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Messages - OldVamp

#1
General Discussion / Re: Item wear and drop zones
February 21, 2015, 03:03:48 AM
I'm having an okay experience just building a room around the stockpile, placing one column by the trade beacon, and removing the roof over the beacon.
#2
machining table, add bill, create shell
#3
as title says
I noticed it once, when I reopened the trade window to confirm it didn't happen a 2nd time.

One colonist was carrying corn to the trade stockpile
it appeared twice in the list at the stored amount, and the carried stack amount
at different sell prices.
#4
Ideas / Re: pier / dock (fertilizer pump replacement)
February 20, 2015, 03:06:50 PM
Quote from: skullywag on February 20, 2015, 03:54:14 AM
Very simple to do, set up a new terrain with light and heavy affordances (so it can be buit on) and remove its own need for an affordance, up its resource need for "balance" and voila you have a terrain that can built on mud and stuff and can be built on.

Try it:

http://www.mediafire.com/download/9eyr4p949npz3rd/WaterBoarding.zip

This wont let you build over water however, i can look into that if needed though. I personally like having the water about, adds a "feature" to my colonys if it has them.

That'll do Skullywag, that'll do. Thanks.
#5
General Discussion / Re: Fertilizer pumps...
February 19, 2015, 03:44:16 PM
shameless self promotion >  ;)

https://ludeon.com/forums/index.php?topic=9138
#6
General Discussion / Re: Good temperature management?
February 19, 2015, 01:04:47 PM
I wish Vader would update / develop their Climate Control mod it just uses as much power as needed to keep the room at a desired temperature.

https://ludeon.com/forums/index.php?topic=9556
#7
General Discussion / Re: Segmented Stockpiles
February 19, 2015, 12:45:37 PM
Quote from: theapolaustic1 on February 19, 2015, 12:36:23 PM
Would be nice if there were a "copy last" tool or something for stockpiles. I did the same thing as you, and it keeps messing with me because I try to "save time" and end up making it harder on me.

EdB interface Mod https://ludeon.com/forums/index.php?topic=5258 can copy paste stockpile settings
#8
Unfinished / Re: Common sense mod
February 10, 2015, 01:15:23 PM
i tend to put non fighting personal inside the base and lock the door so they cant get out to where the fighting is
#9
Ideas / Re: Hauling overhaul
February 09, 2015, 03:59:20 AM
yeah at some point it just becomes easier to haul weapons, apparel, and bodies to an 'incinerator' room, lock the door, and toss a Molotov in it.

There have been some hauling changes mentioned in the change log, we will see..
https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub

Colonists, when hauling to stockpiles, always haul the max amount they can carry, and drop the extra nearby if the target cell can’t hold it all.

Finished up core of AI optimization for hauling. Massive gains have been achieved.

[attachment deleted due to age]
#10
Ideas / Re: Bone Pins
February 07, 2015, 11:40:23 PM
they are really bolts but they are mostly called pins
http://www.premierinsts.com/products/modified/Iliac-Fixation-Pins.html
#11

  • Paintbrush and stamp like drawing/building tools
stamp out a 6x6 room to mine, or a fully populated room to build
  • Load Mods per save game
Would be nice to have different mods on different save games
  • Better Colonist interface
Something very similar to the EdB interface
#12
Outdated / Re: [MOD] (Alpha 8) Climate Control Unit
February 05, 2015, 02:15:13 PM
I would like to see buttons for 10 degree changes, or sliders with a range of -300 +300
Also if it could use Fahrenheit or Celsius based on the game setting preference that would be fantastic.
#13
yeah make sure its surrounded by 2 tiles of no vegetation, put 2 wide firebreaks ever so often to keep them from burning a long way.

covering them with something may help, especially walls

https://ludeon.com/forums/index.php?topic=9852 shows a picture of my power setup
#14
Outdated / Re: [MOD] (Alpha 8) Meteorites - The Revenge
February 03, 2015, 08:08:18 PM
it adds 2 events
a single mine-able meteorite falls from the sky
a storm of mine-able meteorites fall from the sky and wreak havock
#15
Ideas / power poles for long distance power
February 01, 2015, 06:15:11 PM
I often seem to need the power from that remote steam geyser, so I have to run power across the map, laying a five lane highway and firebreaks so they don't burn like a fuse all the way back to the base.

It would be great to just plop down a 3x3 'power pole' which used a similar amount of resources, and the wires would 'dangle above' the ground an be non flammable / interactable.
They could have a limited range which they could connect between, and only in straight lines.
They could have a high work amount to build, or cost a ton of materials to offset the benefit.

[attachment deleted due to age]