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Messages - Archadeas

#1
Is there a way to send prisoners down? I am using the prison labor mod and I want to make an underground prison system for miners(it also saves them from a horrible death in the above ground camp as it is currently surrounded by 200 zombies, is a nuclear wasteland, and a heatwave :D ) I am also making a long term underground "Vault" play and I want to make a recon base up top without a prison that keeps the colony able to trade.
#2
Unfinished / Re: [A17] Simple Slavery v0.5g
November 18, 2017, 12:30:39 AM
Quote from: Sinclair200 on September 01, 2017, 12:04:22 PM
Hey great mod! thanks a bunch just have a question. I had a slave with a collar than removed it, somhow it does make my colonist add the color on him again... is it a one time thing and then he cant be slaved again?
thanks
They must be stripped and reslaved, the issue is the slave collar being easy to remove from other mods like Dubs Hygiene. There needs to be a more permanent method like a brand suggested earlier, otherwise this mod becomes useless/dangerous. Already had a raider slave(16 shooting), take a shower, break into the armory, steal a minigun, kill 2 babies and the doctor before my guards that were working outside the base could get back, one of which died from his wounds due to the doctor being a little headless... I use prison labor for most of my stuff now with slave labor as a much later option.
#3
Unfinished / Re: Children and Pregnancy
January 27, 2017, 07:21:13 AM
@KageNoOni
Load the tabs first, they are best when loaded early and prevents them from forcing a job onto things that are not suppose to have a job.
#4
Unfinished / Re: Children and Pregnancy
January 26, 2017, 07:24:12 AM
Quote from: Cassiopea on January 26, 2017, 06:29:56 AM
Quote from: KageNoOni on January 26, 2017, 02:30:16 AM
Quote from: Cassiopea on January 25, 2017, 06:18:48 AMDo you have Fluffy's work tab mod?

I do indeed.  Which of the two bugs do you think is caused by the work tab mod?
Edit:  I went back to my game only to find one of my toddlers decided to throw a party for the whole colony.
Have you added or removed a mod resulting in the worker database getting corrupted? The mod will warn you when it happens and since it rerolls work priorities for every pawn, I'm theorizing it's causing toddlers to do research and what not.
Is fluffy's tab loaded after this mod? I have this mod loaded last(well, last ish) and it seems to not have issues, then again I have 132 mods installed, so yeah...
Also, is it only me or does anyone else want to have "clone troopers" as soldiers?
#5
That is one of the things I want to be checking, I made a new colony and I am working towards setting up a MAI production line, I have a psychopathic marine with 20 shooting and 18 melee, so I am hoping that will work to make a warrior teacher, then seeing if I can make a mass produced robot military, I also have a medic with 16 doctoring to hopefully help train medic drones before I crypto sleep my new colony, or at least the vital units.
#6
Quote from: Techgenius on January 25, 2017, 09:20:09 AM
Amazing potential mod abandoned -100 mood

Self-Harm state initiated.
No need for that, heh, we still have MAIs, they are just not as easily mass produced(though late game I can pump out 10 a year to function as a standing army and shock fodder.)
#7
Unfinished / Re: Children and Pregnancy
January 25, 2017, 04:59:22 AM
Quote from: MarvinKosh on January 24, 2017, 09:32:08 PM
By the way Thirite, someone was asking about some kind of evil cloning lab. It's not quite along the same lines as growth vats (which you mentioned in your OP) but I thought I would pass the idea along. :)
Pretty sure that was me at some point. I wanted an army of clones to rule the world, and now that I can drop them into enemy areas, even more so.
https://ludeon.com/forums/index.php?topic=25754.0
#8
Well, that's sad, I was looking forward to dropping in waves of expendable infantry drones, a constructor drone and supplies to make a war front against enemy raiders, throw up a few sandbags, barbed wire, build a recharger, batteries, fuel generator, etc. Would have been fun. I know that at one point, I may or may not have put all my colonists into crypto-sleep and ran my colony with MAIs and rumbas <.< .... >.> ... -_- take that cold snaps and heat waves, and flus, and age, and just about everything else wrong with biological beings.
#9
Quote from: Rosco on January 22, 2017, 04:58:45 PM
The glock 17 doesn't seem to work with the CR patch, it doesn't require ammo..

Sadly it is a bug, there are 2 glocks(among a few others), one works, the other doesn't(the ones that work are the more expensive ones), use the other for trade fodder as it also doesn't use the CR aiming, meaning its much more likely to miss.
#10
Unfinished / Re: Children and Pregnancy
January 22, 2017, 05:29:45 PM
Quote from: Thirite on January 22, 2017, 03:57:32 PM
Hmm, interesting to have that functionality, but odd that it's enabled for humans despite them not being able to reproduce in vanilla. I'd probably want to develop my own system- or be able to use Fluffy's mod with attribution, because I don't like the prospect of having a dependency for a seperate mod that someone else may not maintain/update.
Its good to not have dependencies, I was just bringing it up to give an idea for the future for your own system or to incorporate it into the mod(with permission). As it stands now, both mods work together, but I haven't had any interaction with it so far, or at least, nothing noticeable. Now, back to my fallout shelter and prepare for the next wave of enemies, what a world to raise a child in.
#11
Unfinished / Re: Children and Pregnancy
January 22, 2017, 12:59:58 PM
The mod adds reproductive organs to both male and female pawns as well as add fertility, after they get too old, they lose their fertility and go through menopause for women and males become impotent. It also allows you to sterilize any pawn, like prisoners and animals. I can imagine this mod being great for something like a mars colonization.
#12
Unfinished / Re: Children and Pregnancy
January 22, 2017, 07:36:41 AM
Does this work or have any plans of working with The Birds and The Bees mod by fluffy? It adds a fertility function and I would find it odd to have children after losing their reproductive organs after a mortar shell.

https://ludeon.com/forums/index.php?topic=16120.0
#13
Mods / Re: [Mod Request/Idea] Genetic Superiority
October 04, 2016, 05:04:03 AM
Kind of why I said they should be sterile, it would be far too unbalanced to have them reproduce.
#14
Mods / Re: [Mod Request/Idea] Genetic Superiority
October 03, 2016, 07:25:25 AM
Considering that the turtle would make it cold blooded, it would render it useless in winter and the armor plates(especially the advanced nano carbon fiber, ballistic power armor plating and reinforced skeletal structure) would make it unimaginably armored anyway, but bears would make it even healthier without the winter penalty, though it would likely live longer than any other clone hybrid.
Thrumbo bear, advanced cloning, advanced power armor plates, plasteel reinforced skeletal structure, plasteel jaw and claws, bionic eyes, ears, pain inhibitor, synthetic organs, artificial muscles, kinetic damage capacitors(rocket claws), black spray paint. Faster, stronger, healthier, smarter, and more armored than just about anything, but the cost would be unimaginable, on the lines of 28,000 steel, 24,000 plasteel, 10,000 gold, 60,000 silver, a living thrumbo for dna, and in the work of about 84,000, for a single unit that will likely live 90-160 years, with near immunity to death. Note the cost is a rough estimate not including components, carbon based compounds and cheaper synthetic materials. Its the most fatal thing I can imagine with the most expensive additions, luckily, you can split the cost of the materials a lot easier and store advanced components until the clone is made.
The real question is at what point is the madness too far or too expensive? Is a god slaying monster worth so much, or are cheap disposable warg beetles more your style?
Hmmm, the all glorious Armored Thumbadger....
#15
Mods / Re: [Mod Request/Idea] Genetic Superiority
October 02, 2016, 01:31:11 AM
Kind of missed the point my friend, the genetics are already planned, the augments are just additions, making claws and bites more deadly. Sure that deadly looking lizard man can hurt/maim/kill you, but with a little augment or two, he looks like a true armored monster. The armor should be designed to reduce damage on that section and be more durable. Anything with chitin should have chiten as the hybrid, those that have claws should have claws. The augments are really not the main point of the genetics, its just the armor system instead of having to model a hundred new items just for the new monsters...
Other than that, the base traits are designed to be a cross of both donor creatures, your research will determine whether or not it will be a minor or major increase.  A warg bear maybe good for starting stats, but an advanced clone of the same creature could potentially be 10 times more durable, resistant and healthy compared to the junk starter clones.
Hmm, an armored beetle warg, faster and stronger than any human pawn sounds fun now.