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Messages - user27

#1
any chance you could get the editor to work with the colonist traits?
it takes forever to randomly get a grower who also has a will of iron
#2
Ideas / Re: Your Cheapest Ideas
August 15, 2014, 02:20:54 AM
what about an armored stone wall?
or an armored stone embrasure?

i know i could probley do both in less then 4 hours but i woulden't know what i need to include with it if i wanted to distribute it as a mod
#3
Mods / Re: [request mod] Cybernetic suit / borg
August 11, 2014, 05:02:43 PM
at the verry least this might be a way to deal with all the dead bodys i have (aside from cutting them up and then wondering what to do with the remains)
it would allso be good for dealing with the aftermath of a raid or eclipse or flare (currentley most of my colonists check out of colonist houseing and check in at the brig)
#4
how hard would it be to make a spartan-class droid (one that can go up against a centipede and win)?
it would have to be expensive as hell to craft of course
maybe an armored turret base or 2 for the legs, enough electronics for a large bestbuy store, and enough steel for a destroyer and a generous disregard for how much stuff you can pack into a space not much larger then a colonist without making it denser then lead and as heavy as the destroyer that was scrapped for the steel

if its an easy addition then i might be able to do it, but if its hard or complex then i won't be able to do it
#5
General Discussion / Re: Siege defense
August 11, 2014, 12:22:52 AM
i think mortars use the shooting skill ( i allways get better accuracy when i put a sniper on it)
and forceing the mortar to aim for an enemy mortar is the way to break the siege
allso i would put as much of your base as possible under a mountain and build a stone wall firebreak, those wild plants get crazy if you don't keep them cut or burned
#6
are the zombies like raiders and the other attackers but just with hostility to everyone?
couse if thay are..   who else is going to try to capture a few zombies and rehabilitate them?
#7
Mods / Re: [Request] Mortar
May 13, 2014, 08:44:43 PM
how are you going to figure out what the effect(s) should be if the round hits a roof?
a metal roof it would rip through and couse a medical emergency, but what about rock roofs?
unless someone came up with a bunker wall and a bunker roof your going to end up in a cave with half the roof caved in and most of your colony destroyed
#8
the lack of copper was found wile trying to play on regular casendra,
the map had no copper laying about at generation and i diden't see any exposed vains of copper

edit: found this in the changelog for V1.1.0: "--- Conveyor Belts will now unforbid items when moving them into an Industrial Hopper"
what happened to that?
#9
Quote from: Cala13er on May 08, 2014, 04:09:17 AM
Quote from: iame6162013 on May 07, 2014, 08:07:04 AM
Quote from: Cala13er on May 07, 2014, 08:04:56 AM
Removing what and placing new what?
a stack, like Metal is one... what is that name again
Yeah me know but what's removing and placing new ones?

i think he is talking about ether the conveyer belts or the hoppers..
but i could be wrong

edit: could you make an underground copper mine for those of us that have the bad luck of getting planets without any copper? ( im shure its there i just haven't found it yet..)
#10
how about making the hoppers un-forbid anything in them?
its just the opposite of what the convayers do right?
#11
how do i use the convayers to move stuff from point A to point B?
when i tryed it the items got forbidden when thay where moved onto the convayer (wich is supposed to happen) but diden't get un-forbidden when thay where moved off the convayer (eather into an indrustral hopper or a regular hopper or just on the ground)

edit to clear up possible confusion:
im trying to move raw food from the farms to the kitchen but the food gets forbidden and doesen't get un-forbidden when it gets to the kitchen:
H(gets forbidden)>>>>>>>(moves on the convayer)>>>>>>>>>(doesen't get un-forbidden)H
so my colonists can't pick up the food and cook it


edit: how hard would it be to add in a 3 by 2 (on a 3 by 3 base) turret that fires 6 Molotov cocktails in a burst?
(maybe name it the "Deep Fryer"?)
#12
for the list of mods that don't work well/at all with this one,
i used wall lights with V0.0.1.3 without a problem
i allso don't see any problems when i use project dig as well
#13
General Discussion / Re: Mental Breaks Seriously?
March 25, 2014, 11:13:20 PM
theres an easy peasy fix for a mental break, just build 4 ( or more, its up to you) gibblet cages and put any ( preferibley all, or 4 colonists ) in them, and allso build a few extra to stuff some raiders into,   thats about 40 fear right there if you use 4 colonists and 4 raiders ( and if your playing vanilla the dead colonists won't be hard to get)
make shure you place them in the highest traffic area you can and make shure theres at least one light nearby.
no one will suffer a mental break unless thay spend time away from the cages
#14
Mods / Re: ( REQUEST ) some kind of de-corpseifyer
March 24, 2014, 05:17:58 PM
i need a way to turn useless corpses into usefull colonists
i had an "aha!" moment earlier where you changed the corpses into an item ( like a cyborg or BMSU token) and then used that token to buy a cyborg or BMSU off a trader
#15
Mods / [REQUEST] some kind of de-corpseifyer
March 24, 2014, 01:21:19 PM
does anyone know if its possible to make a mod that adds in a way to turn corpses into usefull colonists?   or use the corpse to make a cyborg for non-military use and/or a BMSU for military work
( i made up the term BMSU, it stands for Bio-Mechanical Support Unit )
i downloaded a mod to give me more colonist, then modded it to fix a problem and now all im getting is lots of raiders ( and the corpses are starting to stack up) and i can't tell my colonists to use there fists on raiders will SMGs
even if i have to research something or 5 and spend metal for each corpse it would be better then how it is now