> The guide is wonderful, but it's intimidating to read - formatting could be improved with color coding and separation of different sections.
I know. Writing it was a battle of attrition and I just wanted to finally be done and move on. I'll probably update it later with lists, bigger fonts and the like.
Maneframes as "maneframe rack" furniture that can't be disassembled and can only be built into workshops that re-program Stable-Tec processing matrices is a good idea. It doesn't give us any incentive to disassemble the workshop for parts.
> Maybe salvaging can be made harder and more dangerous? If mining stone can release toxic gas, can the same thing be done for trees?
No. Salvaging is dangerous enough as it is, with all the raging wildlife and toxic weather. And I'm not even in a savage or irradiated biome.
> The material value for salvage should also be lowered or removed altogether if it hasn't already, traders insist on bringing most of their cloth and leather in HQ and MQ salvage bins, and you can still cheat the default amount of embark points if the game gives you antique stuff for your embark.
It has already been lowered. Any lower and I'll be able to bring multiple HQ salvage logs on embark. The "makeshift", "scrap" and "antique" wooden items are an unfortunate side effect, but it can't be helped.
If the game gives me antique stuff on embark, I get 700 more points. This is about as much as I need for basic supplies and a robot or two. It doesn't break the game, like having 10000 free embark points in the earlier version did. Besides, there just isn't enough normal embark points anyway. They start at 0 and I need several hundred just for skills.
> it just doesn't make any sense for them [HQ salvage logs] to be of such a high value. Salvage logs are supposed to be unidentified garbage, not gold, right?
Yes and no. Low quality salvage is pretty much just rust and an occasional tool or crate. HQ salvage has some closed chests and is suspected of having some good stuff in it. If anything, HQ logs are too cheap considering what's inside. One thing I can agree on is that it doesn't make sense for antique items to be so valuable, but it can't be helped. Just don't buy them. The HQ and MQ logs are already so cheap that I can bring some on embark and buy them from caravans without any trouble. It wouldn't make much sense to buy these things for peanuts and get rich either. I mean now I can order all kinds of HQ logs from the caravan and pay several thousands for lots of them at x2 price. If they are any cheaper, I won't have to worry about payment at all and will be able to bring even more of them on embark.
> Weight of salvage logs could also be increased significantly as to slow down the obtaining of it and increasing the dangers of scavenging the surface/caves, would also force players to use more wheelbarrows.
Salvage logs are already heavy and I already have to use wheelbarrows and surround my salvage yard with the stockpile. Salvage is still lighter than stone, and maybe it should be the other way around.
The way salvage is now works for me. What remains is endless arguments on drop rates.
> So has there been any consideration for an equivalent of the Gun Runners? Late game weapons and armor at outlandishly high prices? It would be a way for stables that have been incredibly unlucky salvage-wise to keep up with the competition.
For this you'd need a Gun Runner civilisation that sends us caravans. I don't like the idea much. Besides, finding, reverse-engineering and making our own AMRs and other endgame items is part of the fun. I'm not sure I want to just buy boxes of AMRs, chainsaw rifles and combat armour.
> Last I checked, geckos could still be tamed. Normal geckos.
Damn, you're right. I had those things in my cages and I killed them
> "Glimmer Jest, Scavenger has created Luxurymeadow, a lignite hologem of time stop."
Too bad artefacts aren't used in reactions. It'll just look pretty and taunt you to research Alteration.
> "Pockets" of gas maybe? Natural gas which releases a "fire" or "explosion" gas when mined? Underground pink cloud pockets?
Poisonous rock that killed miners was probably the single most hated feature of Masterwork Mod. So no, even though it makes sense in-fluff.
Some of my own ideas:
* Existing Combat rifle + Chainsaw / Ripper + scrap parts -> Chainsaw / Ripper rifle (no schematics).
Making chainsaw / ripper rifles from steel bars and a chainsaw / ripper didn't make much sense to me. After all, this is attaching an bayonet, not making a rifle from scratch. It would also be simpler and not require a schematics, so we can have those upgraded rifles earlier.
*3 (5?) T3 (T4?) gems + MAS gemcrafting -> A good chance of ITEM_LENS_UNIVERSAL_MAX.
It may not make much sense in-fluff to make a substitute for a diamond from several other games, but it would give us a use for T3 and T4 gems besides lensed and a few spell hologems and it would let you lower the chance for clear diamond from rock grinding. If-fluff, well, I suppose when the pones are used to tinkering and making due with what they have and making creative substitutions, it is not that far fetched either.
SATS and Time spells (but not their exhaustion effects should be mutually exclusive. That is SATS in "interaction_stable.txt" should have these: [IT_CANNOT_HAVE_SYNDROME_CLASS:TIME], [SYN_CLASS:TIME]. SATS is described as a time affecting spell in the novel and the other two time spells are already mutually exclusive. It shouldn't be disabled by exhaustion from other time spells, just by the spells themselves. It also makes for a great combo for alteration Adepts:
* TS (for 50 TUs), SATS (for 100 TUs) / exhaustion , nothing / exhaustion (for 100 TUs), TD (for 100 TUs), exhaustion (for 120 TUs), nothing but everything should be dead by now.
If SATS fires up first, that's fine, it will wear off with no side effects and hopefully the pony will survive the first 100 TUs of combat. If SATS doesn't go first, it will mitigate some exhaustion after another time spell.
Use T3 gems for advanced processing matrices and talismans. T2 gems are frequent enough and T3 gems are only good for lenses and a handful of hologems for magic research.
Add clear glass lenses to MAS gemcrafting station. It has everything else anyway.
Consider adding reactions to "downgrade" gems, lenses and hologems, so that T3 and T4 can be used instead of T2.