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Messages - Goldsmyths

#1
Tried the cart, works like a charm at clearing rock chunks from mining a mountain bunker. A real game changer IMO. Great job, and hope tynan get's this in vanilla.
Now I just need an explanation on how to make sure that the colonist will always wear the cart when they are going hauling, since there's like a 50-50 chance my colonist would auto use it.
Do I have to place a parking spot on the front door to make sure they wear it when going out?
#2
Hmm, I see a way for this to become viable.
If the market value of the "compressed" box is higher than it's content + original cost of the box, then maybe you can market this as bulk trading or something.

The only way I can see the Deep Storage Unit from MD2 can be beaten is if they made a similar thing but cheaper or deeper (holds more item), without losing it's convenience.
#3
You have a very serious competition for this, mate.
Aside from the Stargate cosplay, sell me the idea how this could become the logistic solution every hoarder needs :)
Also, the steel becomes unsellable at this point as seen from 19800 -> 350 pcs in the inventory sidebar.
#4
I always wondered why Deep Storage Unit was not set to be able to accept Raw Food?
I used to have a refrigerator room the size of Manhattan while trying to balance corpse and meat.
#5
UndertakerMode image not loading and red texted the debug log.
Some red text from teleporter and selector.

And the thing that killed it for me. It froze in cold temperature (-50C outside).
Great idea though, much like bringing Rimworld and Factorio together.
#6
ITS A CONSPIRACY!!!
or not :)

Nyway, I finally realized that the embrasures here are just the normal embrasures, even after finishing the upgrade researches. Then I figured that instead of
      <blueprinttexPath>
         <texPath>Things/Building/Embrasure_Blueprint_Atlas<texPath>
      </blueprinttexPath>
I tried changing the xml for the upgraded ones to
      <blueprintGraphicData>
         <texPath>Things/Building/Embrasure_Blueprint_Atlas</texPath>
      </blueprintGraphicData>
just like the one in the Embrasures.xml.
And the upgraded ones finally appeared in my Architech menu.
#7
Other than "cosplay" value, what does this mod offer? No beef, serious question.
#8
>>fixes scars
AWWW YEAH!, Thank You :)
#9
>>Smart Mine
This Changes Everything...

Still waiting for Overkill though :)
Also, is the laser turret really worth the 7500W energy need?
#10
Skullywag,

I can convince you to add <forcedMissRadius>2</forcedMissRadius> to your plasma turret?
Since without it, your plasma turret's stray bullets won't attack anything. And if the target is dead, any additional rounds won't hit anything.
Basically the trick used by vanilla minigun & charge blaster to spray multiple colonist at once.
#11
Mods / Re: [request]Corpse Eaters
July 01, 2015, 10:19:30 PM
THIS THIS THIS!!!

Requested for one a tear or 2 ago, not delivered.
Or at least anything that would eat the corpses.

Though I am starting to fear that the Weapons and Apparel would make walking a living hell.
#12
I just realized how ironic this topic is, and I only have 1 reason:
We are always playing defensive in home turf.

After hundreds and hundreds of hours perfecting my mountain bunkering technique, over dozens of colonies and many biomes, I see no reason to go outside besides to challenge myself.

Reasons I'd hunker down in a cave:
1. Unflankable: anyone who had some experience or knowledge in fights knows not to expose their back.
2. Unreliable constructed roof: mortars and drops pods, in my base?

Reasons I have to get outside the cave:
1. Energy: Not, mods for the win! :D But true enough for vanilla. All solar, wind, and geysers are outside. I see what you did there.
2. Wood: but not really, since you can still dismantle wooden weapon from raiders for some wood.
3. Trade beacon: Though not too far, still forces me to do so.
4. Mortars: because walking 200 blocks to a map edge just to kill sieges are a bitch. No, sieges can just waste all their ammo on my mountain rooftop.
5. Zombie Apocalypse: the mod almost succeeded by having airborne version that revives dead humans to zombies, forcing me to go out and burn them all. But I decided to put more pointy sticks on the front door instead.
6. Meat: Not anymore thanks to wargs :) It's like McDelivery if you have embrasures. And if warg meats are made inedible, well, there's still raider's meat. Especially Tribes :)

A foreseeable Tynan-Class trollboat to force me out of my mom... mountain's basement:
1. Earthquake incident: randomly crushes spaces below mountain rooftops.
2. Orbital drill pods: Drills and destroy mountain rooftops while deploying enemies through said holes
3. Resources: like steam geysers, but maybe Oil for example or other mining pits that can only spawn on open fields
4. Fog of war: a need to place sensor towers outside to remove FoW. Though I think the lag would kill my computer.
5. Ambush raiders: only detectable via sensor towers outside, works in tandem with #3 & 4, would either to turn the whole map into a military base or turtle further into the mountains.
6. Random bombardment/bunker busters locations: forces people to spread their base
7. Water resource: before someone mods pipes and pumps. Hauling itself is already hard, so please don't.

A counter-productive trolling possibilities:
1. Orbital Bombardment: If a mountain rooftop couldn't handle this, why even bother building outside?
2. Concentrated aerial bombardment & bunker busters: same reason as #1
3. Encirclement: Definitely worse when you are in the middle of the map
#13
Outdated / Re: [A11] Pleasure_SK v1.3 (14/06/2015)
July 01, 2015, 06:32:16 AM
Any idea how to make colonist auto consume the items?
Sure it's great to keep a Space Spice for sudden Joy boost, but other than that, I fail to see any benefit. Also, 15 weed is a lot when each plant only drops 1.
#14
Tried it for the first time today. Loved the first few hours. I never knew Ice Sheet was a bad idea.
Then... After the game becomes a race between cremating all corpse vs raid frequency, it forced me to Alt+F4. 600 Zombies per raid that does not run away is 600 Corpse to Cremate.
It becomes worse with any form of artillery.
Also, Rimfire/Rimsenal is the bane of this zombie apocalypse. Be prepared, and don't be a victim.
#15
Quote from: r4ky on June 27, 2015, 01:05:02 PM
can someone explain what thoses story teller does?

like Acciper send raider every week what are the speciallity of the two other ?

thanks

Based on experience.
Blue = weekly raids
Red = moar incidents / trolling
Yellow = RAIDERS what are you doing? RAIDERS! STHAP! Protip: Cremate or Flamethrower. Best storyteller for Blood Altar if it was still there.