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Messages - DoomAngelBlade

#1
TO mod creator: Make all really SIMPLE operations to be 100% success
Like the eye patch gives +500% surgery operation chance when operated with or something like that.
#2
The mod is kinda glitchy in means of calculating "Friends".

Game constantly says that one of my colonists is socially isolated and has no friends.
The pwan has 2 friends in colony meanwhile
#3
Question.
WHY THE FUCK
I NEED
TO
OPERATE SOMEONE
TO INSTALL
AN


EYE PATCH!?

I start with TRIBE PEOPLE

AND GUESS WHAT
I CAN'T DO IT.
MY Medicine 10 DOCTOR FAILED 2 times at installing it!

Edit:
Fuck this.
https://i.redditmedia.com/Z1HYVP627yj0YbDjJXxRIbtnGLK-QK3LQH2r4IwCVH0.png?w=1024&s=ff537e592950f4dd892357240500c699

Minor fail occured.
#4
We need this to be updated to a15 D;
#5
Okay.

So I called ALOT of them traders to my area. NONE of them bought RECURVED BOWS.
#6
Who the hell buys recurved bows, crossbows and arbalests? I have tons of them at 66-100% from enemies and noone buys them!
#7
Mods / Re: [REQUEST] Removing bionic parts from bodies
September 22, 2016, 03:26:00 AM
IT WORKS WITH EPOE?
#9
Mods / [Mod Idea] Stockpile hauling/restacking.
September 17, 2016, 03:38:56 PM
There is a problem with a stockpile - if there are 20 space taken by 20 bricks(1 brick in 1 tile) - noone restacks it/groups them together.

And here is a thing I would love to see. Stockpile "Move to"

For example: I have a 10x10 room for cooking food. It has 2 ovens  and 2 butcher tables.

The cooking room is near the dinner room so when meals are prepared by cooks - they put it in the 10x10 storage. But I don't want them to go to that storage room as it takes time to get the meal from it - So I put another storage of meals right at the dinner room - I isolated it and it is a 1x5 room for meals and I marked it as important one and the cooks started to haul 1(!!!!) fine meal each time they cook it to that room. I want them to haul stuffs only when the storage tile is full itself. Like when there will be 10 food - haul them, but don't haul 1-9 food from there.
#10
Mods / Re: [MOD IDEA]Randomize until
September 12, 2016, 02:22:46 PM
Quote from: Caug on September 12, 2016, 11:47:55 AM
In the prepare carefully mod there is an option on the bottom to limit your points. That way you can change your character's stats and starting gear but the points they add up to is finite. I use that to make a "balanced" set of starting characters and items.

1) It doesn't apply to traits. I can have all best traits and it will cost me 0 pts.
2) Starting pts each time vary because it looks for the characters you currently have and and makes pts out of them. Roll for any high skilled generally good pawn and remake it. Won't happen in randomized tho.
3) Skills cost so low. I can trade the gold of the Rich Explorer into huge bunch of skills.
4) Age matters for game but not for prepare carefully(Heat attack chance + Health problems + sickness recovery time)
#11
Mods / [MOD IDEA]Randomize until
September 12, 2016, 10:55:09 AM
I don't know how everyone else does but this.
If you play w/o mods - you have to randomize your character.
Mod "Prepare carefully" gives us ability to edit colonist's stats and what we get when we start the game... but It doesn't have proper limitations. I can get an all 20 skills, sanguine, industrious, very neurotic and my colonist will work like he is a robor... But That's not interesting at all.

That's why I keep randomizing characters... Even if I have "Prepare carefully" mod.

But randomizing a good (for me) character takes 0-60 minutes and is kinda annoying.

I'm not good at modding so I'm leaving this idea here. Maybe it's done already(I hope).

Make a mod "Randomize until".
You put in your criterias and game randomizes the character untill all the criterias are fulfilled.

Criterias such as:
* "Has [Trait]"
* "Doesn't have [Trait]"
* "Is not incapable of [action/group of actions]"
* "Has [Skill] atleast [Number]"
* "Has passion to the [Skill] Atleast [Passion]"
* "Can have [Injury/sickness/addiction]"
* "Doesn't have [Injury/sickness/addiction]"
* "Has [Backstory] adulthood backstory"
* "Has [Backstory] childhood backstory]"
* "Age [Number] or [Lesser/bigger]"
* "Has Relationship"

And it will generate 100 colonists and if none are found that are fulfilling the criterias - it asks to continue(So it won't get endless if someone asks for all skills 20... chance of which is 0.[Alot of 0s]1%)
#12
http://imgur.com/a/dKFUo

Think about it yourself.
#13
Outdated / Re: [A14] Community Core Library v0.14.3.1
August 25, 2016, 07:15:07 AM
Hi!
I liked your message
"You really like playing with fire"

Add more!

Like "You should restart the game right now!"
"You have no Idea what you are doing!"
"You might destroy everything! EVERYTHING"

And allow players to actually launch their game after several time(w other mods turned off), making them not able to see any saves and make game go on absurdly hard way(sickness from beginning, all sicknesses, explosion, raids etc.)
#14
Support / Re: Lags alot.
October 28, 2013, 11:58:21 AM
I know that graphic card doesnt do anything here much.
just saying so no ppl saying 'What about ur graphic card'
'I think graphic card is bad'
'buy new graphic card u noob'
Anyway. The most problematic are battles.
40 colonists
50 raiders.
you know... I am..
U
N
A
B
L
E

T
O

P
L
A
Y
..
Just really unable. A battle goes on 2-4 irl HOURS. God damn it.
99% of battle is a god damn FREEZE.
#15
Support / Lags alot.
October 28, 2013, 11:48:50 AM
At 40+ colonists your game.... Freezes.. Actually. It freezes.
I dunno how lucky im to get something from it.
The thing is.... that...
Sometimes game goes on on any speed as usual.
But 90% of time it just freezes.
Now Im doing mining ops and you know what? After each tile there is a 10 seconds freeze. Its not that I got bad PC.
I got 4 GB RAM , 2x 2.33HZ CPU and Nice videocard.
I dont know why it lags like Arma ][ with maximum graphics on my PC(This requires really AWESOME VIDEOCARD)