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Messages - codyjriggle

#1
I am having a strange issue with molotov's.  I have created a stone room so that I can burn corpses in, but when I throw a molotov, no fire is created.

Has anyone else had this issue?
#2
Ideas / Re: Your Cheapest Ideas
August 23, 2016, 04:27:10 AM
It would be nice to have the ability to repair clothing and weapons provided I have the correct materials
#3
Ideas / Re: Hauling
August 23, 2016, 04:22:59 AM
I think this is a point of minor significance and everyone has different opinions on where the items should programmatically be placed. It would take 10 minutes to code which is not huge but is not negligible.  A better update to the hauling system would be the ability to manually choose the spot where the hauler drops the item. This would take 1 minute to code and lets us players implement whatever arrangement we please in the dumping zone.
#4
Ideas / Re: Your Cheapest Ideas
August 23, 2016, 04:13:30 AM
Mood buffs/debuffs should have a linear decay as this is more realistic.
#5
Quote from: SpaceDorf on August 22, 2016, 05:57:02 PM
You are right here, I think the core of the problem is that the mood changes of the pawns happen to fast and are skewed in the negatives, where the mental breaks happen, again to fast.

I think it would be great if all of the mood +/-s had a decay as this is more realistic.  Something with a 5-day effect should be nearly gone on day 4 instead of still having the same effect as day 1.
#6
Ideas / Re: Your Cheapest Ideas
August 23, 2016, 02:40:24 AM
*Sorry for posting 100 things but I just got the game so I'm throwing out every thought I have

I have an imprisoned pawn who has gone berserk and is punching his way through a steel door even as I repair it 10 times over.  Should people really be able to punch through steel walls?  It would make more sense for him to mangle his hands in the process or just hang himself in his room.
#7
Ideas / Re: Your Cheapest Ideas
August 23, 2016, 02:37:12 AM
Quote from: SpaceDorf on August 22, 2016, 10:15:31 AM
Quote from: codyjriggle on August 22, 2016, 07:47:29 AM
My cheapest idea is that a pawn should be able to haul something without a destination, and then I can tell them exactly where to drop it.

The reason I need this is because sometimes there are exceptions to my own dumping rules where I need this ability to manually haul items.  One situation is that I want to keep weapons stored in certain places. Sometimes I want to have secondary weapons nearby.

Nice option, but I fear to much has to be rewritten for that.
My two solutions that come to mind :
Micromanage by drafting, Force Equipping, Dropping and Forbidding.
Or one tile stockpiles with critical priority where you allow exactly what you want there to be stored.
If its outside and you are worried about decay use a equipment rack instead.

Thank you for the helpful suggestion.

Your solution works for things that can be equipped, but not for everything.

It wouldn't require much rewriting.  A new "add to inventory" option when I right-click on a dropped item (let's suppose pawns have an inventory of 1-2 items) and then I can draft them, send them where I want and drop the item.  It's exactly what you're suggesting except I want to do it with any item instead of just weapons/apparel.
#8
Quote from: Wex on August 21, 2016, 05:11:48 PM
Quote from: chaotix14 on August 21, 2016, 12:50:36 PM
Quote from: Wex on August 21, 2016, 12:34:08 PM
QuoteMind you we are talking about civilians(even the tribals), not some elite military outfit

Yes, the sad part about this is the vatgrown soldier -> space marine, trowing tantrums for killing people and seeing dead bodies.
This simply makes no sense.
Colonist with military background should be unfazed by dead people and killing.

Nope, they should not. Someone with the psychopath trait should be and is unfazed by dead people and killing. You clearly haven't talked to anyone who has been on tour and seen sh*t. They soldier on, but it does not leave them unfazed. I'd even dare to say that anyone who's been on the frontlines and doesn't come home with some demons to contend with, was never right in the head to start with.

That being said, I think it would be thematically nice if they enforced the psychopath trait on vatgrown soldiers and assassins. Because you would expect vatgrown killers to have been relieved of their empathy to make them easier to convince to murder in cold blood.
They are literaly GROWN for killing. They have been created with this purpose in mind. And in my specific case, has been doing that for 15 years straight, before becoming a colonist.
How in the world do the death of ANYONE faze you?

I'd have to agree with you on that.  Vatgrown soldiers should not give 2 shits about seeing dead bodies.
#9
Ideas / Re: Your Cheapest Ideas
August 22, 2016, 10:25:47 AM
A job queue should be implemented.

It would be nice to tell a guy "Mine these 5 blocks" without having to change his work priority entirely.
#10
Ideas / Re: Schedule Job Priority
August 22, 2016, 10:24:12 AM
Great idea.  I'd also love to see a job queue so I can tell one guy to "mine these 5 blocks" without having to change his rules just for that.
#11
Ideas / Re: Self-medication
August 22, 2016, 10:21:49 AM
I agree with this.
#12
Ideas / Raiders/traders come unannounced, varied goals
August 22, 2016, 10:20:15 AM
I'd love to see them come unannounced.  I'd rather be keeping my eyes on the map than just hovering over my base at 3x speed waiting for something external to happen. 

Additionally, I'd also like to see AI sometimes pass through without me being their focus, or to have more varied goals than simply trading with me or killing me.  Perhaps they are out hunting/taming/gathering, or their goal is to steal my crops/animals/pawns.  If I'm not looking out for a trader and they don't see me either, then why should they come directly to me and stick around for a day?  This would require more AI events to make up for missed ones and that would make the game more fun, in my opinion.  It would be more fun also if I wasn't sure if someone was friend or foe until they opened fire or didn't.

This idea would add more unexpected play dynamics and better story-telling.  If Samantha is out farming and gets kidnapped by a raider but Jim is able to save her, that is one hell of a story.

#13
Ideas / Re: Your Cheapest Ideas
August 22, 2016, 09:16:12 AM
I would like to see the AI updated so that raiders will walk through open doors instead of attacking them.  This would make traps a viable option.  Nothing would be more satisfying than leaving my heating duct "unprotected" and then closing some doors, flipping some switches, and having a viable heat trap.
#14
I also need this ability.
#15
Ideas / Re: Your Cheapest Ideas
August 22, 2016, 07:47:29 AM
My cheapest idea is that a pawn should be able to haul something without a destination, and then I can tell them exactly where to drop it.

The reason I need this is because sometimes there are exceptions to my own dumping rules where I need this ability to manually haul items.  One situation is that I want to keep weapons stored in certain places. Sometimes I want to have secondary weapons nearby.