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Messages - YetAnotherTroper

#1
Quote from: Ninefinger on June 22, 2015, 11:14:06 PM
Quote from: Kaballah on June 22, 2015, 10:18:28 PM
Missing this :/
Here is an updated release, if nothing else i hope this helps Latta out a bit. LT Redist Heat A11

All credit goes to Latta and special thanks to Obs for providing the update.

Link broken; just 404s when I click it.
#2
Ideas / Re: Reactors
April 05, 2015, 07:29:23 PM
Aha, lightbulb: With the new temperature system, a reactor could simply generate a lot of heat, which some kind of heat-based generator (a steam turbine or thermocouple) could use to generate power.
#3
Mods / Re: A few mod suggestions from a newb
April 05, 2015, 07:24:46 PM
QuoteFirst off, something to put out fires with and not just stomp/beat them out and get burns. I'm thinking an auto system, that sprays a foamy mist maybe? You'd have to clean the 'mist' after but it'd put out fires well enough.

Wholeheartedly agreed.

QuoteDoors you can auto-open/leave open; Since you can already lock doors.

Or even better, auto-doors that can be remotely controllable.

QuoteNon lethal weapons! Stuff like.. Tazers, Cattle Prods, Bolas, Blackjacks, Blow Darts, Tranq guns, gas grenades, and maybe a few others?

Definitely needed for colonies that want to abduct recruit passers-by.

QuoteBetter, non wall conduits! I mean, we have conduits walls, but the basic conduit is pretty weak and easily burned and broken. So maybe an insulated/protected one?

If I'm not mistaken, there was a mod that added buried conduits. I have no idea where it ended up though.

QuoteBetter batteries; I get that event where all my power goes 'poof' and something explodes, so I was wondering maybe someone could mod in like, a breaker box or transformer that would explode instead/shut down with a % chance when that event might happen?

So basically fuzes? They'd definitely be useful, though I kind of like my Star Trek-style exploding electronics.

QuoteVents! My idea for these is basically, you can put them in a room or somewhere, and it would distribute the temperature. So instead of say, making a stockpile under a door to keep it open, you could instal a vent and it would count as a wall, but also spread the temperature around?

You may want to check out the Central Heating mod here: https://ludeon.com/forums/index.php?topic=8476.0. It adds vents that equalize the heat between two rooms using modified cooler code. It's updated for Alpha 8 but works fine in Alpha 9. In addition, it also adds industrial heaters that are useful for warming up an entire base.

QuoteMore armor! Right now, we have the vest, and the power armor; why not add in like a middle ground to those with like mideval-ish armors? Chainmail, chest plate, stuff like that?

There are a few mods that add more armor and weapons, poke around on the forums and you'll find them fairly quickly.

QuoteA mod that allows us to dig up placed stone or wood or just flooring in general so that it returns to the 'base' flooring in that area. So say.. I build a house, give it wood floors, then move. Instead of losing out on that wood, and having a huge area of potential farm area lost, I can pull up the wood for re-use and regain my farming land!

YES! Such a big pet-peeve of mine that floors are non-reclaimable.

QuoteLights, with proximity sensors, that light up auto like when someone enters the room! So I'd basically save time having to flip 'em on for someone!

Good way to save power, I imagine. Another good one would be colonists simply turning lights on/off when they enter a room by adding a light switch to the wall or something.

QuoteDecrepit bases/communities! Basically, right now all I've seen on the map is old ruined buildings, but what if we could get old bases too! Like, buildings ruined, farm lands wrecked, and rotting bodies! Maybe a bit of loot... if whatever wrecked the place hasn't stuck around!

If I'm not mistaken, some of the more intact buildings already in game can have stuff in them. I might be wrong though.

QuoteImmunity! So, I get malaria or the plague, or a flu and a year later, I end up getting it again. So why not mod it where, you can get 'shots' from a doctor that greatly lower your risks of getting it? Especially if you have already gotten it 3 times and recovered from each.

When injuries get infected, colonists will slowly begin to develop an immunity, so this probably isn't too far off.

QuoteTrading between communities, basically, have a stand you can use like the coms becon, and have members from other tribes come to visit with like a cart and you can do the whole 'trade with' thing. And have different communities specialize in different things. Say, The savages can specialize in medical herbs and animal leather! Even sometimes maybe the pirates come to trade, and you can trade them for weapons and maybe favor so they don't attack?

Very good idea, but also massively exploitable if it isn't done carefully.

QuoteSo, a while back I rescued a member of another community who had fallen, and they had frail and bad back. They couldn't get up and move, so I was thinking; if you have someone like that, maybe a mod that allows you to 'release to fellow members' or something. So you basically do the whole 'hey, here is your person, come take them home', but to do that, you'd need like guest beds or something?

Well, people who arrive in escape pod crashes will already wander off after being treated if they aren't specifically arrested, so this shouldn't be too hard to code.

QuoteWe could use a mod that requires people to drink, and use the bathroom! And require us to manage like, waste. Like, puking and poo everywhere, increases the chance of getting sick! And Yeah, drinks. Something other than beer. xD Like, make it where we need like a well; or something. Maybe drink from some of those water sources on the map? Maybe add in fishing stations and etc!

This probably isn't going to be added for much the same reason it was never added to Dwarf Fortress: it's too much of a hassle and it's massively disgusting. Plus, I think most of the colonists just go in the bushes.