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Messages - aenariel

#1
Quote from: Wivex on May 27, 2016, 09:12:51 AM
Sleeping spots are actually a cheesy way to order pawns where to sleep, which i don't like as a concept, since i try to avoid making direct control available anywhere except combat (if pawns have no proper beds, they are smart enough to choose a place themselves). I'll make it clear for the beginners how to make those beds though, as well as tutor info about other game features.

Yea, I got it why you got rid of them. The only trouble that stems from it is the inability to treat the colonists if there are no beds available, which is troubling because possibly one of the first things you must do is treat your colonists because of the injuries sustained in the crash... Other than that, I'm fine with the sleeping spots not existing. But I predict that unless it becomes very clear that you need to get haygrass make beds right away, a lot of players will lose colonists very early on to infections.
#2
Looking great so far, will definitely be following this mod's development.

1 thing though:

- I understand the concept for beds you're using but getting rid of the "sleeping spot" might not be such a good idea. As Louis above, I too took a while to find out how to get hay to make beds. Allowing laying down sleeping spots instead of having to make beds would help save colonists' lives in the very beginning. :)
#3
Quote from: Masquerine on December 23, 2015, 11:33:28 AM

That's actually what I'm going to be helping with as soon as I get the github/sourcetree thing sorted out for managing edits to the modpack. I'll be editing any of the text you read in game. So anything from item descriptions, bench recipes descriptions, extra information, research tech information, ect. The modpack is originally in Russian and translated to English. Russian to English translates okay. There are obvious errors and things that don't quite make sense to anyone who only knows English. I get the task of cleaning up the English translations to be more user friendly. I'll also add in or change descriptions that are not helpful. For example polymers: "polymers is used in many things" or crude oil's description is "crude oil" and that's it. Not helpful at all.

Sky only asked a couple days ago for someone to help with this stuff, so it'll take me some time. I'll clear up all of the English text. So no worries, it'll start to get done soon.

Cool, I think it'll be extremely helpful to us mere mortals, this modpack is truly complex in some parts and it's a pain to understand what unlocks what. It's been a lot of trial and error for me, I think I got the grasp of it now but I found the learning curve pretty steep when I started out, mainly because of the poor descriptions. Since I have since tested MVP too and found it much easier mostly because the descriptions are clearer, I thought it was my duty to inform you of it. :)

Once again, keep up the good work and thanks for replying!
#4
For those wondering (as I was) why certain crops aren't planted by the colonists, remember that certain seeds have a soil fertility requirement (you can check how much in the info box of the plant when setting up the growing zone). If the soil is not fertilized the colonists will only clear grass and keep it empty until the fertility minimum is reached.

Since I took days to figure this out and saw other people talking about it, here's my heads up to everyone related to this subject.


Also, and not wanting to interfer in the development process or compare mod packs, but doing it anyway... I prefer HSK to MVP but I have to say MVP research tech descriptions are much, much more helpful; you know exactly what you're going to unlock each step of the way: what recipes, what structures and what superior techs. I think it would be a good idea to detail it a bit better in this pack since it would help the players to figure out what they need to build or have what they want without having to look at anything else or asking here.

Cheers and KUTGW!