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Messages - Syrchalis

#181
Quote from: Sirsir on July 17, 2018, 12:48:24 PM
Sometimes its a pleasure to be wrong :)
Well, I see many people who don't realize just how many mods are ready for 1.0.

If you include all the mods I updated myself (but haven't made available publicly) you might as well be playing B18 mod-wise.
#182
Quote from: Admiral Obvious on July 17, 2018, 12:10:06 PM
Isn't while you are up baked into the game already?
Yes and no. The general idea is in the game, but it's very non-aggressive, while WYAU is... was extremely aggressively searching for things to haul, since the latest bugfix it is moderately aggressive, but still way more reliable and predictable than vanilla hauling.
#183
Well, ribs means B18, ribcage probably means you're playing 1.0. In that case...

https://steamcommunity.com/sharedfiles/filedetails/?id=1419675146
#184
Ugh, that patch broke my entire game again. It was the mod "While you are up" which was checking all pawns constantly for the job "friendly chat" (obviously), took me 30 game starts and mod enabling/disabling to figure it out, since the error logs were useless.

Anyway... as I said, the option to befriend a prisoner and make him easy to recruit once you choose to (plus a reliable way to skill up social) is really appreciated. For social one could focus more on the internal colonist - colonist relationships, but I already said that a few pages before.
#185
I personally hate Zzzzt as well, because it's just random, instant and mostly a minor annoyance.

If it was an annoyance along the lines of food poisoning, which you could effectively counter (or choose to just deal with) then I would never disable it, but in it's current form it's boring and annoying.

Food poisoning was relatively stupid too, but now it's very controllable and so I don't mind it.
#186
Any plans on updating stuffed flak to include the flak jacket?
#187
Quote from: Greep on July 17, 2018, 05:16:06 AM
It'd be nice if no interaction was removed instead of friendly chat.  If you're bothering to keep them in a cell, why are you ignoring them?
No time/manpower right now, but still need a warden to feed them.
#188
Quote from: Sirinox on July 17, 2018, 04:11:35 AM
Quote from: Tynan on July 17, 2018, 03:30:55 AM
Remove friendly chat prisoner interaction mode since it's purposeless and confusing.

That's interesting.
It wasn't that purposeless for me. I used it widely, especially in mid-late game with bigger and better populated prisons, to be on good terms with prisoners in case I choose to recruit them. [...]

Same, it's actually a setting I use as often as release. You basically prepare the prisoner, but don't actually recruit them. Then later you can always choose to still go for the recruit or instead release him.

So purposeless? Not at all, not to me at least.

Quote from: Tynan on July 17, 2018, 03:30:55 AM
Spine can now get permanent injuries.
Adjusted tundra and arid shrubland plant and tree density up. Slightly reduce saguaro cactus wood amount. Made tree sand cactus lifespan much longer. Increased all plants' lifespan.
Prisoners now have expectations the same way colonists do.
Increase "wild man wanders in" incident chance. Textile stuffs now have HP modifiers. For faster plasteel mining, changed mineable from 10,000HP to 8,000HP. Put watermills behind research. Removed waterproofing research. Allow making simple helmet at smithy. Remove friendly chat prisoner interaction mode since it's purposeless and confusing.
Storyteller refinements: -Adjust points per pawn based on wealth. -Adjust adaptation. -Adjust Randy pacing. -Adjust popultion intent curve. -Adjust animal contribution to threat points.
Misc text changes: -Fix typo: "repeated use will produce and addiction" -Fix typo: "Make sure that they get the best medical possible" -Fix spelling: "Commitment mode" -Reload anytime mode tooltip adjustment. -Relabel button: "Choose storyteller" to "Storyteller settings". -Fix: Resistance broken message reverses prisoner and warden. -Wanderer joins letter notes that you can banish sell or kill the joiner if you don't want him, but your people will be disturbed.
TranslationFilesCleaner now handles def injections.
Cleaned up keyed strings formatting.
Refactored MissingInjections() so its def-injections traversal can be reused. Added TranslationFilesCleaner (wip).

I'll give my feedback based on my 1.0 experiences before this patch. More vegetation = definitely great, felt a bit low here and there. Especially arid shrubland often felt desert-like.
Hehe the wild man wanders in thing... as I said, never got the event in like 100 hours played or more in 1.0.
Plasteel being a bit less ridiculously slow in mining is surely appreciated.
Rest seems reasonable too. I am excited to try these out and provide my experiences once I've played - especially if they are very different from my expectations.
#189
Quote from: zizard on July 17, 2018, 02:16:33 AM
Quote from: Oblitus on July 17, 2018, 01:52:11 AM
Level 8 doctor in a decent hospital and industrial medicine reliably tends with 90%+ quality. Kinda makes glitterworld medicine obsolete. Maybe rework it into a serum-type item that instantly tends all conditions with 100% quality bypassing pawn's medicine skill? Then it would be valuable backup in case of emergency.
I agree with this. Glitterworld medicine needs some kind of extra goody effect. Simply because by the time you have some of it you generally have doctors who do very well with normal, industrial medicine, if not some who even use herbal to great effect.

Right now Glitterworld medicine is only useful when you don't have it. Maybe the only exception is the rich explorer scenario.
IMO glitterworld should be able to "overtend" past 100, or stop infections completely, or heal some number of hit points in a few seconds. It should give something beyond regular medicine, apart from the incredibly niche case of somehow still having bad doctors when you get some.
#190
I honestly don't like how I get toxic fallout and volcanic winter every play-through, but the new event "wild man wanders in" never happened to me.

Don't get me wrong, getting fallout/winter at all is rather a good thing, it really adds something, however I personally think volcanic winter is by far not harsh enough. Usually it doesn't affect how I play at all, I ignore it completely.

Personally I would like if volcanic winter actually was more like cold snap, but started slower, so you really had time to prepare when it hits - but then it also lasts longer.
#191
Quote from: Jumper on July 16, 2018, 09:10:10 AM
1) The water wheel north or south placement looks odd, the wheel seems to have a top down view but the building is angled. east/west looks awesome

Agreed, throw your artists into a room and let them figure out if they can improve that.
#192
Would be great if you enabled the body attributes for alien races. Orassans does use different body shapes (though not head shapes), everything aside from "fat" basically. Wait, you want proof? From the orassan race XML:
<aliencrowntypes>
<li>Average_Normal</li>
</aliencrowntypes>
  <alienbodytypes>
       <li>Hulk</li>
       <li>Thin</li>
       <li>Male</li>
       <li>Female</li>
  </alienbodytypes>


Anyway - even if not, there would still be the age thing =p
#193
I wish that the raids that chase refugees are large, so you can't easily beat them and take prisoners, but I would like if they retreat very early, after maybe one death or a few bad wounds. Basically they chased the person and they can take on your colony but they aren't willing to lose half or more of their men for that one guy.

That would make that incident more fun, because it wouldn't just be "another raid" like every other, but it would be an overwhelmingly strong raid, which retreats very easily though.
#194
Releases / Re: [1.0] ED-EnhancedOptions 1.0.0.0
July 15, 2018, 12:56:02 PM
What I would love is a "no skill cap" rather =p
#195
Well I suggested he focuses research more on the core projects, makes the side-projects cheaper, buffs the simple research bench to 75% and makes endgame research longer again. And he did just that, exactly all those things.

Either way, if he doesn't... it's REALLY easy to mod tree sow work.

   <Operation Class="PatchOperationReplace">
        <xpath>*/ThingDef[@Name = "TreeBase"]/plant/sowWork</xpath>
        <value>
<sowWork>4000</sowWork>
        </value>
    </Operation>