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Messages - Sola

#301
I decided to alt+f4 out of this one, just so I could take some screenshots.

Hilarious engineering error


RIP in peace, psychotic wanderer.


One-armed party!
#302
This world was relatively amusing.  I ended up with three doctors, all over 13 in medicine.  Unfortunately, two of them had an arm shot off.
Got a builder to 20, he also lost an arm AND contracted muscle parasites.  20 builder with 20% manipulation seems like a cruel joke.
Got an artist to 20, which happened to be one of my doctors that was missing an arm.

So, in this world of one-armed wonders with not a single bionic arm to be found, I encounter an infestation.  ...In my armory.  Two die, and all three of my doctors end up suffering from blood loss.  I rush 'em all to the hospital, which only has two proper medical beds, and a bunch of non-medical beds.  A guy with 4 medicine rushes to the scene and starts applying gauze like TP at a frat house, barely keeping the squad alive.  Unfortunately, there's blood everywhere, and some people simply aren't happy with being woken up to be fed and taken care of.  My two-armed doctor goes berserk, and is killed by a trained warg.

Another guy, sick with infection, decides to go on a psychotic wandering daze, refusing to be treated until the infection becomes far too advanced.  He dies before I can get him back to a medical bed.

I get a call for help, and I think, "Hey, why the heck not?  I just lost four guys.  I could us-OHMYGODHE'SAPYROMANIAC!"  Whatever.  He's also got a respectable medicine score and 100% manipulation.  The pirates on his tail all die to deadfall traps, leaving two charge rifles.  Joy!

That night, a pack of 20 manhunting boars come out, and I cordon off the town.  Everything's rather self sufficient at this point, so it's all gravy.  I'll just wait for everything to blow over.

Then my shooter goes into a daze, since we hadn't fully recovered from the bug nightmare yet.  Shooter decides to walk outside the town gates.   "Screw it.  She's dead.  Nice knowin' ya."

The icing on the cake happened right after that.  A dry thunderstorm sets my inner town on fire, and the pyromaniac decides to go all arson on me.  "At least mostly everything is made of stone.  We should be safe.  Everything will be fine.

...Except there was a section of about eight blocks that was only a single tile thick, and was made of wood.  There was a marsh behind it, so I didn't set up a second wall behind it.  The wood wall it was connected to had caught fire, and it slowly crept up the wall to eventually burn down the gate that was saving me from the boars.  I didn't know this was happening, since I was busy trying to save my geothermal generators, due to a spectacular lack of components throughout the course of the game.

By the time I notice, the wall that was going to let the horde in was already at 31%, and there was no way I was getting there in time.  The wall breaks down, the boars charge through the flames, and my already weakened group gets run over.

I can't stop playing this game.  It's like a fanfiction that writes itself.
#303
I restrict them to a small animal zone, and that works fine.  The dog will even starve because the zone didn't include the larder.  However, every time there's a raid, I draft the owner.  When I draft the owner, the dog is like "OH IS IT TIME TO FIGHT I LIKE FIGHTING LETS FIGHT!" and gets shot down.

Is there a way to prevent your animal from going into combat?  Dogs are good haulers.  Dogs are not good at killing centipedes.
#304
Ideas / Re: Save on death
August 13, 2016, 06:57:01 AM
Quote from: Lightzy on August 13, 2016, 03:32:02 AM
Luckily saving in this game is a matter of miliseconds. Imperceptible.

Not for me.  Saving takes several seconds on my dinosaur.
#305
Ideas / Re: Save on death
August 13, 2016, 12:23:39 AM
Completely unnecessary, I think.  It's a single player game.  If you wanna cheat, cheat.  If you don't, don't.  Making the game run slower by forcing arbitrary saves will not make the game more fun for those with less powerful systems.

I play with permadeath on, but if I got arbitrary and forced autosaves every two minutes, I'd definitely turn it off, then play as if permadeath was on in a non-perma mode.

Besides, this wouldn't stop people from save scumming via creating backups of the saves in the file location.  Cheaters will still cheat, and the rest of us will spend more time looking at "Auto-saving...".
#306
Ideas / Re: Sanitation System
August 12, 2016, 04:31:34 PM
I'd get behind this if it were in an "advanced" difficulty.  As it stands, this game has a distressingly steep learning curve.  I had to hit up youtube and the wiki and guides for even the most basic functions, like "how do I equip", "what are the criteria for a room?", "Okay, I killed an elephant, why aren't you cooking it?" and the like.  If people were droppin' deuces on the floor when I was trying to learn how stockpiles worked, I'd chalk this up to Tim&Eric humor.

That said, now that I know how to play, I'd totally pick the advanced difficulty.
#307
Ideas / Re: Your Cheapest Ideas
August 12, 2016, 03:27:19 PM
Tribes have a very hard time getting started, due to the difficulty of researching the amplified costs of temperature controlling technologies, which causes heat waves to be lethal if they happen in the first years.  Ideas for low-tech temperature control follow.

Basin: 1x1 in ground storage facility for water.  You build it with 25 steel/stone, and put water in it in the cool months, then cover it up for later use.  During a heat wave, you can uncover it, and use the water kept cool by the insulation provided by the structure to cool off a colonist suffering from heatstroke. 

Extra blanket:  created at a tailor bench (or similar) using textiles.  When a colonist is in bed suffering from hypothermia, the extra blanket can be brought to help mitigate the effects of hypothermia while you wait for a fire to heat up the room.

Granted, the second one isn't as important, as heat generating technology is available at the base level, but forcing the research of a 3600 technology (electronics) and 1600 (air conditioning) drastically offsets the bonus provided by starting with two extra colonists.

--
EDIT:

"Eat this first" - Tired of my fridge getting packed with several different stacks of two meals.  allow a tag for settlers to go for certain meals first, such as the four stacks of one simple meal, instead of four going for the one stack of ten.

Smarter stacking - Six sets of logs.  75, 34, 2, 21, 75, 15.  Why do drones not fix this on their own?  Okay, reasons.  Can we have a "clean this up" button?  A hauler will go to the zone and stack up everything that can be stacked.
#308
Ideas / A collection of things
August 12, 2016, 09:17:29 AM
-Combine herbal medicine into medicine, and medicine into glitterworld medicine
With proper techs and a chemistry lab, perhaps the player should be allowed to generate higher tiers of medicine?  On the subject of chemistry...

-Digging for underground materials?  Oil and such could have a multitude of uses.  Oil refinement can make pre-antimatter rocket fuel, advanced kinetic (non-laser) weapons, or improve accuracy of old weapons (such as mortars).  And that's just oil.  Who knows what else is underground?

-Ability to move incapacitated patients
I lost someone to heatstroke, because they were unable to move, and I was unable to move them into a cooler room.  If I can rescue them from the field, I should be able to rescue them from a medical bed.

-Combat selection "Lethal/nonlethal"
You can attempt to shoot someone in the legs, or punch/bludgeon someone NOT in the eyes.  Damage and accuracy down, but chance to kill also goes down. The "nonlethal" setting would allow you to try and subdue berserk colonists at a lower risk of death.

-Ability to mine larger areas at once.  click-L-click-L-click-L-click-L-click-L.  Maybe include a mining or zoning function that allows you to mine an area without needing to click every single block?