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Messages - DigitalProeliator

#1
Love the look of the mining outpost. Cant wait to see the PC compatible one. Just a couple of questions. Are the outposts neutral and able to be traded with like a normal faction, do they repair and repopulate if attacked someone other than me, like say raiders, manhunters ect, and lastly the way you have it set up, would it be possible to do outposts of different factions or is this just for the miners?
#2
As a question just how rare is the Tac computer suppose to be? Im on my 4th year in on a map and I have yet to see a single one being sold by a trader... I the only other mod that I have installed that could potentially effect traders that I know of is Superior Crafting and even that is before it on the load order.
#3
Quote from: Orion on August 13, 2015, 04:49:35 PM
That is actually quite odd, since colonists fix up the worst parts if they're on repair duty.

So either you have really a lot of them, or they break entirely by chance. Hm. I guess I should make deterioration tweakable.

I didn't really have a lot, I had two crawlers, a scyther, and a centipede I got out of a random raid. Chipped them and the scyther and centipede I had no issues. I think the time between the damage for them is just to much for when people are sleeping, or they don't have enough health. I think a tweak to either of that would fix the issue.
#4
Yea I have to agree that the crawlers themselves specifically don't last very long. The micromanaging every day just is not make it worth doing for them. The others can last a week to a month before needing to be repaired but if forget checking the crawlers for a few days I know to look for them in the robot graveyard I set up..
#5
Old rations really where mostly bland with some bad ones but the newer ones can be pretty good. I actually liked several of the new MRE's especially the beef ravioli, but god help you if you get the omelet. Feeding that one to anyone should be a war crime.  :P
#6
I actually figured it out on my own. It didn't seam to like having metal as an ingredient, and removing that it works just fine. Instead of metal might just make it take more time and need a bit more skill to make. Canning is something that takes some time and skill after all.

Also just to be on the safe side when adding recipes to existing entires, is the proper way to copying the entry in this case "CookStove", from defs\ThingDefs\Buildings_Production.xml, add your recipe and stick in a xml file in your mod folder? Ive never made mods for this game engine and don't want to screw up anything TOO bad lol.
#7
Funny I was thinking of them more like the old school C-rats because of the gold coloring. I tried to make a recipe myself and could even set it in the queue to be made but was not able to force them to actually cook it... Anyone have this issue before?
#8
Nice and it has stats just slightly less than paste so they should prefer  the past over rations now. I wonder how hard would it be to add a recipe to make our own? You know for like when pirates have loved a mortar into your batteries and now you cant cook anything... Say 1 metal and 10 food, with twice normal prep time should be fair.
#9
Ha and here I was making a mod for a cobblestone walls. Haha might as well hold off on that.
#10
General Discussion / Re: Nonhuman colonists?
August 30, 2014, 01:18:33 AM
Just as a question does this apply to non-sentient life, like alien planet and animals? Or are you going with all planets where terraformed?
#11
Bugs / Alpha 5 Map revealing incorrectly
July 12, 2014, 04:09:05 PM
Spawned in a map that appeared to be just one long valley surrounded by mountains, when digging burst threw to a new area but when it updated to show the hidden area only one small strip showed up and the rest is still hidden. Character is still able to move around in hidden area but are invisible. Was unable to find anything on search so I came here. Game still working, but sort of makes the map unplayable. If no one knows how to fix could a mod move this to bugs?

https://www.dropbox.com/s/1zu7g2a151avi3e/screenshot1.png