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Topics - OldVamp

#1
as title says
I noticed it once, when I reopened the trade window to confirm it didn't happen a 2nd time.

One colonist was carrying corn to the trade stockpile
it appeared twice in the list at the stored amount, and the carried stack amount
at different sell prices.
#2
Ideas / power poles for long distance power
February 01, 2015, 06:15:11 PM
I often seem to need the power from that remote steam geyser, so I have to run power across the map, laying a five lane highway and firebreaks so they don't burn like a fuse all the way back to the base.

It would be great to just plop down a 3x3 'power pole' which used a similar amount of resources, and the wires would 'dangle above' the ground an be non flammable / interactable.
They could have a limited range which they could connect between, and only in straight lines.
They could have a high work amount to build, or cost a ton of materials to offset the benefit.

[attachment deleted due to age]
#3
Mods / [Mod Request] Custom Mining Brushes
January 27, 2015, 10:34:01 PM
I would like an interface to make a brush to mine out a hydroponics bay

Ideally this would have a blank 'build area' is and a point marked where the cursor would be that it could be rotated around.

You fill in some squares where to mine and it gets saved to a brush you can select with the mining brush tool.

An ambitious expansion would be to make building brushes, where you put what you want to build on a little build area that works in a similar fashion.

[attachment deleted due to age]
#4
Ideas / forbid and unforbid paintbrush, diagonal drag
January 24, 2015, 09:32:53 PM
I think a 'paintbrush' for forbidding and forbidding would be super useful for large piles of corpses and items.


Also if I could hold down a modifier key, ctrl, shift, alt and have the wall / floor brushes draw diagionally, that would be fantastic.
#5
Bugs / Hat stacks
January 24, 2015, 10:26:32 AM
on rare occasion raiding pawn groups will spawn with multiple hats:

see post
https://ludeon.com/forums/index.php?topic=5192.msg95961#msg95961
plus 4 more
#6
Bugs / second siege operating claimed mortars
January 23, 2015, 03:37:25 PM
I claimed mortars from the first siege and left them.
A second siege came and started operating them.
I pointed them at some unclaimed structures and they kept using them until the attack.

They should likely:
not use the claimed mortars
or
reclaim and re-point them
#7
Bugs / persistent door bashing
January 16, 2015, 07:44:03 PM
raiders continue to try to bash doors open to get into the base when the rest of the raid is retreating.
once the door is destroyed they flee.
may not really be a bug, not sure.
thought they should stop and flee.
#8
General Discussion / Show us your killbox
January 14, 2015, 03:07:35 AM
Show us your killbox  :o

Please keep the images small or host them off forum so we don't take up all the storage / bandwidth and or anger the hardworking moderators.

This image is a cropped,
re-sized to 600 pixels wide,
128 bit color pallet,
no dithering,
.png (portable network graphics)
54kb before upload

I have 30 colonists in this colony
they are armed mostly with R4 charge rifles and m-16's
I keep around 3 with m-24's for picking off sythers that tend to loiter outside the base without attacking.
this killbox started off on the left with 2 wide turrets and expanded right
it is currently handling around 60 pirates with minimal repair
2 - 5 turrets, 0-5 sandbags, 2-3 granite walls

[attachment deleted due to age]
#9
Ideas / remove name from world name pool after death.
January 13, 2015, 06:27:37 PM
I don't know how may times I have killed that hayhouse guy, but he keeps coming back for more..

but yeah. once a name has been seen and killed don't reuse it.
unless maybe its 'son of hayhouse'  ::)
#10
Ideas / after launch reset
January 13, 2015, 06:25:05 PM
reset research and time after the ship launches

this way if the base is still intact when a random person joins the colony you can play it over, but research will have to be redone.

If the buildings are still there you can use them, but not repair or build them.

maybe also add an event where someone from the existing factions could leave their faction and take over the empty base. (automated or player run)
#11
Ideas / morgue tasks
January 12, 2015, 04:06:47 PM
new category of 'skill' morgue, mortician, undertaker something like that
for carrying bodies to the incinerator and other related tasks

a new morgue table (workbench) where you can set a bill for which kinds of clothing to strip off corpses

this will allow us to set pawns to do these tasks without preventing good crafters and haulers from doing their jobs because they cant handle bodies.
#12
Ideas / Captain Hook
January 10, 2015, 11:06:01 PM
need a cheaper option for missing hands.
the hook
similar to peg leg
#13
Ideas / pier / dock (fertilizer pump replacement)
January 08, 2015, 07:43:14 PM
Allow the building of piers which consume wood for pilings
this will allow us to build over marshy areas but not farm on them
they could be built over water for bridges
A similar mechanic to 'smooth floor'.
They could burn and turn into impassable 'muck'

This maybe even could be a route to add fishing later as a meat source.
#14
Ideas / clothes listed by cloth type
January 07, 2015, 01:38:49 PM
i want to burn all clothes that are not devilstrand , hyperweave, or power armor.
#15
Ideas / rotten (spoiled) subcatagory
January 06, 2015, 10:58:35 PM
The
[v] allow rotten
works okay but i would like a whole subcategory for rotten spoiled.

Or maybe a
[v] allow fresh

so my fresh kills don't end up next to the incinerator and get destroyed when the stockpile has a higher priority.
#16
Ideas / All plants growable
January 06, 2015, 04:02:54 PM
I'd like to be able to grow the agave and cacti in the desert biomes.
Maybe through some research? "Native Plant Cultivation" They could get a growing boost for being in their native biome.
#17
Ideas / UI Measuring System
January 06, 2015, 03:54:33 PM
measuring tape
I would like to know how far I have dragged the cursor (squares) in the x an y direction for building walls and rooms.
Similar to the resources used displayed when dragging but would also count the squares that already have something in them for building over/extending existing walls.

area
I would also Like to know how many squares are in a zone. For balancing growing areas and such. Zones can be non symmetrical so it can be harder than width x height to count squares.