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Topics - Noobshock

#1
in the current build my sound keeps cutting off for seemingly random periods of time (both music and sound effects) then coming back on whenever I do something, but I can't figure out what's causing it to go off or back on.

really breaks immersion :(

Moderator's edit (Calahan) - This was originally posted in the A17 feedback thread. I split the post off, gave it an appropriate title, and moved it to bugs because it is a bug report and not feedback.
#2
I'm assuming this is relatively simple to implement (I may be completely wrong) and it's a rather obnoxious thing when you're playing short sessions mid/late game so: It would be great if the sidebar tally thing could remember which menus have been kept open when you saved, so you didn't have to "set it up" the way you like it again every time you load or restart the game.

And yeah I should/would post this in cheapest ideas but it seems the thread has devolved a bit since last time I checked it out sooooooooooo here's this.



As an unrelated side note, I feel like when you have a decent research pawn you can really blow through the whole tree before you even have a fraction of the resources necessary to setup all the related infrastructure (I'm playing on Cassandra rough? I believe?). I'm not saying it should be addressed one way or another, but yeah, just that it feels a little off.
#3
Bugs / [BUG] Choice of food source AI
August 31, 2016, 02:47:07 PM
Cook Jagerbomb grabs some berries off the field to eat (he starts walking to some spot to eat - note that he is still walking - and the "consuming berries" status is showing). There's at least 15 fine meals available in the freezer so I tell him to stop his BS right now and haul those berries back to the freezer stockpile instead - note that he never gets to start actually eating the berries, he was still walking to his "eating spot" when I give the order, and immediately drops them to start hauling by picking up another stack of berries. He does what he is ordered, but then after dropping the berries in the freezer, instead of making sense and grabbing a fine meal less than 10 tiles away, he still chooses the berries and gives himself food poisoning. He was in the same freezer where the fine meals are sitting when he made that choice. /pullinghairout
#4
Ideas / [QOL] Burn apparel
March 28, 2016, 07:57:56 PM
Maybe this is not latest-build related (I never used burn apparel before) but I feel very hesitant to use this as there's no way to filter materials.
Even low quality or damaged devilstrand equipment will sell for decent amounts and I don't really want to burn them, however all the lower end materials I would definitely want to get rid of.

The net result is I want to use burn apparel, but I don't.
#5
Or can it sprout on soil out of nowhere after rain/time goes by?

Because if the answer to the title is yes then I'm beginning to wonder what the optimal geometry is for animal pastures, keeping strips of grass untouched so it can keep growing.

That would also be very silly looking if that's the best solution to keeping grass alive for large herds of animals.
#6
It's happened to me a few times before and either resolved itself or didn't cause that much trouble, but this game my colonists just keep dumping excess food on the door tile that goes to my freezer, resulting in a really cold dining room and freezer constantly emptying itself of its cool air. No, there's no stockpile on the door tile. I want my colonists to stop using the door as a dump because it's just really dumb. Suggestions?
#7
Ideas / Spicing up mountains.
January 17, 2015, 08:57:34 AM
So while the outside terrain has plenty of variety and cool stuff going on, digging in mountains is usually pretty boring and uneventful. I bring this up because I recently came across the cave flora mod, and I'm hoping in the future we get to see both cave flora, fauna (types up for debate) and other random things.

It would also make plenty of sense for Devilstrand to grow inside mountains, and would provide extra opportunities to balance its power, as it's a lot more work to dig around for a growing area rather than just planting a crapload early game in some giant field.

Feel free to discuss the general idea.
#8
Bugs / Alpha 8 eating off ground
December 13, 2014, 02:22:49 PM
Several of my colonists go sit on stools right next to a long table but somehow decide to eat off the ground and troll themselves with negative thoughts. Seems like a bug, unless there's a secret to placing stools and tables (they are adjacent).
#9
Ideas / Crematorium should generate heat?
December 13, 2014, 01:50:37 PM
Doesn't seem to be doing so atm.
#10
Ideas / Alphabeavers are obnoxious
December 12, 2014, 05:50:44 AM
They show up pretty damn early, and more or less coerce you into building your base somewhere relatively centered on the map just so you're actually able to respond without a 20 mile trek while it's cold/night and you still have just 3 colonists. Of course you can also ignore them but then it quickly becomes a boreal forest without trees after playing for only a few minutes which just looks silly even from an aesthetic/narrative standpoint. After all you just got done choosing a forest biome.

I don't think building my base on a specific side of the map because it looks like a good spot should make alphabeavers the biggest trolls in the (early!) game.

IMO they could stand to be significantly slower at chomping those trees down, maybe depending on how early they show up.
#11
So I searched for "migrants" and got nothing in return, hence I'm opening this thread.

This is for any mod ideas, dll and otherwise, that would allow the player to negotiate with say a lone visitor to have him join you (could incur a penalty with another faction, albeit a lot smaller than for kidnapping), or just wanderers who spontaneously want to join you (those could be rare or could have more of an emphasis on negative traits -they might be wanderers for a reason- to counterbalance) and the player has to decide whether they want to accept them or not.

Any and all ideas, proof of concept, etc, are welcome.
#12
Outdated / [MOD] (Alpha 7) Balanced Tools (v0.9)
October 23, 2014, 11:45:15 AM
This is basically a rework of ItchyFlea's "right tool for the job". The simple goal is to add opportunity costs to Tools so that they're not just a way to make the game easier, but rather items you'll want to craft only for specific colonists to take advantage of nice buffs, but for a price.

With that in mind, there are now two new research items, one to unlock the workbench and basic recipes, the other to unlock the higher tier auto-tools and their significant work speed buffs. Most tools now require at least 1 Nuts & Bolts, a new resource item you'll obtain from industrial and exotic traders as well as dead Mechanoids, and the costs have generally been tuned up.

Shinzy, who provided the textures for the original mod's tools, was kind enough to contribute a new workbench and texture for the nuts and bolts.



There are 2 things left I ideally want to add: the possibility for Nuts & Bolts to drop off of Centipedes (but not always) (done) and to show up in pod crashes. I'm still trying to figure out how to get those two done and any help in that department is welcome.

Feedback is also welcome, not guaranteeing I'll agree with it but I'm definitely open to discussion.

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#13
Now for pod drops I'm looking into the dll and it looks like a pretty convoluted process to generate these stacks of random stuff, not sure I understand enough of how it works to adventure myself changing it, but any advice is welcome.

When it comes to drops from mechanoids, I just don't know where to look. Is that DLL or can I find it in the core defs?
#14
Help / [SOLVED] Research requirement for a RECIPE
October 21, 2014, 07:48:13 AM
I would like to have a specific recipe (not a workbench) that unlocks with a certain tech

Can that be done atm? It's obvious enough how to make buildings dependent on research, but not recipes.
#15
So I made this dormitory out in the open (no cave).
Little while later I make a fancier one and move my colonists to it, and want to deconstruct the original.

My main builder gets crushed in the process, from the roof falling on his head.
Should we really need to worry about cave-ins when deconstructing our own buildings?
#16
Help / Modding AI
October 16, 2014, 09:13:21 AM
searching for "AI" is hurting my brain, so if anyone can point me to a preexisting thread or page about AI modifications, I'm looking to understand the basics of how it works, specifically raider behavior/combat AI.

thanks in advance.
#17
Ideas / Thieves!
October 16, 2014, 08:05:24 AM
https://ludeon.com/forums/index.php?topic=6903.0

QuoteSurely not every raider band wants to go for the full frontal assault strategy. Surely some would just bring along some charges, attempt to poke holes in your defense (while avoiding turrets), maybe blow up a wall or two and try to steal your valuables and make a run for it.

That would be great to have as an event (that may or may not be announced, you might need to keep track of the environment for that kind of thing).

I'm not sure how possible this is, depending on how AI works and what enemies are allowed to carry or not, but I'd sure love to see it. Mega bonus points if they can make their escape using a vehicle (thinking of buggies here or maybe small ships).

I suggested it as a mod but this really should be in the base game in whatever form.
#18
Mods / Mod Request: Thieves!
October 16, 2014, 08:03:35 AM
Surely not every raider band wants to go for the full frontal assault strategy. Surely some would just bring along some charges, attempt to poke holes in your defense (while avoiding turrets), maybe blow up a wall or two and try to steal your valuables and make a run for it.

That would be great to have as an event (that may or may not be announced, you might need to keep track of the environment for that kind of thing).

I'm not sure how possible this is, depending on how AI works and what enemies are allowed to carry or not, but I'd sure love to see it. Mega bonus points if they can make their escape using a vehicle (thinking of buggies here or maybe small ships).