Quote from: Headshotkill on June 06, 2017, 05:14:16 AM
This is why games devs need to offer a demo of their game so people can test out before buying.
This. Of course the demo has to be stable and a valid representation of the game, too.
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.
Show posts MenuQuote from: Headshotkill on June 06, 2017, 05:14:16 AM
This is why games devs need to offer a demo of their game so people can test out before buying.
Quote from: O Negative on June 05, 2017, 01:44:39 PM
I'm a fan of the idea!
With the new world systems, we could accomplish this and make it super interesting:
- Enemy faction bases have a chance to spawn with a prisoner room full of prisoners from random factions. Each prisoner belongs to a random faction that is not their own. To release prisoners, you would use a right-click command much like the one used to capture people. Chance or random join on release; pawn's faction relation to your own could influence how likely it is for them to join (Friendly 75%, Neural 50%, Hostile 25%) or something like that. [moderate/difficult to code]
- A small group of people reach out to you for shelter after their home has been destroyed. They are being chased by (raiders, manhunting animals, insects, mechanoids, etc.) Basically a larger refugee chase. [easy to code]
- A small group of people are surrounded by a threat (raiders, manhunting animals, insects, mechanoids, etc.) They are asking for help and vow to join the faction that saves them. [moderately difficult to code]
Those are just a couple of simple ideas I'd like to contribute
Quote from: Cimanyd on June 03, 2017, 11:08:28 PMQuote from: Angiel on June 03, 2017, 06:32:29 PM
there shld be a cooldown to them so that after a berserk incident doesn't happen to the same pawn over and over again.
There is; it's called Catharsis.
Keep an eye on your colonists' moods. If they're low enough for your colonists to go berserk, you're doing something wrong. In the case you describe, the problem is your colonists were starving. Starving is a huge hit to mood and running out of food should be avoided at all costs. The game will warn you on the right if a colonist has low enough mood to mental break, and also if you're low on food.
Quote from: jamaicancastle on June 03, 2017, 06:50:44 PM
I could sell wood to bulk goods traders just like before. /shrug
Anyway, on topic: part of the reason for having higher quantities in both costs and yields is granularity. While on the one hand having say 1 structural material = 1 wall sounds appealing, it means that nothing can cost anything and also less than a wall (like floors do). It means a wall can only ever return all of its resources or none of them when sold. It means if a constructor fails building a wall, he has to waste all of it... you get the idea.
Quote from: Fukara on May 31, 2017, 12:43:08 PM
Any update for JTReplaceWalls
It's a must have mod
Quote from: XenGrimm on June 03, 2017, 06:44:24 PM
Shareware never took off because of people trying to take advantage for a quick buck.
See "Shovelware" or "The Current Early Access turdpile of half-assed games" (AKA Shovelware v2)
Quote from: AngleWyrm on June 02, 2017, 12:02:30 PM
Try playing the single colonist on a tiny map: Does the reduction in production change how the game plays out? My guess is that it merely pushes the point at which not enough becomes too much further out.
Quote from: Several Puffins on June 01, 2017, 09:20:09 PM
Your OCD colonist does recover from time to time, yes? If so, I might up the guaranteed refractory period to a day (it's currently half a day). If not, it's an old bug that I thought I'd finally killed.
Quote
Hmm.... You shouldn't get more than -14, and that should only be for level 3 ASD. Is this what you had? The next release, though, does put that down to 1 day from 2, and to a mere -12!
Quote from: O Negative on May 27, 2017, 07:27:43 PM
I'm personally entirely against this newfound A17 philosophy, with respect to crafting jobs giving experience to other categories.
- Having a job's category not give the experience to that same category is entirely unintuitive to any player (new or veteran). In the long run, you're just going to keep ending up with threads like this one due to confusion from newer players. "Why is a(n) X job giving Y experience? This makes no sense."
- Pawns that are capable of crafting, but are incapable of the skill the experience is actually going to become stagnant (with respect to skill). Having a potential experience sink like this in the game is absolutely frustrating. I have never been in a situation where I needed my crafter and constructor to be the same person, and the last thing I need is for my lower-skill crafter to miss out on any potential crafting experience by wasting his time gaining experience in a job he's never going to do.
- There's nothing wrong with allowing workbenches to allow for bills assigned to other jobs. Construction/intellectual jobs at a work bench wouldn't hurt. We already have a workbench for intellectual, actually; the research bench.
That's my two cents on the topic :/
Quote from: ShadowTani on May 27, 2017, 09:58:32 AM
Personally, I really wish stonecrafting and drug crafting got placed in their own job categories (i.e. masonry and chemistry). It's not very intuitive the way it's now. Particularly with stonecrafting as a separate job you'll be able to have them skill up construction before you'll let them work on furniture projects that depend on skill for their quality.