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Topics - Mkok

#1
I have settled on a hot planet, and as such I cant use the call troopers/jannisaries/cataphracts permits due to all year long bad temperature. Is there some way to make them usable for me?

I tried looking for some mod but did not find one.I also tried increasing recon armor heat tolerance to make sure jannisaries would be comfortable with my temperature range, but I still cant call them due to bad temperature. And I dont see anything temperature related in permit xml files.

Any help would be appreciated.
#2
General Discussion / Bionics in A17
June 25, 2017, 05:02:17 AM
So, I am currently in middle of summer 5502, and so far, I have not seen a single bionic body part! I even send caravan to the nearest tribe, and town, but nothing! I also ordered a bunch of trade caravans, mostly exotic traders, but so far the only stuff I got were some prosthetics, and a power claw.

I am litterally sitting on like 10k silver (mostly in thrumbo horns, since I didnt get enought traders with silver to sell them yet  ;D) and I have almost no use for it! Guess I will have to start making rooms out of silver  ???


Am I just really unlucky, or is it near immpossible to obtain any bionics in A17? I really need a bionic hand, since my lvl 20 builder lost her hand, and with only prosthetic hand, she still has only 92% build chance!  :-\
#3
Ideas / making factions regional
June 01, 2017, 06:09:52 AM
How about making factions regional?

It doesnt make much sense, that faction bases are all around the planet. Especially when they tend to be hostile to each other. It would make more sense for every faction to be located in some area, so you could for example have 5 tribes, each being located in different part of the world. It could make factions more versatile. For example if you started a colony deep in one tribes territorry, angering that one tribe might have severe consequences, but angering other tribes, that are far away would not be such a problem. Ofcourse this would need some rework on raids, as far away factions would raid you less then the one you landed in.

You know, sort of like countries.
#4
Mods / [MOD REQUEST] Buildable snowman
January 16, 2017, 05:10:12 PM
Could someone make a mod that allows us to construct a snowman using the construction menu?  ;)
#5
Bugs / A16 - Colonist clothes dissapear after death
January 06, 2017, 06:26:46 AM
One of my colonists wearing full hyperweave clothing was downed from hyperthermia, so I ordered his rescue, but he froze while he was being carried home. His dead body was dropped, but he was naked. The clothes are nowhere to be found, they just dissapeared.
#6
General Discussion / Nomads
December 22, 2016, 03:58:08 AM
So, has anyone tried playing nomads? You know, always on the move never staying in one place for long. Either a tribal nomads, who live from hunting, or raiders who live from raiding other bases  :D
#7
Ideas / Legendary artifacts
November 21, 2016, 07:58:16 AM
Now that we are going to have travel, we could add some sort of legendary artefact items, that would be very hard/immpossible to get, and would allow to further distinguish individual colonies.
They could be obtained either by trading for a very huge amount of silver, exploring ruins, or defeating some kind of bosses/rare events. Maybe you will just be lucky and find one in an ancient temple?

Upon obtaining such legendary item, your colonists would have no idea what it is, and therefore you would have to research it first. This could take anywhere between few days to even years, but once researched, you would know what its purpose is, and could decide what to do with it. Different artifacts could have different uses, but it would be nice if most of them had at least two different uses, and you could choose only one.

For example you obtain a legendary artifact after exploring ruins of an ancient city. You have no idea what it is, so you order your best scientists to investigate. After many sleepless nights and several burnt wires, he figures out it is some sort of generator capable of generating large amounts of electricity seemingly out of thin air. Now all that remains is to figure out how to use it. He is certain he could built an interface allowing the generator to be hooked directly to your power grid. But he also has an idea to use this device to power a powerfull laser rifle. You can choose only one, and both options would be very costly to implement.
If you choose to build a generator, you would gain a small generator generating large amounts of power, you can put at any location that would cool down the area around itself (like an evil ship).
If you build a laser rifle you would gain a very accurate super sniper rifle, with adjustable charging. At 100% you could punch a hole in centipede with one shot, but it would take a while to charge. At less power, you would have less dmg, but faster rate of fire.

Another possible artifact could be a psychic drone transmitter, allowing you to build your own psychic smooth drone which, when powered, would give mood boost to all your colonists. Or you could hook it up on mechanoid frequency to disturb their communications, severely slowing them down?


The idea is to get some very powerfull objects your colonists could literally worship, and built a colony around them.
#8
General Discussion / Coldest/Hotest seeds in A14
July 21, 2016, 10:25:39 AM
Let's share some extreme seeds for A14, for those "fun" games  :D

The coldest one I was able to find is "onion", with -87,4 °C in winter. Anyone got better?
#9
Since items using components can break, and require components to repair. An important question rises. Does the rate of item breakdown depend on how many such items you have?

Like if I build 10 automatic doors, will their maintenance cost be roughly 10 times bigger than if I have only 1 automatic door? Or will it be the same?
#10
Bugs / Burying a colonist multiple times mood buff
April 22, 2016, 11:58:58 AM
I just noticed, if you bury a dead colonist in a sarcophagus, then deconstruct the sarcophagus, build a new one and bury them again in a sarcophagus, you get multiple mood bonuses for burying a colonist in sarcophagus. Guess that's not supposed to happen.
#11
Stories / Graton's first marriage ceremony
April 13, 2016, 11:06:12 AM
So it finally happened. A year after getting engaged, Griever and Toni had their wedding ceremony. The entire colony gathered in the dining room to witness the happy occasion. The bride was so overtaken by the grooms wedding speech, she went mental, wandering around the room the whole day, stripping herself naked in the process. Everyone, except for Lars who was busy womiting all over the place, was just staring at her without a word.
Finally, after a day she regained her senses, and the colonists were celebrating the first official husband and wife of Graton colony. The party was so hardcore, some of them couldn't even get to their beds afterwards, and fell on the ground from exhaustion.  :)

Guess my colony just started a new tradition for weddings  ;D