
TF Not Included 11 - Emotional Flux
Germ shows us the wonders of art, Art shows us the wonders of transformation, and... well that certainly worked. The problem is that we got exactly who we asked for.
Ssam finishes Fishbowls for Snoots, and we can now properly send our anthro crowd out into low atmosphere areas.
The building artwork is by meeeee! A very old drawing. I had to pick out something that was "good, but not fine", and past drawings are clearly a way to go for that.
The Art(work) is by
kyrio! They drew such an Art.
The goopster is by magic_box42, on pixiv I believe. Flux is more lizardish than doggish, but the whole aesthetic of "creature that reaches out and envelops you" of squiddog fits well.
Votes: Flux Goals(Renovate, Discard/Draw, Therapy, Monitor)
Rena Level 2(Superhard Digging, Lifesense, Fit Anywhere, So Tough)
Research-Pick 2(Feral Caverns Analysis, Pathogen Analysis, Space Dock Analysis, Phosphorescence, Electrolysis, Filter Plants)
Colony Action(Space Dock, Explore Feral Caverns, Elevator Rescue, Create More Hydroponics, Create TF Lab).
Alaska continues! I was very sick on wednesday, but this too has passed. One more YCH done; we're getting there.
Ssam finishes Fishbowls for Snoots, and we can now properly send our anthro crowd out into low atmosphere areas.
The building artwork is by meeeee! A very old drawing. I had to pick out something that was "good, but not fine", and past drawings are clearly a way to go for that.
The Art(work) is by

The goopster is by magic_box42, on pixiv I believe. Flux is more lizardish than doggish, but the whole aesthetic of "creature that reaches out and envelops you" of squiddog fits well.
Votes: Flux Goals(Renovate, Discard/Draw, Therapy, Monitor)
Rena Level 2(Superhard Digging, Lifesense, Fit Anywhere, So Tough)
Research-Pick 2(Feral Caverns Analysis, Pathogen Analysis, Space Dock Analysis, Phosphorescence, Electrolysis, Filter Plants)
Colony Action(Space Dock, Explore Feral Caverns, Elevator Rescue, Create More Hydroponics, Create TF Lab).
Alaska continues! I was very sick on wednesday, but this too has passed. One more YCH done; we're getting there.
Category Story / Transformation
Species Goo / Slime
Size 120 x 115px
File Size 505.9 kB
Flux: A new a body from a new lease of life even including a new name I believe should also have a new mindset. So I believe a renovation is in order, provided they consent of course.
Rena: Fit anywhere because they are all good options but being able to shimmy in between rocks.
Research: Pathogen analysis and Space Dock analysis because we need to research these things to see how to handle them if they come back. Also because we need to make sure the goodies in the spaceship are safe to get.
Colony: Create (Hydroponics) because food is currently a big concern.
Rena: Fit anywhere because they are all good options but being able to shimmy in between rocks.
Research: Pathogen analysis and Space Dock analysis because we need to research these things to see how to handle them if they come back. Also because we need to make sure the goodies in the spaceship are safe to get.
Colony: Create (Hydroponics) because food is currently a big concern.
Art had gotten used to these ‘chill out by the cryo pod’ sessions by now, and had brought a
video game to play from one of the colonist bunks. This one was about humans exploring a
strange magical realm by turning into cute animals. There was already a saved game on the
cartridge, but she figured it would be polite to start her own. Alas, this meant overwriting the
previous save; sometimes you just didn’t have enough room.
This feels like a metaphor for something, but I can't put my finger on what.
Flux: Therapy. I don't want to do anything drastic, but I don't think Monitor will be enough.
Rena: Lifesense. Living things are potential personnel, and personnel management is practically the name of the game here.
Research (Flux): Space Dock. It seems like the only option on the list that plays to his strengths more than Ssam's.
Research (Ssam): Phosphorescence. If this pans out, we'll be able to cut back on power usage without burdening ourselves with more colonists.
Colony Action: Exploration (Feral Caverns). It'd be a good way to test out the upgrade I recommended for Rena. Besides, Space Dock should wait until the research is done, and the other three options seem like they'd strain our limited resources.
video game to play from one of the colonist bunks. This one was about humans exploring a
strange magical realm by turning into cute animals. There was already a saved game on the
cartridge, but she figured it would be polite to start her own. Alas, this meant overwriting the
previous save; sometimes you just didn’t have enough room.
This feels like a metaphor for something, but I can't put my finger on what.
Flux: Therapy. I don't want to do anything drastic, but I don't think Monitor will be enough.
Rena: Lifesense. Living things are potential personnel, and personnel management is practically the name of the game here.
Research (Flux): Space Dock. It seems like the only option on the list that plays to his strengths more than Ssam's.
Research (Ssam): Phosphorescence. If this pans out, we'll be able to cut back on power usage without burdening ourselves with more colonists.
Colony Action: Exploration (Feral Caverns). It'd be a good way to test out the upgrade I recommended for Rena. Besides, Space Dock should wait until the research is done, and the other three options seem like they'd strain our limited resources.
Flux: Renovate if he consents, Monitor otherwise. I don't like forcing mental change on folks, but if they want it, that's a different story.
Rena: SonicInterface sold me on Lifesense. Good for recruiting, good for hunting, good for hostile situations, and if nothing else can help you find goodies while burrowing.
Research: Put Ssam on Filter Plants, and Flux on Pathogen Analysis.
Colony: Yeah, Create Hydroponics is the way to go.
Rena: SonicInterface sold me on Lifesense. Good for recruiting, good for hunting, good for hostile situations, and if nothing else can help you find goodies while burrowing.
Research: Put Ssam on Filter Plants, and Flux on Pathogen Analysis.
Colony: Yeah, Create Hydroponics is the way to go.
Flux Goals: Our new slime is a buttface! What shall we do about this?
● Monitor
(We already have several colonists that have mental quirks. Flux might say mean things, but Scamp has a shoot anything that slightly surprises him instinct. The renovation option should not be used for an inconvenience. Also setting his mentality back might... make him forget things the colony needs. Therapy would do more harm then good and just single him out. Maybe it can be done later when a professional is working with all of the crew, rather then having an intervention session. If nothing else, lets have Art get better at TFs before she delves into mind alterations.)
Rena Level 2:
● So Tough
(Making Rena a better digger might... have her run out of space. Best branch out a bit. If she's the first one to enter a new area through her digging then lets make sure she can survive the encounter.)
Research:
● Feral Caverns Analysis (Ssam)
● Space Dock Analysis (Flux)
Rather then working with an isolated space, lets do some investment into exploration. Its a risk, but one that has a good shot at paying off drastically. The ship might be able to help with the oxygen levels if it's in working order, the Feral Caverns has a whole ecosystem of space to add to the base. Lets be bold. Don't get lured into an easy mode trap.
Colony Action: What should we have our goobers do?
● Create(Hydroponics)
(This will help prevent the goobers from killing off the Feral Caverns and help the herbivores with their diets. Basic, boring, but important. I'd expect an exploration action into the Dock/Caverns to occur after they've been Analyzed.)
● Monitor
(We already have several colonists that have mental quirks. Flux might say mean things, but Scamp has a shoot anything that slightly surprises him instinct. The renovation option should not be used for an inconvenience. Also setting his mentality back might... make him forget things the colony needs. Therapy would do more harm then good and just single him out. Maybe it can be done later when a professional is working with all of the crew, rather then having an intervention session. If nothing else, lets have Art get better at TFs before she delves into mind alterations.)
Rena Level 2:
● So Tough
(Making Rena a better digger might... have her run out of space. Best branch out a bit. If she's the first one to enter a new area through her digging then lets make sure she can survive the encounter.)
Research:
● Feral Caverns Analysis (Ssam)
● Space Dock Analysis (Flux)
Rather then working with an isolated space, lets do some investment into exploration. Its a risk, but one that has a good shot at paying off drastically. The ship might be able to help with the oxygen levels if it's in working order, the Feral Caverns has a whole ecosystem of space to add to the base. Lets be bold. Don't get lured into an easy mode trap.
Colony Action: What should we have our goobers do?
● Create(Hydroponics)
(This will help prevent the goobers from killing off the Feral Caverns and help the herbivores with their diets. Basic, boring, but important. I'd expect an exploration action into the Dock/Caverns to occur after they've been Analyzed.)
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