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Messages - erg

#1
Quote from: EdB on February 27, 2015, 08:14:32 PM
Quote from: erg on February 27, 2015, 04:12:06 PM
Anyone getting a black screen with the new update? I couldn't open the game after installing it, so I cleared my configs and went to toggle my mods back on and EdB causes a hang after toggling it on. Even without any other mods, EdB seems to remove the menu interface entirely, so you can't do anything, and trying to reopen the game without clearing configs causes a black screen. Weirdness.

Any luck solving this?

Played without it for a few hours, then clean installed everything from scratch and it's working fine. Dunno what caused the issue but it seems to have been exclusive to me, and now I know how to fix it if it happens again. Thanks for the mod by the way, playing without it makes me appreciate it all the more.
#2
Anyone getting a black screen with the new update? I couldn't open the game after installing it, so I cleared my configs and went to toggle my mods back on and EdB causes a hang after toggling it on. Even without any other mods, EdB seems to remove the menu interface entirely, so you can't do anything, and trying to reopen the game without clearing configs causes a black screen. Weirdness.
#3
Any way to make this give cave-in resistance? I'd love for it to provide extra protection against falling rocks.
#4
Outdated / Re: [MOD](Alpha 9) Minor mods: Outfitter
February 26, 2015, 07:00:24 PM
Dear Wastelander, I love you. This game and the modding community surrounding it are just wonderful. It works really well as far as I can tell. Soon as I loaded it up, my entire colony went straight to my clothing stockpile and swapped out low hp gear for higher hp gear.
#5
General Discussion / Re: Incapacitate, not kill?
February 25, 2015, 05:15:46 AM
Quote from: Vexare on February 24, 2015, 12:36:31 PM
Quote from: skullywag on February 24, 2015, 03:55:22 AM
Yeah the wording on those float menus needs to be clearer. Maybe people you save should hang around a bit after and decide if they like your colony enough. Almost like a temporary uncontrollable colonist, they are allowed to eat and drink your stuff amd after a period decide to leave or stay. Wardens can help that decision along as they do with prisoners. Would mean you can remove the capture option and just have rescue. You should also have the option to kick em out.

I like this a lot. I want the colonists we take in as "guests" to have the freedom to leave but if the colony is nicely run, safe and secure, and has food to eat, they should *want* to stay on or be easily recruited by those with high social skills. Why does imprisonment/warden coercion have to be the only way you can 'convince' someone to join your colony other than the randoms who are sent your way to join out of the blue?

I'm glad Tynan has added the ability to heal up neighboring colonists without angering them and messing up faction - that's a step in the right direction. But the next step needs to be a chance for them to stay around and decide if your colony is a better deal. If not your neighboring allies, at the very least the random strangers who drop from space in pods and those you rescue from cryptosleep caskets should have some sort of AI built in where they decide whether they want to stay or not without you having to 'capture' them to do it. That doesn't feel right RP wise to me.

That's a fantastic idea, and it could be tied to your colony itself, like have an average mood check over 7 days and if they're happier than a randomly generated happiness for their home, they decide to move in. They'd be affected just like any other colonist by beauty and socializing so it encourages people to keep things tidy if they want more bodies.