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Topics - Somz

#1
Ideas / Bed time! For everything...
August 25, 2014, 05:58:11 PM
So, we have our colonists going to sleep at night whether they're tired or not, in A6 even plants refuse to grow and sleep instead, so how about it:
A toggleable power saver that would turn off all the lamps around the base, maybe with customization: the possibility of including certain objects, such as the cooking stove or the machining table.
Thus when your colonists get the sleep order, your base would just turn your power-hungry machines off instead of letting them continue to devour the much needed juice unnecessarily.
#2
Help / Question: DoT exists?
August 13, 2014, 01:25:46 AM
Hey folks,
I've been thinking about adding a type of weapon that aside from dealing damage, would also apply a DoT (damage over time) effect, like the incendiary launcher.

Does it exist already?
If not, does anyone know if an effect like this exists, that I could use as the foundation to create a few toxic weapons, as simply as the incendiary launcher applies the burning effect? Without the flames and panic effects of course, a plain old DoT.
Unfortunately I'm not exactly a modder, I can hardly play around with text documents,
so creating it on my own or modifying .dll files is pretty much impossible... :-\
Could I use something for this? 
#3
Ideas / Rock Crusher
August 11, 2014, 01:08:20 PM
Ever run into the problem of having too many rock chunks in your underground base?
I did not, ever, but seems like some people does, strangely enough.

So, a crematory-like, rock crusher, eating up electricity while turning rock into a load of dirt, maybe sand when/if the resource will have a place in-game.

Opinions on the matter?
#4
Ideas / Social activities on a new level?
August 01, 2014, 05:18:24 PM
I've failed to find a suggestion such as this (though I didn't exactly commit a thorough search), in case there is, just say the word.

So we have our occasional visitors eating our food and dropping our FPS.
But social skill (aside from giving happiness/modifying prices) is pretty much useless as of yet.

It'd be good in my opinion to give this skill a probably more valuable use, an alternative recruiting option, such as talking to the visitors, persuading them to join you without having to bleed on everything.
This would also open up a lot more options, such as the (already suggested) "visitor" beds for visitors (instant use of persuasion), dropping relations as consequences, raid for the said recruit events,
sleepovers (+relation, already suggested), etcetera, etcetera...

Yes, I realize there's a priority order and this wouldn't exactly be on the first place but still.

What do you think?
#5
Help / Paint didn't work, which program to use?
July 28, 2014, 06:49:36 AM
So I've been putting a mod together on my own and tried to change a few textures.
Now no need to laugh, I'm more beginner than the beginner beginner,
so I started using paint because...why not?
Didn't work out so well, transparency was lost and I had a nice white square with the texture, which led me here (again). Is there a program relatively easy to use and would keep the transparency of the textures I'm modifying?

Thanks you!
#6
General Discussion / Colonists refusing to eat?
July 26, 2014, 01:01:35 PM
A group of raiders were besieging me, another group dropped on me, still I managed to save a great deal of buildings including the storage room, cooking stove and a geothermal generator, but my idiotic colonists simply refused to eat, instead they were hauling dead bodies, weapons, metal from the other side of the map, I forbid everything so they started cleaning and having mental breakdowns around 10 lavish meals and about 800-800 potatoes/berries... Someone please tell me what the actual f...
Thanks.
#7
Help / Quick question: Defs.
July 25, 2014, 12:39:49 PM
Hey folks, I come before you to have my questions answered: What are the exact definitions for the potato and strawberry raw foods?
Also, if there's a page or something where I could find every other basic def such as these I'd be soo happy.
DLL is out of question, sadly.

Thank you!
#8
Ideas / Stockpile customization! Even moar!
July 25, 2014, 01:24:46 AM
Hey folks, good morning/day/evening.
The reason I'm writing this topic is because of the annoying amounts of micromanagement I'm doing.

Seems like the printscreen function is refusing to take a picture of the game and takes one of the background instead, so I'm unable to provide an example, but here's the deal.:

I'm usually creating big  (9x25 or so), nice stockpile areas with trade beacons
where I create multiple (about 12) stockpiles, basically for each item kind I use;
(weapons to sell, metal, slag for metal extraction, stone blocks, stone chunks for cutting, dead mechanoids, meat, crops ect, ect...),
size them and untick everything else according to my needs and build my living quarters and other stuff around it.

In any case, creating one nice stockpile would be easier, yes, but then it could get full easily (i.e.200+ raid? 200+ weapons to sell/too much crops/metal?), then for example meals won't have a place so the cook goes berserk, mindlessly cooking one meal after another, wasting resources, while my builders have to run across the map several times... Anyway, problems.

I'd really like to see a 'max amount of items' feature which would allow me to, let's say, have 400 metal in a given stockpile but no more, or better yet, to allow me to have metal (be it a stack of 4 or 75) on only 10 tiles for example.
This would allow us...but most importanly me ( ;3 ) to perfectly customize the stockpiles more easily without having to worry about it being full of something.

I'm eager to hear your opinions.

Thank you!
#9
I've been trying to extend a recipe.xml, adding another to it which would create a weapon.
Long story short: xml/texture of the weapon placed in the correct folders of another mod with the recipe
then the copy/pasted recipe I changed accordingly refused to show up in-game.
Is it possible that I simply made a mistake somewhere, or does it have to do anything with
my lack of .DLL modding?

Long version with specifics will come if it's possible to begin with. :)

Thanks for the help!
#10
Ideas / Raid rebalance?
July 19, 2014, 09:29:11 AM
First half of the 2nd year, all 14 of my colonists equipped with miniguns and M-24s, supported by 12 turrets were wiped out in their carefully constructed kill-zone by a raid of (yes, I actually counted them...) 237 cave-dweller...
My PC almost died when they arrived! And it was a 300 moment, 80-90% of them equipped with bows, literally raining arrows down on me, destroyed every cover in a matter of seconds. (ಠ_ಠ)
No, it wasn't Though Cleopatra, it was Chill Callie, thus my surprise and agony. ( 一_一)
I don't exactly think that should happen... I know the game "balances" the raids via the wealth/equipment of the colony, but this was simply overkill.
Still trying to survive but even kiting takes so much time my colonists suffer a mental breakdown due to starvation and exhaustion.
the about 12-16 colonists from another fraction were no help at all either.
Tell me it's not intended...
My poor colonists... (ಥ﹏ಥ)
#11
Ideas / Ideas for a better (rim)world.
April 15, 2014, 03:41:17 AM
Good day to you,

There are the following ideas, both important (in my humble opinion) and less important miscellaneous I've come up with recently, I apologize if any of them were mentioned before (and/or on the To-do list already), there are quite a lot of topics and ideas, I did not bother reading all of them; sorry about that.

Also I'd like to point out that because I started screwing with the saves, I am unable to load them in the new version, so until all my colonists bite the grass...or a boomrat, I'm playing with the one colony I have in v2.3 (day 471, still repelling raiders, performance dropped, I'm lagging o_o ), though I did look at the changelog not to look like a total idiot, though it still could happen. ;)

So, here it is:

-Combat. I think it'd be good to be able to
      A) assign colonists to action groups/hotkeys and
      B) give the ability to these groups ("multiple objects" bleh) to select targets/attack enemies instead of having to order them to attack one-by-one.


-Solar flares. Now of that I don't know much (will it be changed?). Right, radiation, screwing with electronics, that's allright...OUTDOORS. Will it be changed so that if my colony (or parts of it) are under thick rock roof, solar flares won't affect my equipment? Because it's somewhat sensible that radiation don't just go through a whole mountain to disable your lamps... Really.


-Bills (cooking, most importantly). Food expires, so asking the cook to make unlimited amounts is a wate,
an option to order a colonist to make -X- amount of -Y- periodically, so that they won't starve or eat raw food, nor will they waste everything, would be great! Really! Come to think of it:


-Foodz! Damn to feed my colonists for 3 days I need 45 foodz! That's about...45 tiles! A way, preferably a...food...shelf? Where food could stack? or How about stacking food in general?


-Grass. Now it's but a misc. How come grass grows everywhere? Hell my map is a jungle! It'd be good if grass couldn't grow on sand, for example.


-Lamps, man, lamps! Enlighten me!
Standing lamps are good but sometimes you simply don't have a place for them, they're in the way.
How about a hanging lamp? Yeah, I know, no Z level, So how about being able to build it anywhere in case you have certain types of "materials" on the tile you want to build it on ( such as roof, thick/thin rock roof),
the "hanging" effect could be easily done (I guess...I hope so...), with some...coding...? To show the texture of the lamp above every other texture (colonists, materials, even bullets). Would be great.


-Traps. Now I know Mr. Tynan don't favor traps, still some would be good, with limitations of course, like a maximum amount you can have (thinking of bear traps mostly, maybe traps that release spiky...spikes...upwards). I too oppose the sit-behind-a-wall-of-traps idea, but some, defending critical locations with the help of them would be fun and fine in my opinion.


-Burn them corpses! A device, a niiice big oven for humie bodies! Like food hoppers, colonists could just drop in the bodies and they'd just simply disappear, freeing you from waiting for the Gods to take their offerings with lighning bolts! (or to throw molotov cocktails but that's no fun...)


-(Misc) Clothes and hair. Seriously, as it is now, every single colonist of mine has afro (I had to edit them! Poor me.)
The ability to change both hairstyles (maybe even haircolor too? Or maybe not) and outfits would be realistic I suppose, fun too. Though I heard clothes (armor mostly) will take part in the game later, still.


-(Extra misc) Something funny: How about you pack your things and leave? I've 15 colonists and a complete fortress, still I'm constantly under attack by raiders now, theys don'ts likes mes nor do they stand a chance. They are only annoying.
Plus I have no metal on the map either, no wildlife just grass and blood everywhere
(hurray, rain will wash it away, what I was waiting for!)

Maybe the ability to leave your current map and restart on another with the existing colonists and their skills intact? So the raiders will have to find me again! HA! Hide and seek! Would be fun in my opinion.

-(question/idea) What of the vires? I can't build on them, will it be changed? (Is it even possible to change that?) Because it should be imo.

-(question) Pregnancy? Okay, this is not The Sims all right, but, I have a colonist who's pregnant for I don't know how long, it's disturbing me! WHERE'S MY BABY?! So how about a building option, a growth pod, then a colonist could pop out of it after a few months/years or something. Anyway, giving birth to your own colonists would be fun I guess, don't know what's planned, please enlighten me if you know something. :)


Maybe more to come but until then,
your ideas on these matters, fellow forumstalkers?

Thank you.
#12
Help / Body shape change? Where? How?
April 11, 2014, 12:36:39 PM
So...yeah, that's it. After playing 'til I was simply overrun by the sheer amount of raiders (day 672) I started tweaking, "modding" things.
Yet I failed to figure out how to change the basic shape of characters' bodies. Skin/hair colour, hair, face shape, clothes, found everything but this.
I've found only one value I do not know of, what does <id>Human8160</id> stands for?
I don't recognize it and only screws with the game if I replace it with random numbers, plus it does not really look like a value that would change the body-type anyway. o_o

Thank you, and I apologize in case the post is misplaced.
#13
Ideas / Narrow customization
November 14, 2013, 07:30:14 AM
So...Yeah. To "randomize" with specifics to some degree might be good and maybe (just maybe) I wouldn't get a 15 years old nymphomaniac women with murderous past,
but at least she's a cat lover...and a former addict...
(on which I laughed but it just won't do the trick, I want a miner!)

So, something to narrow down the randomization would be pretty good,
like an option to "search" for
more social / intellectual individuals,
individuals more capable of manual labour and such.
Also, removing the inconsistencies would be good as well,
meaning: I wouldn't get a soldier guy who's also an urbworld entrepreneur, incapable of social and caring stuff, with low pain threshold but at least emphatic (but incapable of caring?!),
or medieval slave who became a medieval lord (the stats neutralize each other)
who's dislexic,
or again a soldier and commissar, a gunslinger who's shy and missing a few fingers...
Right, so it's funny and I actually laughed a few times, but of course as I read the (possible) traits, I had my ideas of minions I'd like to order around, and this all random stuff did not help me out.
And of course I'm stubborn enough to click on the "random" button for an eternity util I get something close to what I originally figured out (that's around an hour / minion).

Summa summarum, some very little narrowization options would really come in handy in my opinion. :)
Consider it please,
thank you.