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Messages - ghosttr

#1
Mods / Re: Failure to play
March 06, 2014, 03:57:47 AM
Ya, though I usually play for a bit. Decide I want to mess with things about 5-10 minutes in then spend the rest of the time trying to figure out how to do it. ::)

Btw now I want a mod that lists installed mods on my savefiles ;D
#2
Quote from: Tynan on March 03, 2014, 01:46:14 AM


Most of these changes would be very low-payoff and very difficult to do. I suggest you try to find projects that are easier and have a greater and more certain design payoff.

Just a thought.

If only implementing things was as easy as theorycrafting.  ;)

#3
I'm wondering aswell, hopefully we can do damn near everything (other than making our own executable for obvious reasons).

Here are some things that I would like to be able to do.

I really want to change how crafting is done. I think that crafting tables should have some inherent storage, instead of things getting dropped everywhere.

I want the paste dispenser to be a food dispenser (to solve the problems with meal quality vs range) with the best meal available getting dispensed.

But that being said containers should allow higher stack limits than storing items on the ground, and the storage stack limit needs to be different from the carry stack limit.

But if the carry limit is different from the stack limit could the limit be per character (and be improvable?)

Then I think can I make something to train my people to have better skills (so they can carry more crap).

And down the rabbit hole we go. ;D
#4
Help / Re: Issue with Solar Power Output Rate
March 01, 2014, 06:34:15 PM
Quote from: Architect on March 01, 2014, 05:56:01 PM
If I figure out a way to get round the issue, I'll post it here, but I'm really not sure there is a way until the proper definition defining comes out with alpha 3.

The problem comes from the solar panel values being hardcoded.(And using poweroutput, instead of power trader) while it would be a relatively simple task with custom code its currently not possible via xml modding.

Also the indicator position is hardcoded as well, so you would need to change that too.

#5
Ideas / More world types
February 27, 2014, 04:39:02 AM
I would like a variety of world types, if we are crashing on an outer planet who knows what the environment may be like, I would like to see a range of environments (and available resources) to work with.

Ion Storm Planet
Difficult to communicate with trade ships.

Pirate Sector
Trading attracts pirates to your planet.

Toxic Soil
Plants have to be grown hydroponically

Hostile fauna
Has hostile critters that you need to worry about (though i hear they make excellent steaks  ;) )

Oxygen Rich Atmosphere
Things are more likely to catch fire.

Fertile/Toxic Soils
Plants grow faster/slower.


etc, etc
#6
Ideas / Re: Your Cheapest Ideas
February 27, 2014, 04:26:27 AM
Idk how easy these are, but here goes.

Automatic lights, outdoor lights only come on at night, indoor lights that go off when people goto bed (without negative effects ofc)

Setting that toggles 'dropped' items to be forbidden by default or not.