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Messages - TheClassiness

#16
Ideas / Re: Psychiatry and liesure
December 31, 2014, 04:56:27 AM
Yeah, I think just like how your colonists' bodies can scar, their minds can scar as well. Seeing their friend die, killing someone innocent, seeing a pile of rotting bodies, being on the verge of dying, etc. should all leave lasting thoughts on your colonists, and they can decide to either deal with them positively or negatively, based on traits/doctoring help. Optimist might be thankful to be alive, and try to help everyone as best as they can to repay them, whereas a depressive person might be unhappy that they even survived, or might look at the situation with absolute terror and sadness.
#17
Ideas / Organ Scarring
December 31, 2014, 04:53:23 AM
I always found it strange that my colonists would be able to take a Lee-Enfield shot to the heart, and after a few days completely recover without issue. I feel that if a colonist gets shot in one of their organs/breaks a bone, it should either take a very long time to fully recover, or it should have a very high chance of scarring. After all, if you took a shot directly to the heart/lungs good luck getting up and working the next day or two.
#18
Ideas / Re: Your Cheapest Ideas
December 11, 2014, 03:08:33 PM
Smoothing out walls. I don't like having to dig out the walls, and then building new ones in their place. Basically the same tool as the floor smoother.
#19
Ideas / Re: Improving Medical and Combat
December 11, 2014, 03:07:28 PM
Definitely agree. I still like this medical system, but it doesn't seem punishing enough. I know everyone doesn't like having colonists randomly becoming crippled or insta-killed, so maybe increasing the storyteller difficulty would also affect how severe injuries are? I just don't like how my colonists can take 16 LMG bullets to the neck, pass out, and then chill in the battleground for a couple days before finally deciding to die. With this medical system having a doctor is vital, and keeping them safe is top priority.
#20
Okay, so the mod may have stopped working for me again. xD I made a new colony, saw some raiders with bionic parts and was able to research and build the bionic workstation. I built some lungs and went to install them into my colonists but it's back to only giving me the harvest options. All saves are like this. I have the New Recipe Nurse running along with the mod.

After a quick restart it started working again, but I still think its worth reporting as this happened while I was playing.
#21
I have not been using Apothecarius while using your mod and have tried re-downloading your mod a couple of times, but I'll try again.

After downloading the new RecipeNurse it seems to be working fine. Just a bit of a buggy new version, but that's to be expected. xD
#22
"Failed to find Verse.ThingDef named . There are 426 defs loaded." I'm not a modder, I don't know how to get mods working. xD
#23
Quote from: EdB on October 11, 2014, 02:03:51 AM
Quote from: TheClassiness on October 11, 2014, 01:45:52 AM
Are you planning on adding bionics to this mod? Having a lone survivor made purely of bionic parts is definitely high on my to-do list. Maybe I'm just missing something.

It's a good idea--I will definitely consider adding it.

Awesome. Maybe you could simply make a health tab and apply different scars or remove limbs, if that's not too extensive. This would obviously take a lot of balancing and testing to make sure the points match up with the effects, but the medical system is expanding every update.
#24
Are you planning on adding bionics to this mod? Having a lone survivor made purely of bionic parts is definitely high on my to-do list. Maybe I'm just missing something.
#25
Can you upload the graphics for the tools? This mod is really awesome and it would definitely be helpful, but if the graphics look like crap I'm not going to download it. xD
#26
Outdated / Re: [MOD] (Alpha 7) More Bionic Parts! v1.0
October 08, 2014, 09:37:54 PM
What about the idea of installing natural armour onto your colonists? It'd be really awesome to just start implanting futuristic bionic armour to your colonists.
#27
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 03, 2014, 10:36:29 PM
Are you planning on keeping this to strange little things like eye patches and glass eyes and stuff like that? I'd love to have the ability to one day replace every single piece of humans with a cybernetic counterpart. Make some super badass robot community.
#28
Bugs / September Lag.
July 27, 2014, 05:57:07 PM
I do not know why, but as soon as I reach September I get ridiculous amounts of lag. It's not 2 fps or anything, but the game seems to have trouble simulating. Massive stuttering about once a second. Is anyone else encountering this?

Edit #1: Changing the time speed also changes how often this occurs. If I play on the highest, I get it about once every second, whereas on the slowest I get it every 2 or so seconds.
#29
Bugs / Fire and Repair Lag
June 18, 2014, 07:22:09 PM
I don't know why, but ever since Alpha 4 I get much more lag than usual with fire and welding. It used to barely affect me, but now it'll slice off about twenty frames. Is this just me or is there some way to fix it?
#30
Ideas / Re: Wall Replacement
June 18, 2014, 07:20:04 PM
Exactly why I said make it an option, at least then you don't have it if you don't want it.