Quote from: Grogfeld on November 22, 2015, 08:18:19 AMI think it was that small thing that you always forgot about during testing. Will be fixed soon.Quote from: Tapkovich on November 22, 2015, 05:31:44 AM
Yep it depends on quality of the bed but for normal quality its scale this way:
85% - Hide bed
110% - Cloth bed
114% - Pod and medical bed
125% - Royal and Comfy bed
But when you're in sleeping spot you have 100%. So in the early game best "medical beds" are the worst to sleep on. Idea is good but it need some balance like adjusting sleeping spot stat to.
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Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 22, 2015, 05:34:01 PM #2
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 22, 2015, 05:31:44 AMQuote from: Grogfeld on November 20, 2015, 11:46:16 PMYep it depends on quality of the bed but for normal quality its scale this way:
Hi, did you downgrade immunity gain speed on basic beds? Its strange that my pawn can survive plague on foot and working but not resting in bed![]()
85% - Hide bed
110% - Cloth bed
114% - Pod and medical bed
125% - Royal and Comfy bed
#3
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 20, 2015, 10:55:40 AM
Hi again, dunno if you got my pm but i caltulate some food stuff you have and well.... i can say its almost pointless for survival to upgrade soil. U need to waste too much food for that. I'll try to send you spreedsheet again so you can see it by yourself.
#4
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 17, 2015, 07:58:54 AM
Hi love your mode very much and got some questions and suggestions.
Q-Part.
I mentioned that raids grow to some degree and then stop. I got pretty big and rich base but raiders stop to grow in numbers witch is pretty strange. Cuz now i got 0 challenge when raid come in. Do you tweak some numbers or its just bug ? Playing on Cassandra 100%.
S-part
Dont you think, that not allowing terraforming pump to work under roof to harsh for mountain bases? I know that its pretty imbalanced stuff but in mountains you got near 0 abilities to grow corps. Animals wont count as food source and you end with canibalism. Pump already cost alot in energy and materials so mb you should think about it ? Cuz even hydroponics is difficult cuz you need not wood but food for mulch and well its pretty much impossible for early-midgame in cold regions.
You need to tweak minigun turret its toooo powerful for now on. 24 dmg from 1 bullet with over 9000 bullets in burst. I understand that you kinda make it bad for killboxes and recruting prisioners, but you dont rly need killboxes or more colonist with that much firepower.
I think it will be good to buff fertilized soil cuz this 2% make 0 difference even in big nummbers. You got pretty much 0 reasons to upgrade soil if you dont want fancy stuff like oranges. I suggest to add new req for fine and lavish meal. If you make better meal ask better corps that will give motivation for players.
Biomatter work amount is too big. Its nearly 8 ours of game time. That leads to mood problems for collonists, cuz they start task and couldnt end - lose mood- go crazy etc. Mb 10-15% tweak will be enough to not micromagane this.
P.s Sorry for my english
P.s.s Awesome idea with plasmagenerations.
Q-Part.
I mentioned that raids grow to some degree and then stop. I got pretty big and rich base but raiders stop to grow in numbers witch is pretty strange. Cuz now i got 0 challenge when raid come in. Do you tweak some numbers or its just bug ? Playing on Cassandra 100%.
S-part
Dont you think, that not allowing terraforming pump to work under roof to harsh for mountain bases? I know that its pretty imbalanced stuff but in mountains you got near 0 abilities to grow corps. Animals wont count as food source and you end with canibalism. Pump already cost alot in energy and materials so mb you should think about it ? Cuz even hydroponics is difficult cuz you need not wood but food for mulch and well its pretty much impossible for early-midgame in cold regions.
You need to tweak minigun turret its toooo powerful for now on. 24 dmg from 1 bullet with over 9000 bullets in burst. I understand that you kinda make it bad for killboxes and recruting prisioners, but you dont rly need killboxes or more colonist with that much firepower.
I think it will be good to buff fertilized soil cuz this 2% make 0 difference even in big nummbers. You got pretty much 0 reasons to upgrade soil if you dont want fancy stuff like oranges. I suggest to add new req for fine and lavish meal. If you make better meal ask better corps that will give motivation for players.
Biomatter work amount is too big. Its nearly 8 ours of game time. That leads to mood problems for collonists, cuz they start task and couldnt end - lose mood- go crazy etc. Mb 10-15% tweak will be enough to not micromagane this.
P.s Sorry for my english
P.s.s Awesome idea with plasmagenerations.
#5
Help / Difference betweeb workamount and WorkToMake
July 26, 2015, 07:06:18 AM
Hi guys, im trying myself in modding and here is my first question. What is the difference between "WorkAmount" and "WorkToMake" for game? When i should use which?
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