle exactly like allow rotten only for fresh things, so you can ONLY do something for rotten things, whereas the way it is now you can do something to fresh only, or to rotten and fresh things.
#339
Mods / Re: Request:Allow Fresh Cremation
May 14, 2015, 06:30:21 AM
What I mean is, that having the button OFF would allow you to exclusively butcher fresh creatures.
#340
Releases / Re: [MOD] (Alpha 10) Glitter Tech v1.0
May 14, 2015, 06:23:13 AM
I was thinking it was full of some kind of gel?

Because glittertech?
#341
Releases / Re: [MOD] (Alpha 10) Glitter Tech v1.0
May 13, 2015, 03:37:12 PM
Complaint:

The Re-Ambulation pod has literally 0 comfort.

Even the floor is more comfortable.

The dude I set to sleep in one for the 50% rest eff is having constant terrible moods with which the 3% mood for constant discomfort is not helping...
#342
Ideas / Re: Your Cheapest Ideas
May 13, 2015, 03:27:33 PM
That is the exact OPPOSITE of cheap super. Seriously.
#343
Ooh, suggestion! Rejuve tanks:Beds with twice the hospital bed modifier but also with 30/10 rest efficiency. Each costs 100-200 Titanium, along with 10-20 Glitterworld Medicine to create.
#344
Same here.
#345
Mods / Re: Request:Allow Fresh Cremation
May 10, 2015, 05:10:50 PM
....No?

I mean a toggle for cremating corpses that HAVEN'T started rotting yet.