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Topics - InfiniteRemnant

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1
Support / (a13) Fuzzy
« on: May 25, 2016, 05:53:03 AM »
I have AA turned off, My computer's graphics card is an old Intel model that doesn't even support forced AA let alone have options for it, yet a lot of things in game look fuzzier than they did in previous versions?

Is there something i missed?

EDIT: Nevermind, changing the registry key for "UnityGraphicsQuality_h1669003810" from a 1 to a 0 fixed it. i should have tried digging through the registry before posting this...

2
Help / Has anyone tried this yet?
« on: October 31, 2014, 08:53:49 PM »
has anyone tried making bayoneted weapons?

As in, they work as both ranged and melee? how would one go about it, or can it even be done?

Reason i ask is i want to make a mod that allows characters to carry a second weapon, so they don't have to put down the hammer and go find a gun if they get caught on the wrong side of the barricade with only their tools, or have something a little better than just their fists if they get charged by an enraged muffalo they were shooting at.
Thing is i couldn't find a way to have two weapons, so next best thing is one weapon that counts as both.

3
Ideas / "Stress" threshold
« on: August 17, 2014, 03:13:44 PM »
Each character should have a threshold, set at 1.5x their mental break threshold where they'll just drop whatever they're doing and go take a short break somewhere. They sit down, take a stroll through a garden you've planted, grab a snack, or do something else that kills about 1 in-game hour, during which they count as idle. After which they return to work and have a small "took a break" mood buff for a few hours.

If their break gets cut short by military duty, disasters, direct orders from the player, or getting hurt, they suffer a debuff instead of getting the 'took a break' buff. The value and length are the same, but negative rather than positive.

To prevent it from completely invalidating the mental breaks, the event can only fire once per day per colonist, and is disabled on higher difficulties.

4
General Discussion / 466 to 496 save file conversion help?
« on: July 22, 2014, 03:53:08 AM »
I've been using the same save file since 250, and don't really want to let go of "westcliff". Up until now, been able to come up with edits to the save file, to make it work on the new versions where necessary, but it's got me stumped this time. It won't load, but i'm not sure what to change in the xml to fix it this time.

Help?

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