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Messages - zeidrich

#31
What about just trying to make the localized message more succinct but meaningful for the result?

I mean, "buzz (male)" or "drone (male)" might be confusing, but what about "unhappy (male)" or "stress (male)"?  That is much more clear about what the actual effect is, and then you can also still hover over it or use the envelope to see the full description.
#32
Quote from: GiantSpaceHamster on February 03, 2017, 01:11:46 PM
While not technically a bug, it does seem like a poor solution. The business logic based on vanilla stats should not allow selling for more than you can buy if that is the intent in vanilla, without an arbitrary check and cap. That way mods could allow selling for profit if they want without having to detour.

It's not so much "business logic" just a sanity check.  When you are able to sell a good to a trader, you may buy goods from the trader too.  So if you sell them a component for 40, close the window and buy it for 1, nothing stops you from selling it again for 40, buying it for 1 again, and so on.  It means that you can essentially buy out every item from every trader as long as you're willing to make the clicks by trading, accepting, trading again. 

It's quite a reasonable thing to want to prevent, and I think it actually helps with mods that affect stats because it doesn't cause a surprise edge case to completely break trading.  What is the point of trade related stats anyways if you immediately have infinite money?

Is there a better way to correct it? I don't know.  You could set pricePlayerBuy = pricePlayerSell instead, but then prices get higher as your skill gets better.  Maybe even better is pricePlayerBuy = pricePlayerSell = (originalBuyPrice + originalSellPrice)/2 which if buy and sell price diverge at the same rate will mean that you'll just stop getting any benefit once buy and sell price meet.
#33
I think you're worrying about the wrong thing.

High power just means that it's cooling.  The cooler will always be running at high power unless the room is already colder than the target temperature, which isn't going to happen unless you have a second cooler, or ambient temperature lowers your cooler room temperature.

So for instance, if you have a cooler in the winter, and it's set to -5, and the outdoors temperature is -20, and you leave the door open, your room will get to -6 or lower and the cooler will go into low power.

If, on the other hand, the temperature is +20, and you're trying to cool the room and it's -5 inside, it's going to stay high power forever.

If you have 2 coolers, and one is set at -5, and one is set at -10, when the -10 cooler gets it down below -5, the the -5 cooler will go into low power.
#34
Ideas / Trading Spot
January 01, 2017, 06:16:42 PM
You can make a party spot.  You can make a marriage spot.  But when traders come, they just stand wherever.

This is annoying because when you trade, they drop their things in the rain where they lose condition until you can haul them away, but they seem to avoid my roofed areas.

Could we have a trade spot, where traders will hang around and we can put a roof over?
#35
Blood loss is a condition, at the extreme it will set your maximum consciousness to 10%.

There are other conditions like heat stroke and malnutrition that will further reduce your consciousness.

If you're bandaged, but you're in an extreme blood loss state, and then you get something else that drops your consciousness to 0, it's going to kill you.  The game's going to try to tell you the largest factor for the death, and that's blood loss, even though that was treated and getting better.

Should have administered luciferium.   ;)
#36
Luciferum is a tool for a specific situation.  That bionic steadfast hardworking craftsman doctor of yours comes down with Malaria, and your secondary doctor can't keep up with the treatment, and he's at like 50% immunity and 60% disease progress and the gap's not closing fast enough.  But he can crank out devilstrand cowboy hats like nobody's business, and he's the only one you trust to install all these bionic limbs that your caravan is coming back with.

A raider you downed a few days ago was carrying some luciferum.  If you would administer it, the boost to Blood Filtration you'd get would save the doctor's life.  The colony would be able to easily afford the treatment with his skills, at least long enough for him to install some new bionic limbs into his assistant, and let him catch his skill up a bit.

I like the drugs system.  Drugs, long term they ruin you. But they give a short term boost. You recruit a marginal pirate, who has low skills, but high passion? Drug him up on yayo and wake-up for a while, let him earn his stripes.  He can craft the heck out of whatever you want without sleep.  If he gets addicted, who cares? He's doped up on it anyways.  When the tolerance gets too high, kick him off of it so he doesn't overdose and ruin his kidneys. When he starts to go through withdrawal, let him go on smokeleaf for a while to help his mood.  And in the worst case, if he doesn't really work out, and just starts to have mental breaks without really being worth the trouble, arrest and execute him. Or you could send him on a doomed caravan mission if you don't mind that.

Or in my case, I got a neurotic hard worker who was hooked on smokeleaf when I didn't have much (I'd been growing psychoid) so I used yayo to manage his mood, and some wake-up to give him incredible work speed, and had him develop his construction skill incredibly fast.  He developed a psychoid addiction, which I let him keep while I tried to let the smokeleaf addiction fall, but I accidentally forgot that I had a small plot of smokeleaf growing, and a job to role joints on an old forgotten crafting spot, so he went and made himself a joint and fell back into the habit.  In the mean time, his tolerance is rocketing up, and he finally has kidney failure, so I decide to try to let him kick the psychoid habit, and let him manage the mood with his smokeleaf addiction.  All the while this guy (Wes) is my most productive pawn.  So I harvest a kidney from a tribesman that attacked.  Unfortunately, the smokeleaf plot was very small, and I forgot to monitor how much smokeleaf I had and he went into withdrawal from that, and the fact that I harvested organs made it just that much harder to manage his mood and he went on a yayo binge, OD'd and got brain damage.  I finally got him completely clean, and he's still incredibly talented.  Having 50% consciousness slows him down, but he can still make some high quality constructions.

All drugs all the time is not going to work just like real life.  No drugs none of the time will work, but you'll have to manage it, or you might end up with addiction from leftovers from a cargo drop or raid falling into the hands of someone with a chemical fascination.  Drugs are generally just a tool with upsides and downsides.  Booze and Smokeleaf are relatively safe mood enhancers when used occasionally.  Yayo is good for a quick powerful mood enhancement to avoid a break or to work through the night catching up.  Wake-Up is good to help get through a backlog of work, useful along with yayo but likely to cause an OD especially if it starts to be a habit.  Go Juice is good when you have a mechanoid raid and your best marksmen are in bed fighting off sleeping sickness or previous injuries. Flake is good to sell, but risky to keep around as people who go on a binge might go get themselves addicted to psychoid.

They're not good things.  They're not bad either.  They're tools, and they have downsides. The downsides can be mitigated, and pawns can always be disposed of or put into cryptosleep.