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Messages - colonistsmustdie

#1
Quote from: elStrages on January 18, 2018, 01:38:50 PM

that is an issue, i will look into the work amount for the implants, i may have not set it correct.
i use a formula for the amount of resources to a time period to work out the ticks. I may have forgotten.
As for the patient one, it shouldn't have been put in yet lol. i was looking into adding additional recovery speed from wounds. but haven't investigated it yet. I have for now commented it back out (which i forgot to do (: ).
The crafting one is difficult, it effects stone cutting at the moment but that is ti because it was supposed to effect crafting but they took the crafting stats out of the game and i haven't found a good solution to it yet.

oh, ok, i see :D

another thing i noticed:
the bionic eyes and ears seem to be a bit too cheap in production (not, that i wouldnt like to get many of them quite fast) or have a much too high market value. just selling them, after every pawn got some, feels a bit like printing money^^
i didnt try the cybernetic ones yet, but it will probably be the same thing..?

#2
also the workamount to make these implants is a bit low with only "1".
they get the ingredients to the workbench and are done in the same moment^^
some of the other materials seem to take a bit long to make, like synthread, ultrathread and ultrasteel. but in the end, this is only my personal feeling. balance it again or leave it there, its your mod. and i will play it one or the other way ;D

keep it up :)
#3
hey there, me again^^
i really love the brain implants for every special or common situation, but u really have to look over them again. some of them are just mixed up, like the PatientImplant, which increases the miningspeed and -yield (by the way, i am really asking myself, how a brainimplant could improve the "job" being a patient in the first place. did u want to increase the immunity-gain-speed-factor? would be nice!).
At least one of them (the CraftingImplant) seems to just do nothing, while saying, it improves crafting skills but not telling in which way. also implanted it and noticed no effect at all...

as last time: great work, keep it coming ;=)
#4
i dont know if this is still an actual issue, or if its already fixed, but in my (and i think the latest) version of your mod the "create a batch of plasteel" got a little typo: it creates only 1 x plasteel but uses 10 x the ingredients. maybe u would like to fix that ;)

otherwise: still loving your mod. keep up the good work!
#5
oh ok... i saw synthread crafting in a modspotlight video for cybernetic storm, which was for an earlier version, so i thought, it just wasnt implemented yet in the b18 update or something like that..

anyway, cheers :)
#6
hey there, ive got a question. im kinda stuck in my game with this mod. because i cant produce any synthread. i searched everywhere, but cant find any possibility, besides recycling the synthread clothes of raiders and the starting gear of my colonists. thats a bit awkward, because synthread is even needed for a workbench, that i couldnt build yet, not to mention the bionic parts... is that, how its intended? or am i actually waiting for the update, that gives me the possibility to craft synthread?

keep up the good work! much appreciation!!