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Messages - AnActualDuck

#91
No mods. I guess you're just very fortunate since it seems to be more common that it does occur than doesn't
#92
Wow I wasn't expecting this to get as much traffic as it has. Someone mentioned, "How is wanting to get up and do things while sick not like real life?" How many people do you know who have gun shot wounds but are like, "I think I'd rather go play horseshoes than stop this bleeding." Or are feverishly on the verge of death sick and, "I'm feeling a bit peckish, rather than wait for the nurse I'll just head out and get my own food."

If someone is on the verge of death or the consequence of their actions are death then I'd be willing to bet people, even in real life, would likely behave in a manner that would be conducive to survival. Since it is instinct for all living things to want to survive above all else.

In response to the comment about telling someone to rest until healed. This does have them stay in bed longer but much like being drafted eventually it seems like they still forget and bail. Ever have people drafted and in position and the moment the enemy finally gets around the corner that's when everyone is like, "This is lame, I'm out of here." That similar sort of thing happens when you force someone to bed rest. They only remember the command for so long.

It's not a bug, it's just silly AI that needs to be tweaked.
#93
Even if you uncheck everything and have colonists ready to tend to them they'll still find reasons to get out of bed. "Going for a walk" should never prioritize over bedrest when sick unless joy hits 0. I will be keeping an eye on patients to make sure I know when their next treatment is, but I still have to manage other things and don't always catch if they get up. The difference between alive and dead sick people can often be just a little bit of time spent out of bed.
#94
Thanks! Subbing

Doesn't seem to be in steam workshop so I guess I'll do it the old fashion way. But this also had me wondering, what's the easiest way to find mods that may not be on the workshop? I recognize there is a mod section in the forums but is there a good database for organizing them?

Derp, nevermind, found it. Still, best database for organizing mods? How often are mods not on the workshop?
#95
I'm not saying permanently, just at any given moment a mass unforbid. Two scenarios why I'd like this:

A big battle occurs and lots of items are on ground. Trying to area select with the mouse only prioritizes a few items and the item variety is so large that double clicking still requires a lot of individual clicking.

There is a lull and things are going pretty well in the colony, well enough that I can do some unimportant things. I'd like to let the colonists go collect any items scattered around the map, including old animal corpses, just to clean the map up and find any odds and ends. Instead of searching the map for everything with an x it'd be nice to just be able to mass unforbid.

Is this already possible? Seems like it should be but I can't figure it out.
#96
Thanks for letting me know that. I meant specifically being able to right click something and give the actual "prioritize" option. I understand some may think it's unnecessary and that's fine.
#97
Going to combine a few of my posts plus add some more stuff instead of just making lots of small posts

The ability to set medicine priority based on type of injury. If someone is just bruised I don't need them taking up medicine. It'll just help cut down on micro managing.

The ability to set one colonist to follow another colonist. Just draft them and right click on any living thing and choose "Follow." Bodyguard duty.

User assigned hotkeys. Got something in particular you use a lot? Don't want to bother Opening tabs to get to it? Just hotkey it.

The ability to prioritize having fun. Currently some people will be joy deprived and the only way to get them to go have fun is to uncheck all their work options

Prioritizing areas of work. Sometimes someone wants to go to bed but I desperately need them to finish a wall. They'll leave after every single segment finished. It'd be handy to be able to select the entire wall and tell them to prioritize finishing all of it.

Consequences for consuming frozen food. Or at least make colonist have to defrost it causing eating to take a bit longer

If you are telling a colonist to attack another colonist they will default to using their fists rather than any weapon they have equipped. Having to tell them to drop their knife and then having to go recollect it later is a minor annoyance.

The ability to quit a permadeath game without saving. Sometimes I've lost and I know I've lost and I just don't want to clutter up my load menu.

Choosing to rescue someone who was in an escape pod instead of capture needs a benefit. Or capturing should have a negative.

An early way to better combat fire. Simply having rain buckets to collect water that the colonist can use to extinguish fire better would be great.

A better indication of if someone is fast at chopping trees. Some seem fast at it, others painfully slow.

A negative mood modifier for eating the same food too many times in a row.

Currently the rain is my favorite weather. There seems to be no consequences to it and it prevents fire which is absurdly dangerous. Maybe rain should have a small negative mood modifier if the colonist doesn't have a jacket on.

Give hauling and cleaning an efficiency indicator in the work menu based on a characters overall speed

The ability to sort the order of your colonist manually. At the top of the screen if I could line up my ranged colonist all together it'd make selecting groups of people for specific drafting a bit easier. Having the ability to designate squads would be better but I'd settle for just the ability to change their order at the top of the screen

Colonist being treated shouldn't get up right in the middle of treatment unless they go in to a mental break

Largest suggestion:

An option for animal permanence (will not re-spawn). Just another bit of difficulty you can choose to toggle on.
- Wild animals will breed regularly to keep the population up
- Makes the player have to be careful about overhunting or killing off all of one sex
- Animals that hunt will now also be problematic in that they can eradicate another species
- Killing off predators will cause animals that now have no natural enemies to be able to over reproduce, wreaking havoc on the environment
- A careful balance of what to cull and what to allow to flourish becomes yet another thing players have to think about
- Event spawns (beavers, animals joining you, manhunters) will still be allowed
- If an extinction event should occur (toxic fallout) once it ends a temporary respawn will be implemented
#98
Ideas / Re: Draft and assign to protect specific colonist
September 25, 2016, 03:43:10 PM
Hey thanks for saying so. Another thought that occurred to me that this could assist with is people who are major/extreme break risks. Having someone escort them in case they lose it would help to limit the chances of a less combat savvy individual getting hurt.
#99
Ideas / Draft and assign to protect specific colonist
September 25, 2016, 10:10:37 AM
One thing that happens to me a bunch is I'm hunting or taming animals and said animal/pack decides to attack the colonist and said colonist is alone and subsequently now dead. It'd be nice to be able to draft a colonist good in combat and assign that colonist to follow another colonist around. Bodyguard like and whatnot.
#100
Ideas / User Assigned Hotkeys
September 24, 2016, 10:33:55 AM
Just the ability to set certain things to a hotkey. Maybe make 0-9 hotkeys. I'd like to be able to assign things I use a lot to a hotkey (like walls and doors). The speed controls would have to be moved but I think + and - for increase and decrease speed would work fine.