Brainstorming: blood, diseases, medical items, distribution management, garbage

Started by Mihsan, January 06, 2015, 09:08:42 AM

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Mihsan

Some brainstorming ideas:

Blood:
- Harvesting blood (from prisoners and colonists)
- Infusion and transfusion
- Using blood in operations as resource
- Crafting from blood (different medications, blood plasma)
- Blood groups (randomly generated for each pawn)

Diseases:
- Organ-based conditions (bad kidneys, heart, liver, lungs...)
- Occasionally heart attacks for those with bad heart
- Terminal diseases like cancer
- Broken bones
- Diseases requiring special medications (quinine for malaria, insulin for diabetes ect.)
- Diseases requiring medications for a long time or even lifetime
- Food-based conditions (obesity, diabetes, gastric ulcer, food poisoning, parasites)
- Animal diseases (plaque, anthrax, smallpox, tuberculosis...) saved in meat, transmission to colonist: with butchery, walking on dead body and blood, cooking and eating raw or cooked (all listed with different chances)

More medical items:
- Separate items for different actions (hemostatic, bandaging, antiseptic, antibiotics, anesthesia, pain relieving, surgical instruments, disease-specific medications)
- Medications to use in combat w/o doctor or bed (pain relieving, hemostatic, stimulants)
- Bangages (cloth, medical bandage, some hi-tech bandage for fast healing)
- Add alcohol, please (which is antiseptic, anesthesia and pain relieving tool all in one!)

Tools for morale management (and huge source of troubles money for colony):
- Alcohol
- Tobaco
- Drugs

Distribution management for food and medications:
- Some table in which I can specify what my colonists and prisoners can use as food and for healing and in which order (something like manual job order distribution)
- Ability to segregate my colonists in consumption (and creating different groups of segregation)

For example:

Group #1 (hunters & soldiers)
Will eat: 1) Survival meal, 2) Simple meal, 3) Raw food
Healing: 1) Glitterworld med, 2) Medical kit, 3) Herbal med

Group #2 (too smart, neurotic, volatile... but needed people)
Will eat: 1) Lavish meal, 2) Fine meal, 3) Simple meal
Healing: 1) Medical kit, 2) Herbal med

Group #3 (prisoners & worthless colonists)
Will eat: 1) Simple meal, 2) Nutri-paste, 3) Raw food
Healing: 1) Herbal med

Group #4 (prisoners, that i want to recruit)
Will eat: 1) Fine meal, 2) Simple meal, 3) Nutri-paste
Healing: 1) Medical kit, 2) Herbal med

Rotten stuff and garbage:
- Food could have small chance of causing food poisoning, proportionaly based on it's expiration date; expiration date of used ingredients could affect
- Crafting could create garbage (or just slag?), which must be stored in dump or be utilised
- Cooking, eating and medical operations could create biogical waste (to store in dumping pile or be used somehow)
- Rotten stuff indoors could give huge morale debuff for stench, smaller debuff when outside and even less if stored in dumping stockile where it belong (also pawns w/o nose should not suffer from this debuff)
- Some way to utilise rotting stuff (compost pile? crafting of soil enrichers? use it in hopper with fertilizer building?)
- After completely rotting items could leave huge spot of dirt, which is hard to clean
- When not frozen rotten stuff could attrackt animal scavengers (megascarabs for begining?)
Pain, agony and mechanoids.

Claive

Does rotting food cause disease?

It would be interesting if the meeple needed to deal with sanitation / sewage disposal because it is a huge problem in real life.

Mihsan

Quote from: Claive on January 06, 2015, 05:55:51 PM
Does rotting food cause disease?

I once saw my colonist prepared food from rotting meat (i think it spoiled right on the cooking table). The meal was normal and nobody got sick from it. ;D

Quote from: Claive on January 06, 2015, 05:55:51 PMIt would be interesting if the meeple needed to deal with sanitation / sewage disposal because it is a huge problem in real life.

Well we have dumping stockpiles right now, but they almost not used in this way. Rotten meat can lie on kitchen's floor until it is dissapear and it will be OK with pawns. Also even eaten food should leave some garbage.

Some new thoughts:
- Food could have small chance of causing food poisoning, proportionaly based on it's expiration date; expiration date of used ingredients could affect
- Crafting could create garbage (or just slag?), which must be stored in dump or be utilised
- Cooking, eating and medical operations could create biogical waste (to store in dumping pile or be used somehow)
- Rotten stuff indoors could give huge morale debuff for stench, smaller debuff when outside and even less if stored in dumping stockile where it belong (also pawns w/o nose should not suffer from this debuff)
- Some way to utilise rotting stuff (compost pile? crafting of soil enrichers? use it in hopper with fertilizer building?)
- After completely rotting items could leave huge spot of dirt, which is hard to clean
- When not frozen rotten stuff could attrackt animal scavengers (megascarabs for begining?)
Pain, agony and mechanoids.

Claive

hrm... perhaps if you don't clean the blood off of the ground it also attracts pests / space rats / space cockroaches? That in turn spread disease.



Mihsan

Quote from: Claive on January 07, 2015, 02:41:38 PM
hrm... perhaps if you don't clean the blood off of the ground it also attracts pests / space rats / space cockroaches? That in turn spread disease.

Nice one! Pretty real and reasonable.

- Some small dirt could be washed down with strong rain
- Removing pests could be marked as "scarry" work
- Different biomes could have different pests: megascarabs in desert, ants in jungle, rats in forest...
Pain, agony and mechanoids.

Johnny Masters

Sure, blood could attract pests and insect, but it could also attract some pretty starved predators :D

If we want to go the complex road (i actually do) and if a more complete hygiene system comes, you could need water or some sort of cleaning product to wash out some of the nastier stuffs. Perhaps the same kind of soap product a pawn could use to wash itself in some cleaning pod/shower.

The only real problem of adding so many stuff is how it causes the stuff lists to crowd up. Until we have a search-for-word function and a check all/none, it will only get worse.

Mihsan

QuoteJan 8

* Changed gun names to refer to categories of weapon instead of specific models.
* Guns now have quality levels which affect accuracy.
* Added bad thought for wearing tattered clothes.
* Apparel wears out over very long periods of use.

Ideas after changes from Jan 8:

- Some way to repair damaged weapons and apparel (much needed IMO).
- Repairing could take some resources (same as what item is crafted from; alternatively can be used a special repair kits; or both).
- Weapon can be damaged by shooting from it.
- Would be reasonable if weapon's quality will affect it's damage too.
- Weapon's appearance now could be random or based on it's quality. For example under "assault rifle" category could be nice to find AKM, Steyr AUG, G36 or any other AR, that will fit in lore.
Pain, agony and mechanoids.

Mihsan

I have just returned from a ski trip in the forest. So here are some winter-based ideas:

- Add more types of clothing: gloves, face items, boots
- Gloves: light gloves from leather or cloth (working gloves?), heavy mittens from fur (should affect manipulation), combat gloves (should give protection)
- Face items: protective combat goggles, winter masks, balaclava, night vision, some kind of hi-tech digital combat goggles
- Boots: sandals (easy to craft, but walking is slow), light boots, combat boots, heavy winter boots, snowshoes (those "tennis rackets" to walk on snow), skis
- Some new "old" apparel: shorts, winter pants, sweater, fur hat, fur coat

Also:
- Need some more work on frostbites vs hypothermia. IMO your body can be warm in parka, but it will not save your fingers from frostbites if they are not protected with gloves. Also you can save your limbs from frostbites (with gloves, boots, hat...), but still get hypothermia.
Pain, agony and mechanoids.

Specialist290

Quote from: Mihsan on January 10, 2015, 10:15:39 AMAlso:
- Need some more work on frostbites vs hypothermia. IMO your body can be warm in parka, but it will not save your fingers from frostbites if they are not protected with gloves. Also you can save your limbs from frostbites (with gloves, boots, hat...), but still get hypothermia.

Seconding this.  Actually, I'd like to see the idea of hand and feet damage / protection opened up a little more in general, with the potential for things like having your feet suffer some temporary but slightly mobility-inhibiting damage if they go barefoot on rough terrain.

Another idea:  People who are unskilled at certain "heavy lifting" disciplines (such as Construction and Mining) could have a small chance of suffering work-related injuries (strains, sprains, etc.) that similarly impair limb function for a short time.  None of the penalties would be too serious, but it might be good for adding just a little bit of extra thought to your work assignments (i.e. do you want to assign your star crafter / weaver / sculptor to do some "emergency mining" if he's at risk of messing up his hands for a few days due to his own clumsiness?).