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Messages - CosmicKobal

#1
Ideas / Re: Sprinkler system to fight fires with
April 17, 2015, 07:02:16 PM
Quote from: Matthiasagreen on April 17, 2015, 03:31:42 PM
That was a problem in previous alphas, but I am pretty sure the issue has been resolved, because you can walk on everything.

As of alpha 10b I still lose those constructions when they catch fire.
#2
Ideas / Sprinkler system to fight fires with
April 17, 2015, 12:23:33 PM
I like to back my production tables, food machines, coms and solar panels up against walls to provide as much space as possible, but when a fire breaks out, i tend to lose those investments due to not being able to put out the fires in the back tiles. what if there was some kind of 'security' item that would have the same effect in a localized area that a rainstorm does? it could slowly put out any fires that pop up within, say, 5 tiles of itself.

thoughts?
#3
Ideas / Quarries and Mineshafts
April 17, 2015, 12:20:42 PM
I want to say that I've seen quarries and mines done in various ways by various mods, but I can't honestly remember the particulars of them. I do feel like there should be a renewable source for stone and metal though. perhaps requiring 10 wood or so for each 'USE' of the mine or quarry to represent the resources needed to hold up tunnels and retaining walls. It might be best to only have a percent chance of success in finding usable stone or metals though, that way it's not just a straight trade of wood for metal/stone.

Any thoughts?
#4
Hey there Julie and Abrex, just wondering if this mod is on hiatus or something? I'm tried messaging you Abrex but no response. anyway, just wanted to say that I DO love the mod and I hope everything is alright with you in RL. :) I've had some decent Ideas recently that I'd like to share via the Teamspeak soon if you want.
#5
Quote from: RedManMark86 on September 19, 2014, 03:29:32 AM
or just claim it using the claim thing, grab a colonist and then use the decommission button, you even get some resources from it.

I was JUUUST about to mention that. Kinda seems exploity to me. the same thing works with mechanoid cacoons  and Raider Outposts.
#6
I re-downloaded the file and it works fine now. on a side note though, I had 2 abomination attack events at the same time and killed the first one but only incapped the second one. after he was incapped, I finished him off 3 or 4 days later and he sat around in my dump pile for a week or so before I built the smithing table (I cant remember if the Smithing table is a vanilla worktable or was introduced by Superior Crafting). either way, the Abomination was dissassembled into 30 metal and 6 AI chips.

I don't know how useful this is to you, but there ya go. :)
#7
Quote from: Chaplain on September 13, 2014, 11:44:24 PM
Quote from: CosmicKobal on September 13, 2014, 10:25:04 PM
Quick question, Is this mod dependent on the base TTM mod? I'd like to use this mod with Superior crafting but superior crafting and TTM don't quite mesh the way Id like.
Had some odd issues with some of SC's objects showing up as other stretched objects when placing blue prints but I think that was more to do with the Biomes mod.  If you need further proof the cosmic radiation incident I posted above happened with SC engaged.

I've gotten to day 15 now without a single non-vanilla event happening.
#8
Quick question, Is this mod dependent on the base TTM mod? I'd like to use this mod with Superior crafting but superior crafting and TTM don't quite mesh the way Id like.
#9
Quote from: JuliaEllie on September 12, 2014, 03:58:28 PM
Quote from: Redrabbitromp on September 12, 2014, 12:51:17 PM
Quote from: TheGrover on September 12, 2014, 12:44:47 PM
Quote from: Redrabbitromp on September 12, 2014, 10:08:41 AM
use the stonecutters table or powered workbench, theres a bill to create sand (uses rock chunks). if theres no option, there may be a conflict between some mods installed

Thank you Grover.  I've been in desperate need of it.  Now how about leather and AI chips?  I swear I've built everything and checked all the bills but I still can't find it.

Leather can be made in the Loom and the ai chips are made in the machining table :)

I thought it was called the blacksmith table?.. I could be wrong. I might be thinking of a different mod
#10
Quote from: tovs on September 11, 2014, 01:21:20 AM
Quote from: CosmicKobal on September 10, 2014, 07:08:14 PM
By researching one of the food replicator techs, it unlocks the Protein extractor as well. you make a bill with the protein extractor and any colonist with the cooking work enabled will make soylent green out of ANY non-forbidden humanoid corpse. I recommend SAVING the soylent green in the early game to sell to slave traders and agricultural traders for 3 silver each(each body makes 75 Soylent Green). Only eat it in the late game. Eventually you will be making so much soylent green that you wont even need to grow food anymore.

OK, so there is a way to use those bandits. However, will my colonists receive the mood boost from being a Cannibal if they eat the Soylent Green made by humans?

No flippin clue :)
#11
By researching one of the food replicator techs, it unlocks the Protein extractor as well. you make a bill with the protein extractor and any colonist with the cooking work enabled will make soylent green out of ANY non-forbidden humanoid corpse. I recommend SAVING the soylent green in the early game to sell to slave traders and agricultural traders for 3 silver each(each body makes 75 Soylent Green). Only eat it in the late game. Eventually you will be making so much soylent green that you wont even need to grow food anymore.
#12
Once I reach year 2, my colonists started to exhibit strange behavior;

They would become hungry, pick up some soylent green, and then walk around while holding the soylent green and slowly starving to death. drafting the colonist doesn't make them drop the soylent green and they eventually either go insane/die. Once they die, their body veeery slowly starts sliding across the map towards the upper right corner. Insane animals will then focus on this sliding corpse and try to kill it until they themselves die of starvation... 0_o

EDIT: If I try to arrest the starving colonist at that point, he simply disapears... no where on the map or my roster. his weapon and gear are gone as well.


EDIT: correction, The colonist disapears and in unselectable, but IS still in my roster

EDIT: I have 50 colonists at this point if that helps?

wtf?
#13
Quote from: Abrexus on September 04, 2014, 03:38:48 PM
Quote from: CosmicKobal on September 04, 2014, 02:53:54 PM
I noticed what appears to be a bug with the steam generator. Building the first one is no problem, but when trying to 'power up' any more, you have to lower your energy requirements so that you have a SURPLUS of extra energy. otherwise the new steam generator that you're trying to turn on won't actually turn on. I triple checked each time i tested this. I DID have a hopper full of wood connected to the generator.

unitil/unless this is fixed, just double click all your lights or powered doors or turrets, turn them all off and then back on again as soon as the new generator turns on.

Save exit and reload fixes it.  It's a bug that affects many things including the missing textures.  The code is correct and there is no workaround.

speaking of save,exiting and reloading... that doesnt seem to work for me in regards to the duplicate bills in the chem lab.
#14
I noticed what appears to be a bug with the steam generator. Building the first one is no problem, but when trying to 'power up' any more, you have to lower your energy requirements so that you have a SURPLUS of extra energy. otherwise the new steam generator that you're trying to turn on won't actually turn on. I triple checked each time i tested this. I DID have a hopper full of wood connected to the generator.

unitil/unless this is fixed, just double click all your lights or powered doors or turrets, turn them all off and then back on again as soon as the new generator turns on.
#15
Quote from: Lambert2191 on September 03, 2014, 03:51:02 AM
How do I find Uranium? The only time I've ever seen it is when it dropped in a pod in my last game.


Another option is the meteorite mod. Its the only other way to get uranium that I've found. My last test with it was completely compatible with superior crafting.