I had a faction getting mad because one of their guys was bitten by a squirrel
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.
#91
General Discussion / Re: Faction rating lowered by friendly fire within visitor group, normal or bug?
July 20, 2018, 09:05:33 AM #93
Ideas / Re: 'Butcher here'
July 18, 2018, 06:13:47 PM
Done already. There is a butcher spot in 1.0
#94
Ideas / Re: Need something like haul urgently for QOL
July 18, 2018, 10:40:51 AM
Agreed. It's such a simple solution to the problem
#95
General Discussion / Re: Unstable build of 1.0 available
July 18, 2018, 09:02:02 AM
Maybe prisoners should prefer being housed together rather than in solitary. Within reason at least. Maybe take the room size and divide it by the number of prisoners. Then they can complain if your cells are too crowded. But putting two people into a standard room should be fine. That way they have someone to talk to who is like them. Unless you put two people together who hate each other. Then it could be better to separate them.
#96
General Discussion / Re: Wonder why this mod hasn't been added to the game yet?
July 17, 2018, 09:52:41 PM
It's useful for quickly setting everyone's medicine quality. But I don't really use it for the health overview
#97
General Discussion / Re: Unstable build of 1.0 available
July 17, 2018, 02:03:29 PM
They aren't tribals. You can still get proper electricity pretty fast. Even with a bad researcher you can easily get batteries soon. But just because you have the knowledge doesn't mean you should be able to build luxury colony right away. And really the only thing you need reliable electricity at the start is a freezer.
#98
General Discussion / Re: Unstable build of 1.0 available
July 17, 2018, 01:25:12 PM
It's not a bad move. One of the weaknesses of the game has always been to be able to build a fridge in the first few days. Just way too fast. You aren't stuck in "tribal mode" for long this way, but this forces you to not stockpile tons of meat or to consider pemmican maybe. Which isn't even an issue if you have wood. Without wood you can still build wind turbines. It just won't be entirely reliable.
#99
General Discussion / Re: Unstable build of 1.0 available
July 15, 2018, 03:24:08 PMQuote from: mndfreeze on July 15, 2018, 01:23:32 PM
I'm fine with choco tree's being slow, just not the normal ones
Making chocolate more difficult to get is better balanced by having a bit of a production chain. Like having to cook cocoa beans at the stove by a cook.
In reality making chocolate is quite complicated. The beans are fermented to make them less bitter (and that's just the first step). The game could actually do that with the beer barrels. But that's probably too involved. Just "cooking" them would work though to add extra time
#100
General Discussion / Re: Unstable build of 1.0 available
July 15, 2018, 07:16:22 AM
That also ties into stuff like "disfigured". Even if people are friends and have known each other for years, they'll suddenly hate someone who had his ear shot off. That would be a harsh opinion even towards a stranger
#101
General Discussion / Re: Unstable build of 1.0 available
July 14, 2018, 12:29:39 PMQuote from: iamomnivore on July 14, 2018, 11:54:00 AMFrom the tree of course. Just like in reality. So instead of chocolate you get beans and those could then be directly cooked into chocolate for simplicity.
Where would the beans come from? Suggestions? The tree thing seems to provide this well but, an adjustment to tree sowing is certainly necessary to making this viable.
#102
General Discussion / Re: Unstable build of 1.0 available
July 14, 2018, 11:09:33 AMQuote from: Tynan on July 14, 2018, 05:06:14 AMFlawed? Sure. Pawns having negative traits you have to work around is perfectly fine. They have other skills to compensate that. But pawns being inherently useless should be very rare. At least if the game punishes you with stronger raids for that pawn merely existing. If the number of pawns determines enemy strength they are a liability.
As for the point, handling flawed useless people is part of the game.
Same with "incapable of violence". Of course realistically a good number of your colonists could fall under that heading. But the way raids and combat work, they can become too much of a liability at some point. Even if you'd like to keep them around for other reasons.
It's something different if a pawn becomes useless. I watched a stream where a character suffered a spinal injury and was bedridden for years. That was cool. He was lovingly cared for by his tribe for years in the hopes that one day they could find a bionic spine for him. And then died of some disease
#103
General Discussion / Re: Unstable build of 1.0 available
July 13, 2018, 07:16:48 PM
It would be nice if chocolate didn't literally grow on trees, but that you just get beans and you need to cook them into chocolate. I know that's leaving out some steps, but plenty of things are simplified in this game.
#104
General Discussion / Re: Unstable build of 1.0 available
July 11, 2018, 03:28:08 PMQuote from: Boboid on July 11, 2018, 02:46:14 PMThere is a huge difference between surgical removal and a traumatic injury. Stomach injuries shouldn't kill instantly, but they are very dangerous - and often fatal when untreated - because of the stomach acid. The stomach is also next to the aorta.
To be honest I've always thought it's a little weird that you die instantly when your stomach is destroyed given that in real life you can live without a stomach.
#105
General Discussion / Re: [1.0] Berries Discussion - lots of potential
July 10, 2018, 10:06:33 AMQuote from: Bolgfred on July 10, 2018, 03:59:06 AMStrawberries don't last much longer in a refrigerator, but you can freeze berries perfectly fine
As for strawberries I would love if they couldn't be put in a freezer, as they will go bad within