Can an option that would make your pawn automatically eat just enough to avoid starvation? As I am playing right now my Tribals are huddling in their wooden cabin waiting out a toxic fallout and I was wondering if there could be an alternative to me manually restricting and allowing the food to keep them malnourished but alive. The computer would be able to make the calculations automatically.
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#2
Mods / Why so many redundant features added?
March 15, 2017, 11:51:08 AM
I understand that for some people it is entirely down to aesthetics but why is there so many mods that are redundant or make base game items entirely redundant?
I mean pemmican already makes nearly all of the food related mods and freezers in the base game redundant. Nutrient Paste itself is totally redundant with the existence of pemmican as well.
Add weapons almost all make the base weapons worthless and are not particularly harder to get via trading or research.
Added power sources that are not outright cheats are all still literally worthless compared to geothermal which is not very hard to get compared to the inferior Chemfuel generators which are just as big a liability to pawns as a geothermal vent outside the main base due to needing to leave to harvest wood and growing wood taking longer than researching Geothermal.
Many of the added clothings render cold obsolete as a threat even in the ice sheets.
From a gameplay perspective all of these things only take away form the intended gameplay by adding false options when there is still always a first order optimal path you can't afford to deviate from.
I mean pemmican already makes nearly all of the food related mods and freezers in the base game redundant. Nutrient Paste itself is totally redundant with the existence of pemmican as well.
Add weapons almost all make the base weapons worthless and are not particularly harder to get via trading or research.
Added power sources that are not outright cheats are all still literally worthless compared to geothermal which is not very hard to get compared to the inferior Chemfuel generators which are just as big a liability to pawns as a geothermal vent outside the main base due to needing to leave to harvest wood and growing wood taking longer than researching Geothermal.
Many of the added clothings render cold obsolete as a threat even in the ice sheets.
From a gameplay perspective all of these things only take away form the intended gameplay by adding false options when there is still always a first order optimal path you can't afford to deviate from.
#3
General Discussion / How many squares would an Acre be in terms of scale?
February 26, 2017, 05:47:50 PM
I would like to know for reasons related to base design and potential relevance for a mod I've been thinking about making.
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