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Messages - Bunnie

#1
I'm going to check this out when I get home :)
#2
Quote from: JimmyAgnt007 on January 15, 2015, 08:50:24 AM
I did the tactic where you make corridors outside, but that was after I built the whole place.  If i were to do it again I suggest having the heat dumped into tiny 1x1 rooms that dont connect to anything.  Though it would be nice if we had a 'vent' type structure.  Something that lets us dump the heat without opening the base up to drop pods.
Theres a mod that adds this feature :) [MOD] ( Alpha 8 ) Central Heating (includes vents)
#3
Quote from: JuliaEllie on January 15, 2015, 08:38:28 AM
My twitch fans are my rubber duck :)

I am neither a duck, or made of rubber...
#4
Help / Re: Item limitations
January 15, 2015, 08:20:12 AM
Thank you guys for the replies! I'm completely new to modding so I have a feeling a lot of my ideas wont get turned into mods until I know I can do it well enough... I don't want a half assed attempt against my name... lol
 
Quote from: Igabod on January 15, 2015, 12:53:43 AM
I'm pretty sure the answer is that it's only possible through a .dll. So unless you know C# or know someone who knows it and owes you a favor, it's not going to be possible.
I do conveniently have a slave (or friend as some people call them) who is rather good at coding :P I just bought him FarCry4 so the least he can do is help me code some stuff XD Maybe even teach me a bit...

Quote from: StorymasterQ on January 14, 2015, 07:43:12 PM
This sounds like the beginnings of a cache of 'entertainment magazines' mod.

"I read it for the articles, I swear!    +10"
While not my actual idea behind this question. I feel this could quite easily be added in to the mod if I got the basics down :P

Quote from: mrofa on January 15, 2015, 02:32:27 AM
Well i got the code for picking up the item, you can see it in clutter in sleep pills or spoonge gun ammo or here(love the turret :D).
So i would only need to put a though there which is a part i dont know how to do yet, but if any one do just copy the code and add the though part :D
Thanks! I'll have a look at it :) I did look at the code in the core files for the neurotrainer but (as I have no coding knowledge or modding experience) had no idea what I was really looking at... lol
#5
Help / Item limitations
January 13, 2015, 08:31:37 AM
Would it be possible to have an item which can be used, similarly to a neurotrainer. But instead of gaining XP like the aforementioned item, you would get a thought.

E.g. Right-Click, Use <Item>, Item is used and colonist gains a "Used <item> +10" thought.

Thanks in advance for any replies!
#6
Ideas / Re: Get rid of Nutrient Paste Dispenser?
March 14, 2014, 04:12:30 PM
Quote from: Architect on March 14, 2014, 05:25:10 AM
Change the texture of the bullet which the turret gun fires to something more laser...y..., change the accuracy of the turret gun to something truly abysmal, and you have an easy and slightly hacky way of doing just that :P

That was how I would do it :P

Please find attached a disco ball that shoots lazers.
I made them do no damage so it just spams at the raiders XD

[attachment deleted by admin: too old]
#7
Love the mod, any chance of a "PunchBag" to train melee? :P
#8
Ideas / Re: Get rid of Nutrient Paste Dispenser?
March 13, 2014, 03:02:21 PM
I could turn it into a disco ball... and make them drop their guns to... but they would drop with the guns... :<
"Everybody do the flop!"
If you count that as dancing XD
#9
Outdated / Re: [MOD] (Alpha 2) CityBuilder (v.1.1)
March 13, 2014, 02:34:42 PM
The mod is based of off Cassandra Classic :)

Its basically her with a higher pop cap.
#10
Outdated / Re: [MOD] (Alpha 2) Flamethrower!
March 13, 2014, 02:29:57 PM
Looks great, but the download is broken for me :( could you upload a mirror?


p.s you put brust not burst in your original post :P
#11
Aha.. great little mod. Always wondered it it was a bug or just a mechanic :P I guess its been christened a bug now XD
#12
Ideas / Re: Plant health is ridiculous
March 10, 2014, 12:07:50 AM
Ahh okay I see the angle you're coming from now. People can be dead for a long time before the distress is enough to remove them from existence completely.

But also different types of stress will have different affect on the two respectively, like you said,
Quote from: Tynan on March 09, 2014, 11:24:55 PM
I can shoot a clump of grass with a pistol and not much will happen. A person will die.
However this is due to the fact that when you shoot grass you probably wont hit it where as if you shoot a muffalo you'll struggle to miss :P

As for solutions your body part health system sounds very intriguing, so people could say get a "Shot in the arm" debuff, which in turn could reduce their accuracy by a ton.
Implementation like that could lead to a whole world of interesting situations. I can't wait to see it, but I can imagine it being troublesome to initially code it into the game.
#13
Ideas / Re: Plant health is ridiculous
March 09, 2014, 11:46:26 PM
Quote from: Tynan on March 09, 2014, 11:24:55 PM
Really, the idea of using the same health variable for both makes no sense.

Maybe for grass/structures change it to Damage rather than a Health? I can't imagine that being too hard to implement just reversing it to go from, by example "100/100 Health" to "0/100 Damage" or even "0% Damage"

I'm no coder so this may be harder than I make it out :P But its a suggestion none the less.
#14
Ideas / Re: Change to Blight
March 09, 2014, 11:11:11 PM
I've always thought it might be cool to have a research that allows you to have a "resistance" to the blight. Maybe not complete immunity but at least say something along the lines of "Segregated Growing - Makes blights affect 50% less crops"
#15
Ideas / Re: Plant health is ridiculous
March 09, 2014, 11:01:59 PM
Quote from: StorymasterQ on March 09, 2014, 10:46:31 PM
I'd think fires wouldn't have enough time to spread to other patches of grass.
I was thinking the same thing on that one, from my limited knowledge it looks to me fire spreads the same way as plants breed. You can see the particles float off to the new tile.

Whilst I agree that grass has high health, without changing the fire spread mechanic not much can be done. Going on the OPs topic of realism reducing the plants health would lead to the fires burning out quickly and not burning much of an area at all. Which isn't that realistic as it would /realistically/ spread over a wide area.