Context of this thread is sanguine vs iron willed; which do you prefer and why? Bringing up inspirations is relevant to the topic.
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#2
Ideas / Re: Hand power generators
April 19, 2018, 09:36:20 PMQuote from: Call me Arty on April 17, 2018, 09:58:29 AM
I cannot for the life of me find the name of, or find an example of, that circle with the four handles that you've always got slaves turning. Not, like, actual slaves, the fun Conan-style ones. That'd be my idea for handless power. Otherwise, one of those bikes people ride for power would just piss-off all the people who couldn't have BMX tournaments in their colonies after it was added.
I think you're referring to a capstan.
#3
General Discussion / Re: Why is my caravan travel so slowly?
April 11, 2018, 12:39:38 PM
Are any of your animals pregnant? That can slow them considerably, especially if it is late stage pregnancy.
#4
General Discussion / Re: What does "disfigured" mean?
April 01, 2018, 01:21:45 PM
I just took it to mean "jaw missing" didn't literally mean the entire lower jaw bone had been removed from your face and you were walking around with just exposed upper teeth and no way to close your mouth. Rather, "jaw missing" means essentially all your teeth have been knocked out, probably with traumatic damage to the bone as well but the basic mouth is still there. Then dentures replacing a "missing jaw" makes some sense.
It being resource-free, however, doesn't make as much sense. I'm not sure what resource it should use though. Steel?
It being resource-free, however, doesn't make as much sense. I'm not sure what resource it should use though. Steel?
#5
General Discussion / Re: What does "disfigured" mean?
March 31, 2018, 07:30:15 PM
Are you sure? I've never used mods, but I feel like I remember giving someone a denture.
#6
General Discussion / Re: What does "disfigured" mean?
March 31, 2018, 12:31:18 PM
I thought there was a denture to replace a missing jaw. Ears on the other hand can be sliced/blasted off and there's nothing you can do about it.
#7
General Discussion / Re: Im done with this fuc**** game
March 25, 2018, 04:34:20 PM
It seems like you have told your colonists that right now they are free to do anything. This means that they will take care of any of their personal needs that are getting low. This means they will only go work if they are not tired and have had plenty of fun recently. Specifically, the pawns that are watching the sun rise have not had enough joy activities recently so they are watching the sun rise as a form of meditative joy. If you want them to ignore the fact that their mood is falling because they haven't had any fun recently and instead get right back to work, go ahead and restrict their activities for the current time of day to "work" instead of "anything."
Or have a screaming fit at the developer of the game because you haven't used the tools available to you to instruct your colonists to do certain things, and as a result they are not doing those things.
Or have a screaming fit at the developer of the game because you haven't used the tools available to you to instruct your colonists to do certain things, and as a result they are not doing those things.
#8
General Discussion / Re: Question about Relationships
March 13, 2018, 11:28:09 PM
They became friends, no romance possible.
The friend zone is a bitch, sorry bro.
The friend zone is a bitch, sorry bro.
#9
General Discussion / Re: Real-life depictions of sculptures!
January 16, 2018, 08:27:55 PM
The necktie is most likely why he ended up on fire. That's a poor choice of clothing for a baker.
#10
General Discussion / Re: Should the Avoid Friendly Fire mod be part of the vanilla game?
January 16, 2018, 08:11:29 PM
I'd like to see friendly fire implemented as a chance based on shooter skill (independent of any accuracy effects). What I mean is a shooting level 0 pawn will happily blaze away no matter who run across the field of fire, while a shoot level 10 pawn has a much higher but not 100% chance of holding fire when a friendly is running in front of the sights.
#11
Ideas / Re: more naming variety
January 10, 2018, 01:47:43 PMQuote from: tmo97 on January 04, 2018, 01:06:24 PM
Please. Not all primitive civilizations lived in south america. Please stop naming everything xiuacoxiagoxiaeljefe itluahican oxoxox. I'm tired of seeing everything mexicanized. Please add some variety so I don't get my vibe broken by a reminder that you live in america.
if there was a sombrero emoticon it'd be here now.
Mexico is not in South America.
#12
Ideas / Re: Tech Tree Advancing
January 08, 2018, 01:36:04 PM
What about adding a skill requirement to individual research projects? Something like this:
In general, research projects have a required level for "intellectual" based on what the tech level is. For example passive cooler has a requirement of intellectual 0 because it is neolithic, while complex clothing requires intellectual 4 because it is medieval, colored lights requires intellectual 8 because it is industrial, and shield belt requires intellectual 10 because it is spacer.
In addition, some research projects have an additional skill requirement such that you need a pawn with a specific combination of intellectual and other skills to actually do the research. For example, maybe vitals monitor needs to be researched by someone with intellectual 8 (industrial tech level) and medicine 8 (employable professional, because it's near the top of the medicine tech tree).
Deep drilling would require some mining skill, hydroponics would require some growing skill etc.
This would add a gating element to the research tree that could only be achieved with a diverse, mature colony and would almost certainly slow down access to the end of the tech tree.
In general, research projects have a required level for "intellectual" based on what the tech level is. For example passive cooler has a requirement of intellectual 0 because it is neolithic, while complex clothing requires intellectual 4 because it is medieval, colored lights requires intellectual 8 because it is industrial, and shield belt requires intellectual 10 because it is spacer.
In addition, some research projects have an additional skill requirement such that you need a pawn with a specific combination of intellectual and other skills to actually do the research. For example, maybe vitals monitor needs to be researched by someone with intellectual 8 (industrial tech level) and medicine 8 (employable professional, because it's near the top of the medicine tech tree).
Deep drilling would require some mining skill, hydroponics would require some growing skill etc.
This would add a gating element to the research tree that could only be achieved with a diverse, mature colony and would almost certainly slow down access to the end of the tech tree.
#13
Ideas / Re: Justified organ harvest
August 03, 2017, 01:14:03 PMQuote from: NeverPire on August 03, 2017, 06:48:23 AM
I just see a problem, how do you intend to force the player to use the organ for his character and not to sell it ?
Your actual proposition create some easy exploit strategies.
That's easy enough, just have "harvested organ" remain as a negative buff, but add a positive colony-wide buff when a colonist has an unhealthy organ replaced with a healthy one. Then, if you harvest for the purpose of transplant they offset each other but if you harvest and sell you only get the negative. I would also suggest the recipient of the new organ get a larger positive buff than the rest of the colonists.
#14
Ideas / Re: Unrequited love: Colonists falling in love outside actual relationships
May 29, 2017, 08:35:58 PM
What actions should the player take to try to match specific pawns?
I can't think of much other than trying to make their work zones and bedrooms close to each other and matching their schedules to try to maximize their social interactions.
I can't think of much other than trying to make their work zones and bedrooms close to each other and matching their schedules to try to maximize their social interactions.
#15
Ideas / Re: 1x1 tables
May 28, 2017, 02:44:49 PM
This could be accomplished without adding new items by allowing colonists/prisoners to take their meals at a chess table if nobody is using it. I like it, but might make the chess table too valuable. Perhaps that can be offset by giving pawns a small mood boost if they eat at a table with other people, to preserve the value of the other tables. A chess table could only support one pawn eating a meal at a time in this scenario, thus no mood boost.
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