does Tynan ever respond this these kinds of threads?
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#2
Bugs / Steam online + load order "downloading"
January 19, 2017, 02:21:53 PM
this is super frustrating. i'm not even in steam offline mode. i just rebooted steam for a steam update, and now this...
http://imgur.com/a/eCP7A
http://imgur.com/a/eCP7A
#3
Ideas / Re: Your Cheapest Ideas
January 03, 2017, 04:03:28 AM
cheap and easy to (re)implement...
please revert combined room/beauty stats filters.
game used to have 2 separate filters for toggle in the lower right corner. one to show mouseover tooltip on room stats (very handy and worth having enabled permanently). the other to show ugly penalty values on all items in a radius of mouse cursor location (not something you'd want enabled permanently).
now these are combined. and it is absolutely obnoxious. i used to keep the room stats filter on all the time.. others i've spoke to agree. it is a horrible change. please revert it back..
please revert combined room/beauty stats filters.
game used to have 2 separate filters for toggle in the lower right corner. one to show mouseover tooltip on room stats (very handy and worth having enabled permanently). the other to show ugly penalty values on all items in a radius of mouse cursor location (not something you'd want enabled permanently).
now these are combined. and it is absolutely obnoxious. i used to keep the room stats filter on all the time.. others i've spoke to agree. it is a horrible change. please revert it back..
#4
Ideas / please revert combined room/beauty stats filters.
January 03, 2017, 03:58:52 AM
cheap and easy to (re)implement...
please revert combined room/beauty stats filters.
game used to have 2 separate filters for toggle in the lower right corner. one to show mouseover tooltip on room stats (very handy and worth having enabled permanently). the other to show ugly penalty values on all items in a radius of mouse cursor location (not something you'd want enabled permanently).
now these are combined. and it is absolutely obnoxious. i used to keep the room stats filter on all the time.. others i've spoke to agree. it is a horrible change. please revert it back..
please revert combined room/beauty stats filters.
game used to have 2 separate filters for toggle in the lower right corner. one to show mouseover tooltip on room stats (very handy and worth having enabled permanently). the other to show ugly penalty values on all items in a radius of mouse cursor location (not something you'd want enabled permanently).
now these are combined. and it is absolutely obnoxious. i used to keep the room stats filter on all the time.. others i've spoke to agree. it is a horrible change. please revert it back..
#5
Outdated / Re: [A15]K_K's minimods - Craftable Shield & Molotov/ThrumboWool/EPOELimb-Harvesting
December 28, 2016, 05:19:36 PM
a16 version maybe?
steam workshop version maybe?
steam workshop version maybe?
#6
Outdated / Re: [A14] Skullywags Defensive mods - Shields, Fortifications, Armour, BlastCharges
September 05, 2016, 11:10:53 PMQuote from: pktongrimworld on September 05, 2016, 01:21:27 PMit will be months again. tynan just wanted to get that tutorial out asap for steam users...
T.T
/remembers the days when is months btwn alphas.
#7
Outdated / Re: [A14] Enhanced Development - 2016-08-27
September 04, 2016, 10:20:07 PM
i'd also request that the power cost for these replicators be adjusted to work like most vanilla stations. so... only require/draw power when in operation, instead of drawing massive amounts of power from the power grid when idle.
as of now i keep all 3 of these powered off, and only occasionally turn on the mk 2 when i get enough omni gel to keep my crafter busy for a day, then i shut it off again.
i'd also consider wanting the same functionality for the ed-more vanilla turrets 'devastator mortar', so i don't have to flick them off/on before and after each use. maybe just make them draw power when they are being "manned". not a major deal. just tedious micro management doing all that flicking.
as of now i keep all 3 of these powered off, and only occasionally turn on the mk 2 when i get enough omni gel to keep my crafter busy for a day, then i shut it off again.
i'd also consider wanting the same functionality for the ed-more vanilla turrets 'devastator mortar', so i don't have to flick them off/on before and after each use. maybe just make them draw power when they are being "manned". not a major deal. just tedious micro management doing all that flicking.
#8
Outdated / Re: [A14] Enhanced Development - 2016-08-27
September 04, 2016, 10:13:09 PM
late edit of previous post:
i'd also suggest all other outputs be adjusted so that omni gel market value is at least $1.00 (as good as steel output), instead of less than 1/2 the value of steel...
so this:
40 for 20 steel
75 for 75 silver
270 for 10 plasteel.
150 for 10 gold.
50 for 10 uranium.
25 for 1 medicine.
70 for 5 artillery shells.
and the amount of work to do each job should be pretty quick, which i think it already is.
as for making mk 3 unmanned, idk. i never had an issue with the work times (of steel). the amount of work it takes to grow and haul from grow site to the mk1/2/3 replicator is far more time consuming in comparison than the amount of time required to process the gel to steel...
i'd also suggest all other outputs be adjusted so that omni gel market value is at least $1.00 (as good as steel output), instead of less than 1/2 the value of steel...
so this:
40 for 20 steel
75 for 75 silver
270 for 10 plasteel.
150 for 10 gold.
50 for 10 uranium.
25 for 1 medicine.
70 for 5 artillery shells.
and the amount of work to do each job should be pretty quick, which i think it already is.
as for making mk 3 unmanned, idk. i never had an issue with the work times (of steel). the amount of work it takes to grow and haul from grow site to the mk1/2/3 replicator is far more time consuming in comparison than the amount of time required to process the gel to steel...
#9
Outdated / Re: [A14] Enhanced Development - 2016-08-27
September 04, 2016, 09:46:17 PMQuote from: Jaxxa on September 04, 2016, 08:11:45 PM
The cost for things using OmniGel was balanced against the MarketValue in the base game. If you are finding that most things are not worth it then maybe I need to look at increasing its use across the board. Maybe having the Replicator not have to be manned, just fill it and leave it to work? Do you thing that would be an improvement, maybe for the higher level ones.
for me in particular, i find biomes with good weather and long grow seasons are too easy. so i play extreme cassandra on cold biome. and to make things less easy-mode, i do not use grow zones for crops. hydroponics only. the only thing i grow outside of hydroponics is trees and devilstrand.
so, the amount of omni gel i typically grow is limited. hydroponics operation is costly.
but even if i could fill the entire map with free grow zones and had level 20 growers working it, the ratios are very wrong for the amount of time it takes to harvest/collect that much omni gel. not all outputs are created equal...
in terms of market value, each job seems to output different amount of silver/value, so only one job is worth doing because it outputs the best market value.
40 omni gel for 20 steel is okay. steel is worth $2.00. this makes each omni gel worth $1.00
75 omni gel for 30 silver? 30=$30.00. so each omni gel is only worth 40 cents!
and so on...
60 for 1 plasteel. valued @ $27 per plasteel = 45 cents per omni gel.
30 for 1 gold. valued @ $15 per gold = 50 cents per omni gel.
50 for 1 uranium. valued @ $5.00 per uranium = 10 cents per omni gel
40 for 1 medicine. valued @ $25.00 per medicine = 62 cents per onmi gel
60 for 2 artillery shells. valued @ $14.00 per shell = 40 cents per omni gel
meanwhile, if i crafted these items and tried to sell them for a profit, i'd get nowhere near those values. none would be more profitable than making cotton and crafting clothing and selling the clothing.
currently i find it only worth crafting steel from mk 2 replicator. otherwise i just grow cotton instead and have my level 20 tailor craft clothing to sell, then i buy what i need from traders (usually gold for EPOE).
as i mentioned, the reason i suggest uranium production be boosted is because it is rarely available for sale, so market value means nothing if the stock available to purchase is always zero.
i went ahead and edited the xml file to output 10 uranium per job, which i find more reasonable. this makes omni gel worth about $1.00 instead of 10 cents. this makes uranium obtainable. and you need 20 uranium at a time to do anything with it so...
i'd also suggest all other outputs be adjusted so that omni gel market value is at least $1.00 (as good as steel output), instead of less than 1/2 the value of steel...
so this:
40 for 20 steel
75 for 75 silver
270 for 10 plasteel.
150 for 10 gold.
50 for 10 uranium.
25 for 1 medicine.
70 for 5 artillery shells.
and the amount of work to do each job should be pretty quick, which i think it already is.
#10
Outdated / Re: [A14] Enhanced Development - 2016-08-27
September 03, 2016, 09:42:15 AM
request: can you please increase the amount of uranium crafted per job from omni gel mk 3 replicator. 1 per job is extremely low, and you need 20 uranium to do anything. (such as skullywag's armor repair mod to repair 1 crummy personal shield.)
i only ask this because uranium is so rare to be found for sale from the traders. so i really have no good way to get uranium.
i find the other material outputs are also quite low but i can just buy those materials from traders. really sad the replicators are not worth it except for the steel. you get a decent amount of steel per job, but every other material you try to craft gives just 1 of each which is awful. those ratios are just so bad it will take ages of growing to get enough resources to convert to anything. the math doesn't add up. you're better off growing something else. even cloth. the returns on anything but steel are so bad that i just skip it and make money selling clothes and buy the materials instead of wasting the omni gel on them.
i only ask this because uranium is so rare to be found for sale from the traders. so i really have no good way to get uranium.
i find the other material outputs are also quite low but i can just buy those materials from traders. really sad the replicators are not worth it except for the steel. you get a decent amount of steel per job, but every other material you try to craft gives just 1 of each which is awful. those ratios are just so bad it will take ages of growing to get enough resources to convert to anything. the math doesn't add up. you're better off growing something else. even cloth. the returns on anything but steel are so bad that i just skip it and make money selling clothes and buy the materials instead of wasting the omni gel on them.
#11
Outdated / Re: [A14] Skullywags Defensive mods - Shields, Fortifications, Armour, BlastCharges
September 03, 2016, 09:30:21 AM
i'm on a14e. sorry if this was discussed/changed already:
the concept of this armour repair mod is great, but i am unable to get my hands on enough URANIUM to make use of it to reroll even a single personal shield (not to mention the idea of rerolling a dozen of them to outfit my melee pawns in the colony).
none of the traders seem to ever have any to sell me (and i am on year 4). and i've used the small amount i found on my map on other important projects... even the ED-OmniGel mod is very bad at crafting uranium (1 per instead of 20 per)
could you maybe make/upload an easier version that uses a more common material to repair/reroll the personal shields? or if a simple file edit i could do myself, maybe a walk through?
the concept of this armour repair mod is great, but i am unable to get my hands on enough URANIUM to make use of it to reroll even a single personal shield (not to mention the idea of rerolling a dozen of them to outfit my melee pawns in the colony).
none of the traders seem to ever have any to sell me (and i am on year 4). and i've used the small amount i found on my map on other important projects... even the ED-OmniGel mod is very bad at crafting uranium (1 per instead of 20 per)
could you maybe make/upload an easier version that uses a more common material to repair/reroll the personal shields? or if a simple file edit i could do myself, maybe a walk through?
#12
Outdated / Re: [A14/15] Soylent Green by JuliaEllie [8/31/16]
September 01, 2016, 08:57:25 PMQuote from: dismar on September 01, 2016, 12:21:32 PMnice. i edited the a14 file and it works.Quote from: shhfiftyfive on September 01, 2016, 12:13:03 PMQuote from: dismar on September 01, 2016, 10:54:41 AMwould this new version work with a14e if i edit the version in the about.xml?
Should work as it's suppose to now. Upload link updated.
No but all i did was what shhh55 suggested and was add <prioritizeSustains>true</prioritizeSustains> to the def : Soylent Green\Defs\WorkGiverDefs\SoylentWorkGiver.xml
#13
Outdated / Re: [A15] Miniaturisation Overloaded
September 01, 2016, 06:54:58 PMQuote from: notfood on September 01, 2016, 12:30:50 PMafter a bit of sleep irl i came back to try solving this one more time... now it works! and so does my brain! man, i get a lot less sleep than i should thanks to this game...
Does it throw any error on load? maybe badly formatted xml?
It doesn't require a new world.
the solution was to make sure this mod was lower in the load order than the soylent green mod.
so obvious, right?
#14
Outdated / Re: [A14/15] Soylent Green by JuliaEllie [8/31/16]
September 01, 2016, 12:13:03 PMQuote from: dismar on September 01, 2016, 10:54:41 AMwould this new version work with a14e if i edit the version in the about.xml?
Should work as it's suppose to now. Upload link updated.
#15
Outdated / Re: [A15] Miniaturisation Overloaded
September 01, 2016, 07:29:21 AM
it is .xml just like the omni gel one i made that works fine
would i need to start a new world to see it work, for some reason? (the omni gel ones worked on my current world)
would i need to start a new world to see it work, for some reason? (the omni gel ones worked on my current world)