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Messages - zizard

#346
I found simple plastic surprisingly nice. It can be created 1:1 from wood, but so far, I have mostly used it as a mid game chemfuel sink, when a single deep drill deposit is usually more than you can bother to use for the whole game. Compared to wood, it is better for structures, and worse for beauty. This is different to real life, where plastic is used for small items with complicated shapes, and is too expensive in large volumes for structures. But that niche doesn't really exist in game, so changing it makes sense. Adding a chemfuel -> wood substitute path helps to balance out the mid game economy, when wood is one of the few renewable resources for trade goods. The only suggestion I have is to decrease the commonality for generated items, since it's one of the worst materials in the game for almost all of them. There's enough wooden swords in the game as it is.
#347
Would it be possible to make a "do until" that counts input materials? So that excess of some item can be processed, while leaving a reserve. This can currently be done using bill radius and 2 stockpiles, but it's finicky.
#348
Things I didn't know I really really needed.
#349
Releases / Re: [B18] Psychology (2018-3-18)
May 17, 2018, 12:28:06 AM
What do people do with photosensitives? Seems like they either take -20% work speed or -5 mood, if they are doing anything useful. So it's like a situational lazy / pessimist. Giving them a dark workshop kind of hurts because they won't have the +12% from toolboxes. Does removing their eyes fix it?
#350
Fun mod that makes yorkies, hares, and chickens, some of the most useful animals for their genes. Perhaps the amount of genetic and pulp products should be scaled to body size. Also bears seem to have a monopoly on drugs!!!
#351
Could also try

MeleeWeapon_DamageMultiplier
SharpDamageMultiplier
BluntDamageMultiplier
#352
The predators very quickly clean their local part of the map, and end up attacking colonists much more frequently than vanilla animals. For example it is common for a few wolves to stay around the edges of the map eating squirrels etc indefinitely, whereas megafauna predators are easier to just kill on spawn. So the mega predator hunger rate might be a bit high. The vanilla predators' ratio of hunger rate to body size is about 4.5, whereas the ones in this mod are about 2.

I think megaloceros antlers might be missing a mass. They are assigned 1kg, which seems to be the default. Whereas most of the other animal body parts in the mod are 4kg.

I noticed the short face bear uses the same leather as the grizzly bear, which is very weak compared to other leathers in the mod.

As for taming, I haven't succeeded yet, but I think the only practical way is to rescue them and hope for a tend chance tame. And then one or two attempts afterwards while they are still weak, but after that just execute them. It's the logical conclusion when the manhunter chance to tame chance ratio is around 1 or above, like the Thrumbo. Some of the ratios are insane though. I saw a 45%, and by the time you eventually tame one, you will have killed enough that it would have been easier to buy several copies from exotic traders.
#353
Releases / Re: [B18] Psychology (2018-3-18)
May 13, 2018, 10:29:35 PM
Nice mod that makes bad trait pawns useable, and makes conversations more interesting.

Is there a way to get a notification when a mental treatment expires? Or a way to track the status (severity) of a treatment? Seems to be doable since infected wound gets different labels depending on severity.

The experience gain for starting a treatment seems too high. Usually reads something like 10000/4000 (soft cap).

Is there a treatment for slothful? Could be revealed as attention defecit, and prescribed stimulants.
#354
I like that there's a chance of finding something nice compared to the current NPC apparel list which is mostly garbage. Communicating / influential is busted though. +12% trade price improvement lol.
#355
Is it normal to have a bunch of these spawn on map creation? Started with about 10 megafauna on a 225 map. Was pretty funny to open the ancient danger early and aggro daeodons onto the mechs.
#356
Crashlanded gives you so much steel to start that you could drop a greenhouse day 1 if you really wanted to.
#357
General Discussion / Re: Uses for cats
May 07, 2018, 03:56:29 AM
Cats only eat about 0.2 nutrition per day. This means you can have something like 4 cats per dog. It's also easy to make them eat 100% kibble, since they won't be hauling any food items. They're pretty efficient mood boosts as long as you make sure they aren't wasting full meals. I think a nice change would be to start with 2 yorkies or cats, of the same sex.
#358
Could you please move the "delete" button to a different position than the "manage" button in colony manager? Really easy to delete bills when updating them.
#359
Outdated / Re: [B18] Deadman's Apparel Fix
May 05, 2018, 07:29:04 PM
I agree that it makes sense but I think it makes psychopath too strong of a trait.
#360
Releases / Re: [B18] [KV] RimFridge [ModSync]
May 05, 2018, 07:14:19 PM
Nice mod, pretty well balanced against the vanilla walk in cooler. I like that it makes food storage more natural.

Only small suggestions. An option to reduce the opacity of the cover. And the insulation factor is a bit high. Sometimes can go through entire solar flare without losing freeze.