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Would it be possible to prevent humans using the upgrade station as a bed (And visa versa androids using hospital beds)?
Atm humans and androids will prioritise beds in this order: Hospital Bed > Android Upgrade Station > Normal Bed. This becomes an issue when setting an android operation, as the Android will automatically take a hospital bed, not an upgrade station. You can force bed rest on the station but I don't always like micro-managing. Also if all my hospital beds are taken (Usually by androids...) I would prefer my humans to rest in a normal bed, not an uncomfortable bench.
Secondly, could a new priority be created to prevent doctors operating on androids (Crafters are better but operating is still done via the "Operate on humanlikes" Doctor sub-priority)?
The problem is that when the Android is in the bed/station a Doctor will usually perform the operation - not a Crafter. Atm the workaround for this is to have all your high-level Crafters on low-priority Doctoring and then force prioritise operating. My suggestion for this problem is to make a new priority for all Android related tasks (Creating Androids & upgrading them) or new sub-priorities under Smithing or Crafting.
An extension from preventing doctors from operating, how about removing the ability for doctors to tend to an android at all? If the Crafting skill is what matters for an operation, why not also repairs?
For the second part nice suggestion, i want it to be included in the 2.0 update but i prefer not add a new priority as it will lead to too much work and mod compatibility testings so i see it in this way :
Colonists affected to "Doctor" only heal organic colonists, to heal androids you need to affect the colonist to "Crafting" and simply toggle a new button (only appearing on the colonist affected to "crafting") called "repair androids" which will make the colonist prioritized to crafting to first repair androids then to do regular crafting job, if the toggle button is not enabled he will only do regular crafting job.
What do you think about ?
@ParasiticSquid : Nice idea, i will certainly add support for "reapers" like creatures for the next update (after the current one).
@connorthecommander ; i will try to check if it's already the case or not
@Angus McSammurai : Added to the planned features of the next update (after the current one)
Even better if it can be done without causing possuble mod conflicts with additional jobs.
And building on that, maybe enemies that maybe some enemy type androids that will regenerate if not properly destroyed. You could add an option like the allow tool's "finish off".
The other idea, well more of a quality of life feature, is records carrying over when a colonist changes bodies. At least the mental ones like how many kills, time as a colonist, the skill records, stuff like that. Wouldn't make much sense for the damage taken records to be transfered so the record would be whatever body your in at the time but the damage dealt also makes sense to transfer
The second is a single human with a lot or randomized bionics that can even range into arcotech territory for one or two based on your wealth level in green colored masterwork marine armour and helmet with a random masterwork charge weapon who is specifically targeting your skycloud servers, relays, and antennas but will attack anyone that attacked them or tries to stop them. They stop attacking and leave if they succeed in destroying at least one skycloud server on the map and only show up in the first place if you have more then 5 minds stored between all servers. their weapons and armour would have a small amount damage to them when the time traveller spawns since they did come from a war torn post apocalyptic future your AI and robotics schenanigans caused. Their equipment is most likely salvaged or looted because of that and the damage simulates that.
The third and last one is a T4 android or future event specific android showing up from the future that has a copy of one of your colonists minds at random, asking to join. Will only show up randomly after you've constructed your first skymind and have at least one mind in it. Colonist mind copied in the future android is highly likely to be the one in the skymind but can be rarely be any other colonist chosen.
All three would be extremely rare and only happen with the specific factors I mentioned, and only once for each one. Reasons for having them so limited are obvious, that and it makes sense but adds rare but neat extremely challenging incidents for people that like those. Can toggle in the config menu since most of the mod is configurable, so why not these lol
Well than we also need the GreyGoo alternative Completion end. Construct a nano-machine hive, upload your rimcloud settlers into the hive - which takes time during which people attack - if done - yay you've "won". ;)
(Honestly never went to really built the ship, so i'Ve got no idea how achieving the starship goal really looks like).
Scenario - dropped, damaged cloud mind. Would need the world spawning with one building (low level cloud mind + antenna without power usage) - three already pre-loaded personas within the cloud and 3 surrogates. Maybe give that early building a limited time it will last. To force the player to upgrade in a certain amount of time.
Biggest problem for that scenario might be solar flares.
Arcotech Questrewards - Solarflare Migitation Implant; Small Arcotech Antenna (only 1 field) but 5 skylink links; Arcotech Cooler (cooler that keeps working during solar flares);
The ability directly use sky cloud minds to communicate with trade ships (no need for coms console, but still for the antenna?).
the option to hack regular androids and colonists with neural chips and maybe anything connected to a network
The only change I would like to suggest in the name of balance is: i'm getting raided by multiple T4 android surrogates during raids... and each one gives you an AI core for disassembling a corpse. I now have 5+ Cores just from being raided.
Potential fix?:
-1 The AI cores are broken once the android body is expired and either don't give you one, or give you a damaged one that needs fixing (would require a custom "Broken AI-core" item)
-2 Probably a bit harder to put in-game but a surgery on downed T4 androids to remove their AI-core, with a high skill in crafting needed to not fail and destroy the core. This obviously would kill the android being operated on.
Thank you.