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Messages - O Negative

#616
Mods / Re: Metabolism Capacity: Checked by what?
October 26, 2016, 04:10:10 PM
Sad to see metabolism so underutilized :(

Thanks for the reply!

Locking the thread since it's been answered :)
#617
Mods / Metabolism Capacity: Checked by what?
October 26, 2016, 03:53:39 PM
What functions check for the efficiency/capacity of a person's metabolism?

Move speed doesn't take it into account, and neither does hunger rate.

What does it do? I'm so confused lol
#618
Ideas / Re: Clearence & room size
October 26, 2016, 02:11:03 PM
Yeah 2x1 rooms with only a bed are basically what a lot of people do because of this mechanic.
#619
Certainly. I don't think any of us are saying this is top priority. It just needs to be considered when it comes to that final polishing stage :)
#620
Ah. That makes sense. Like I said, I'm definitely no software developer :P
#621
I honestly don't think changing the ID is going to give you the result you're looking for. I could be reading the code wrong (I'm no software developer), but from what I'm reading the compatibility between two people is randomly generated and assigned to the IDs on spawn. Changing the ID just makes the game go: Whoa, where did this thingy go? And why is this thingy here now? Ew.

Have you searched through the dev menus at all for solutions? I'm not at my computer right now to do it myself :P
#622
Yeah, 40 trials might seem like a lot. But, it's not, really. Still plenty of room for data skewing with only 40 trials.

I've been in situations where I was vastly outnumbered, and killed every last raider without a single injury (no killbox).

You've somehow angered the RNG Gods, I think :(
#623
I actually agree entirely with the notion that some events absolutely need cause.

Everything seems to just magically happen, and there's no "I could have done this differently to prevent that" factor for future playthroughs.

The main improvement I would like to see is the idea that raids shouldn't start occurring without some sort of sensible warning/reason. For instance, a pirate faction wants to use you by collecting ransom money or food or medicine every season. The demand could even steadily or exponentially increase over time. Once you reject their demands, maybe then they start raiding your place. It makes more sense from a storytelling standpoint.
#624
Yeah, they both take age into account.

Attraction(Age): Reflects the idea that a young person isn't really going to be attracted to -- and start a relationship with -- a wrinkly old prune.
Compatibility(Age): Reflects the idea that relationships can be hurt by generational differences.

I actually think it's quite clever. Not perfect, but clever.
#625
General Discussion / Re: Scythers
October 26, 2016, 03:44:59 AM
I say it's a psychological trick! They want to make you feel like they feel pain, just to make you feel bad!
#626
Yeah, that's attraction. But, Forblaze was curious about compatibility, which is a completely different relational factor. Two people could be 10/10 gorgeous, and end up in a relationship because of that. However, compatibility still plays a role in relationships, because low compatibility increases the chance of a negative interaction. These negative interactions then turn into a decreased opinion of the spouse, which then turns into a higher chance of a breakup.

Forblaze is right about compatibility being randomly generated (partially). Age is still a factor, though.

So, as Zhentar mentioned, you could edit the ages of your people in the save to artificially increase compatibility :)
#627
General Discussion / Re: Scythers
October 25, 2016, 08:12:42 PM
Do computers feel pain? Do they experience discomfort? I'm not sure ._.
#628
General Discussion / Re: Scythers
October 25, 2016, 12:53:51 AM
When a pawn gets downed, it drops its weapon. Charge Lances get destroyed on being dropped. I don't think you have anything to worry about there :)
#629
Making the lifespan of animal "infinite" is easy.

I wonder if it would be possible to override the health tracker stuff, or damage application stuff, to check to see if the target hit is a colony pet first.

Basically,
IF !Pet, Do normal stuff
Else, Do nothing/no damages
#630
The thing about using food (which I highly considered) is the fact that it would then have the potential to induce food poisoning AND whatever illness received. I can't really remove food poisoning from the possibilities (at least not that I know of). I feel like that's just a bit overwhelming for a player, and makes the game flat-out not fun. Especially with how frequent food poisoning already is. I could definitely be wrong about that though, as I haven't actually tried playing with it.

Maybe you're right, though. Food as a vector for disease is a good one. It would most likely go to Gut Worms and Muscle Parasites. There's nothing wrong with diseases having multiple vectors, in my opinion. I would like to make it so that those parasitic infections are only caused by eating meats that aren't cooked well or something.

I've been taking a C# course online these past couple of days, and I'm hoping to use what I'm learning in it soon.

Until I get a decent assembly going, I'm going to stick to refactoring diseases and make this into more of a "Disease Realism" mod. I've already made the parasitic infections slow growing, which are hard to notice until they're fairly developed/established, moderately difficult to get rid of, and can become overwhelming if left untreated.