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Messages - vzoxz0

#241
Ideas / Re: poison/psychic ship a cake walk with melee
September 16, 2018, 10:26:18 AM
You realize they did a whole ton of Mechanoid rebalancing for b19 right? So this suggestion is completely pointless since you're basing it on an experience in a former version.

Edit:

Not to mention that "Rough" is no longer as easy as it was in b18, so that gives us a false impression as well. If you have this level of wealth and colonists on Rough in b19, surely you will end up getting 10+ mechanoids attacking your base, and they will tear through your defences like a fat guy tears through a cake.
#242
I have executed pyromaniacs and very break-prone people that I end up arresting, especially if they hurt someone and is considered guilty.

I will not abide this kind of nonsense in my colony.

Euthanasia is something else. I usually prefer sending them to their deaths in battle instead, allowing them entry to Valhalla.

In recent times I have just banished colonists who seem to be pyromaniacs once they enter the colony. It'd be cool if traits only appeared over time or observation (being hidden) if you don't start with the colonist or know them from before.
#243
Ideas / Re: Rectangle build tool
September 15, 2018, 09:02:17 PM
+1
#244
Ideas / Re: NEED more content :D
September 15, 2018, 08:54:55 PM
Did Rough get nerfed like crazy? I can't imagine that colony surviving very long with all the value you added to it. I guess maybe it helps to be underground so they can't drop pod into your base...
#245
Ideas / Re: poison/psychic ship a cake walk with melee
September 15, 2018, 08:51:08 PM
If your base isn't struggling at 15 colonists, you are either very good at managing your colony, or you have a lot of fun little mods on that make your difficulty pointless to mention. Any mods on?
#246
General Discussion / Re: Clothing economy is still broken
September 15, 2018, 08:47:11 PM
It should probably get a nudge so "average" is still profitable.
#247
General Discussion / Re: Curing gut worms
September 15, 2018, 02:34:50 PM
So if your masochist gets sensory mechanites, you want him put to "no medication what so ever" for the duration. Got it.
#248
General Discussion / Re: Most protective non-armor outfit?
September 15, 2018, 02:33:22 PM
Quote from: Shurp on September 15, 2018, 11:32:07 AM
Hmmm... I'm just trying to figure out if I wasted a pile of money buying Hyperweave at a local settlement.  I saw the 200% armor figure and went "woohoo!"  But I now realize a normal hyperweave tuque is only going to offer a 40% sharp armor value.  That will deflect some revolver rounds, not too many bolt action rifle rounds, and do nothing against charge lances...

Has this new armor system actually been playtest?  It sounds like it's going to be pretty awful.

The incredibly high value of hyperweave clothing makes it very stupid to put on your colonists. I think a full set of hyperweave is worth what, 3000? That's basically power-armor levels, and does it have the same benefits? I think not.
#249
I've tested this a few times in previous versions, and it has never been a problem. Lightly flambéed kidneys and lungs have generally been well received given a decent doctor and operating room.

If you're experiencing a lot of failures with a "9" skill doctor, check his manipulation/eyesight and ensure that the operating theatre is well lit. Light matters a lot when you do surgery.
#250
My militia members are too busy doing their jobs to pose for pictures.
#251
General Discussion / Re: Clothing economy is still broken
September 15, 2018, 02:25:29 PM
This is probably a backlash from the old "Bowler Hat" economy that existed in a16. You'd just make bowler hats from everything, especially human skin, and end up with a bundle in profit and easily transportable goods.
#252
I have a suspicion it's due to very large XML files that are being read from or written to regularly. My save is 12 MB unpacked. Maybe there's some kind of cleanup that occurs every few days that sorts it out?
#253
Mods / Re: mod request regarding smelter
September 15, 2018, 02:18:56 PM
Because you need electromagnetism to separate out the useful compounds. It's in the description of the normal smelter. Just smelting things isn't very effective if you want usable steel after. I'm almost confident a mod like this already exists in one form or another, but it shouldn't be too hard for someone to set up a "wood-fuelled" smelter.
#254
Ideas / Re: Making Medicine Uses the Doctoring Skill
September 15, 2018, 02:15:20 PM
I'm pretty sure it already does.

(or at least it used to in previous versions)
#255
I guess since Toxic Fallout isn't actually a big problem on the lower difficulties it makes sense to include it as an option there as well. Toxic Fallout is problematic mostly when your base is already struggling due to heavy raiding and poor design choices.

What's this talk of a "greenhouse"? There is no glass in the game. Toxic Fallout kills anything that isn't roofed.