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Messages - Killaim

#1
Releases / Re: [A17] Psychology (2017-9-12)
September 12, 2017, 09:33:55 PM
super mod still.

to make it perfect it needs that ability for someone to be able to talk a "broken" pawn who is wandering around in despair into walk into his room and stay there. or to goto the hospital and rest.

i always hate how someone gets a mental break and just stops everything and wanders around

(my examble i really hated)

one of my guys who was out in the middle of the map returning from long distance mining. suddenly broke.
he began wandering way outside the base for a long time and even collapsed from exaustion and starving.

a colonist should be able to walk out there. talk to him and try to convince him to go home (his room or hospital)
people who break will not just wander around they will retreat to where they feel comfortable (save maybe super severe breaks where all hope is lost)

is it not possible to use the "arrest" function but not make the colonist hostile
#2
Mods / 17? 16?
May 17, 2017, 10:49:49 AM
I see that there are Version 17 mods out. but the 17 has not been released yet.?

are these just preemtive mods for the upcoming release? they dont work with 16 right?
#3
in mod folder picked workshop files just keep blinking "downloading..."

waited a long time and no progress.
mods were working earlier when suddenly this happens.
#4
Releases / Re: [A15] Power Logic - (v1.0) (05.12.2016)
December 11, 2016, 06:21:41 AM
you should make new types of power cables that only connect to the same type of cable

then we could make different networks of power and the cables could crisscross and/or occupy the same tile

items would then need to be able to pick between the different power cables near them

split them up into colors? Red Blue Yellow
#5
now we just need a alien infestation with life cycle event

many ways to start it.

new colonist arrives (whoops he was infested) spawns a chestburster *see below*
drop pod drops in (whoops it has a face hugger egg - better hope no animals get near it !)
raid (alien warriors charging base to kidnap people)


Life cycle:

- colonist gets facehugger. (gets the sickness infested) - very hard to cure - requires best medikits
- colonist dies from chestburster, which immidiately tries constantly to flee and hide (hide mechanics)
(ability to pass through normal doors and vents)
if not found and killed within some hours it turns into a alien warrior (or very rare a alien queen)
- alien warriors left alone for too long with no queen on the map will turn into a queen (max 1)
alien warriors will allways prefer to drag a unconcious colonist to a nearby egg if possible (or the queen) if no queen or no egg the alien warrior will continuesly attack and kill people

Queen should have a effect around her that spawns in floor covering that slows down colonists but does nothing to aliens (perhaps speed up movement) (stationary invisible?)

and ofc acid damage when a alien is killed. the bigger the alien the bigger the splash area of effect. monsterous damage.

LET THE ALIEN HORROR BEGIN!!! :D

oh yeah and a mode where you get to play a singular alien on a saved map where you dont control the colonists!! :D bwhahahahhahahaahah

this would be my dream mod (game even)
#6
are there materials you can get out of this and sell at high price to ships.

would make sense.

Also make a thorium reactor too :D like...ok it would be alot smaller...and easier to run.... dammit
#7
Outdated / Re: [A15] EasierGrowingzones
November 19, 2016, 05:28:04 PM
no idea what ive done wrong, but i cant get it working.

must be a mod conflict :(
#8
can you make something like this, but for power?

like different colored powercables (with options to connect to them in items)
#9
Outdated / Re: [A14] Vampires! (COMING SOON ALPHA 15)
November 16, 2016, 07:19:38 AM
Vampire Grave

Needs one piece of wood extra for grave (to build stake)

if not put into a vampire grave it will return :D bwhahaha
#10
Releases / Re: [A15] Pick a Color! (Update Nov. 11th)
November 12, 2016, 10:53:39 AM
now for pawns clothes too :D
#11
Outdated / Re: [A15] Miniaturisation Overloaded
November 09, 2016, 07:25:56 PM
does this handle vanilla missing items too ?. having trouble downloading the other miniturisation mod
#12
Releases / Re: [A15] Miniaturisation
November 09, 2016, 07:20:24 PM
thats a weird download site.

also getting a "warning file is harmful"

i blame the site you picked for that. think my browser anti thing doesent like it.

cant put it on something like github?
#13
Releases / Re: [A15] Miniaturisation
November 08, 2016, 08:23:24 PM
could you provide a different download link ? that zippyshare aint being helpfull with me and keeps going to ads and no download.
#14
Outdated / Re: [A14/15] Psychology (2016-09-04)
November 05, 2016, 10:21:18 PM
would be neat with a function for colonists to calm down a person who is having a psychotic break.


convinced them to calm down or make people who wander aimlessly to return to normal.

like a slight quicker thing.
perhaps even a task that can be psycjologist, talks to people feeling bad mood and cheer them up or get rid of negative conditions.
at the cost of working on this instead of anythign else. (maybe a couch and a chair item ? :D )
#15
i want this for power cables.

different types of cables that dont connect to each other to layer them or cross over each other to make different networks