Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - confusedwings

#1
Mods / Re: [Mod Request] Meat
September 04, 2015, 01:42:39 PM
Quote from: skullywag on September 04, 2015, 11:12:29 AM
I dont think you meant to post here.....
i agree... :p ^^
#2
Mods / Re: [Mod Request] Meat
September 04, 2015, 10:40:01 AM
nice mod...
Realistic and usefull...

I love a mod that's comming close to real life... not like growing legs on a plant for your colonists.
That's so fake... i know it could be done in real high tech labs but be real... on a plant...? when crashed on a alien planet...?

So nice job... i'm gonna use it for sure!
#3
Ideas / Re: Visitor Areas
September 03, 2015, 04:00:14 PM
i agree with you... just like for animals/roof and/or home you should be able to set up a 'visitor' zone... that way you can choose if they are allowed in or not...

maybe at some stage of the game it could improve your relation if you have food for them... even more if there is a 'lavish meal' waiting...

War could be on you when they have no food and no bed while your colonist are having it all...
#4
Outdated / Re: (A12) The cat at the wall -turret mod
September 02, 2015, 08:19:45 AM
looks like a nice mod... i will add it to try it.
just some questions...
- cat...? i don't see a cat :p
- maybe a texture improvement would be great...
     * some barrel (i hope i type this right) that aims to the enemy... don't have to be big... bit it would be nice.
     * some 'lines' for eletronics etc.

just some idea's to make it look much better...
I don't know how to do the 'moving' parts but i will try to edit the texture...

THX... keep it up
#5
Mods / Re: World Size
September 01, 2015, 01:03:14 PM
I got a good idea... maybe you can post this in the correct section... (idea's)
#6
Mods / Re: Self Treating
September 01, 2015, 01:01:28 PM
I was looking for the mod... since this is the 'mod' section...

maybe  you should post this in the 'help'...
#7
Ideas / Re: Room sizes
August 31, 2015, 10:54:18 AM
I understand that there is no need for big rooms with lot's of thing in it when you are trying to survive.
But i would think that in time ppl are trying to stay alive after some time they will have the need for bigger/better.

Maybe it's best to let the need for 'bigger/better' thing depend on how big your colony is...

At start you would be happy to have a bedroom to stay dry etc when you just dropped down from a crash.
But after X amount of time, when you have a bigger colony (example 10 colonist) the need wil be bigger to have more and better stuf.

I think that's the 'normal' thing of life... look in real life... only few ppl on earth a few Thousand years ago but they lived in 'small' caves. The more ppl on earth the bigger and better the housing gets...
as Always some ppl wil Always do things different... like in our history, the hippies (back to nature)...

just think about it... maybe this is possible in a mod or for the creators of the game... good luck
#8
Help / Re: Changing things in CORE (not mod)
August 31, 2015, 10:42:24 AM
thx for the respond.
i found this:

  <ThingDef ParentName="BuildingBase">
    <defName>SolarGenerator</defName>
    <label>solar generator</label>
    <thingClass>Building_PowerPlantSolar</thingClass>
    <graphicData>
      <texPath>Things/Building/Power/SolarCollector</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(4,4)</drawSize>
    </graphicData>
    <altitudeLayer>Waist</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <pathCost>70</pathCost>
    <fillPercent>0.5</fillPercent>
    <castEdgeShadows>true</castEdgeShadows>
    <statBases>
      <MaxHitPoints>300</MaxHitPoints>
      <WorkToMake>2500</WorkToMake>
      <Flammability>1.0</Flammability>
    </statBases>
    <tickerType>Normal</tickerType>
    <description>Produces electricity from sunlight. Does not work in the dark.</description>
    <size>(4,4)</size>
    <building>
      <ignoreNeedsPower>true</ignoreNeedsPower>
    </building>
    <costList>
      <Steel>100</Steel>
    </costList>
    <comps>
      <li>
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>-1</basePowerConsumption>
        <transmitsPower>true</transmitsPower>
        <powerToggleable>false</powerToggleable>
      </li>
    </comps>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <designationCategory>Power</designationCategory>
    <staticSunShadowHeight>0.20</staticSunShadowHeight>
    <designationHotkey>L</designationHotkey>
    <constructEffect>ConstructMetal</constructEffect>
  </ThingDef>

So i guess i should change the 'staticSunShadowHeight'...?
I would think if i increase the '0.20' for example to '0.40' that would double the output of the panel ingame?

I wanna make sure it's correct befor i do this... Thx for the help so far... much better then the ppl just reading and leaving this. THX FOR REAL
#9
Help / Changing things in CORE (not mod)
August 31, 2015, 07:01:08 AM
hi all,

I would love to know what and where i would have to change a core file to get a higher output from the solar generator.

I love the game but i keep running in some problems.
1. My colony is more like a warehouse because it's loaded with items, stuff and/or food.
2. I make my base inside a mountain. Outside it's a mess... full of solar generators, wind turbines etc
so much it's almost impossible to protect anything.

sollution:
- download a mod to store more things (and get a *** load of stuff extra).
- Change the game (core)

i did the last.
- Download Notepad++ (https://notepad-plus-plus.org/download/v6.8.2.html)
- Searched for 'stacklimit' in core.
- look at every result and changed what i wanted to be changed.

but for the solar generation i don't know how or what to look for.
could anybody help me?

#10
any change for the update to Alpha 12?
#11
First things first...
Nice mods
second... maybe, you can add a little discription so ppl know what they are getting.
Just a sort list with things you add and in a few words what it does...

Now you see a picture from the mod but don't know what to get... 1 extra item or a group items, research etc.

Still it looks like a verry nice collection of mods... i just give a tip to get those downloads going...

sorry if my english isn't that good... I speak Dutch so... my bad...
#12
Ideas / Re: Tents?
August 17, 2015, 05:30:35 PM
i kinda like that idea...
for early in the game... simple sleeping spot... out of wind and rain but stil on the cold floor...
made from a little bit of wood and some cloth/leather/skin.

I noticed that colonist gets a - score for sleeping outside... that could be reduced a bit by a tent.
they are away from rain and wind so that's a good thing... but the cold floor should give them a little - score...

maybe it's best to make a tent auto destroy... after 4 a 6 days...
if possible...: nice calm weather 6 days, in rain/storms 4 days...
#13
And what about a bit of both...?

Guarding spots... spot that you can set up... if attack is comming you can click on a button and all colonist go to there own spot (or closest spot).
that way you can set up some good shooting spots and have colonists on the spot in a single click... no more searching for that one spot...
#14
Mods / Re: Growing Zone for hops????
August 04, 2015, 02:48:51 PM
mybe you can post this in the section 'bugs'... but i don't know the answer to it...
#15
Mods / Re: Aliens
August 04, 2015, 01:10:30 PM
i this post not better in the 'ideas' section...?