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Any old threads or suggestions anyone would like to revive?

Digging though the archives for some of the ideas and topics I found interesting or inspiring. 

I'll probably add quite a few over time.

Dont forget to subscribe and feel free to add any comments or links, I'll even debate opinions with ya if you like.

THIS!^

 

This but maybe make it a critter spray of po2 with 'sleep' germs?

 

 

 

Edited by cyberwarlord
  • Like 2

Still one of my favorite ideas.

 

Can anyone explain the use of this? I need to see it working.

good question....

Mad scientists. Will be trying this. I'll be making a group of similar posts at some point.

Link any you find.

 

neat.

cake..

I'm all for adding new sources of contamination. Bites, burns etc.

Disease progression. And 2 settings at the map creation.

If dupes heal over time from injuries. And if diseases heal without treatment.

 

 

Edited by cyberwarlord

Resort planet update idea: just typing this for later.

Poi with a juke box? Unlock new tracks with artifact scans??

Mid-late game travel destination. 

The mostly water planet gets a bunch of aquatic biomes in layers. From surface to deep dark ocean.

Layer 1: sand and beach like surface. (Storms and atmosphere?)  Constant sunlight?

Add the sunflowers maybe? Seed only plant, make food oils? Pacu feed.

Add the power plant fruit plants. Glow when harvest ready.

Electric eels for the new power plant. Not friendly. 

Dangerous seaweed/kelp that will grab and hold dupes, takes 2 dupes too get free.

Meglodaun sharks at the bottom with a story building??

Sea urchin. ⚠

Sea sponges??

Edited by cyberwarlord

Crawling.  Allows dupes to enter spaces of only one height, limits what they can do and drops their speed by 80%.  I've found more than a few situations (radiation containment comes dramatically to mind) where having a few Jefferey's tubes for access as opposed to normal passages would be preferable.  Plus sometimes you just get those annoying little single-tile places it would be nice to be able to do something with.  Not to mention exploration potential.

Edited by Void of Winter
exploration potential
  • Like 2

Definitely feels like a few systems could use expansions and tackle some of these in the process. 

I was just thinking about the food and bladder system and how drinking from any of the recreation buildings doesn't affect how much they use or produce in the lavatory. Maybe a hydration level that affects bladder level, helps with illnesses, and has a bigger effect on small bladder dupes.

Illnesses should be expanded to ailments and go beyond germs. They can be funny or weird things like sticky, when causes them to pick up extra materials and limit their holding capacity until they shower. Slippery from being in oil too much that make them have a chance to drop some off what they are holding and trip on slippery surfaces more. They could even have pros and cons, like Stinky makes critters move faster toward ranchers, but risks negative reactions from other dupes.

I've always wanted germs to affect critters both positively and negatively. Slimelung polluted oxygen seems like it should benefit Pufts, maybe with increased slime production and happiness, and give a reason to not fully eradicate it. Zombie spores could sinergize with the carnivorous plants. Food poisoning could give hatches a healthy gut to improve conversion rates.

Edited by LaShomb
  • Health 1

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