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Topics - Killaim

#1
Mods / 17? 16?
May 17, 2017, 10:49:49 AM
I see that there are Version 17 mods out. but the 17 has not been released yet.?

are these just preemtive mods for the upcoming release? they dont work with 16 right?
#2
in mod folder picked workshop files just keep blinking "downloading..."

waited a long time and no progress.
mods were working earlier when suddenly this happens.
#3
i tried looking for a mod that makes dogs (especially!!) less proned to barking or making noises.

even maybe just making animals in general less noisy.

my colony is super loud from dogs.

anyone know of such?
#4
Mods / [MOD REQUEST/SUGGESTION] Tech upgrade
July 18, 2016, 04:01:29 PM
unsure if there is a way ingame currently to advanced in tech levels from the neolithic and up.

but would be neat with either a special research item to upgrade it (with requirements of other techs before it)

or you purchase something from a trader that allows research to progress to another tech level.

like a datacore or a special research bench part.

thanx hope i diddent suggest something to dumb.
#5
General Discussion / Boomalope Herding gone bad
May 19, 2016, 11:06:19 AM
i was having a big succesfull base.

had for the first time decided i wanted to have boomalopes as animals. (not sure if mod but) could then harvest their explosive liquid and sell it

everything was happyness.

i suddenly realised though that i had a gigantic herd of boomalopes inside my mountain base coraled into a room and brought hay to them. ...alot of boomalopes..

i thought..wow..wait if one of those dies from like natural causes...my base will turn into a crater.

so i found a big wide open space next to the base that was not connected to the open and let my boomalopes run free and wild.

...but ofc i made sleeping area for them ...and they all gathered there at night....and then

DRY WEATHER LIGHTNING STRIKE! INTO THE HERD SLEEPING !! EXPLOSIONS! FLAMES EVERYWHERE! THE SHILL SCREAKS FROM THE POOR BURNING BOOMALOPES RUNNING AROUND IN A PANIC EXPLODING MORE AND MORE.

that side of my base would never look the same again.
#6
so i noticed that all the centipeeds are near impossible to finish off.

their overall healthbar ticks down alot but when its at like 5%(ish) then it will get hit but it just wont die.

had 20+ people shooting the crap out of several of them and they refused to die despite being mauled to pieces.
it took waaay to long to finish them off and they still functioned farely well to hit my people with aoe and gatlings and whatnot.

is this a bug or a feature ? O . o ?
#7
Mods / [SUGGESTION] Hold your fire.
May 03, 2016, 07:58:04 PM
basically a on/off button for colonists to not shoot (but remain in drafted mode)

to many times have i sent my animals/brawlers into the front lines when i really wanted my gunners to hold their fire without having to move them or undraft them.

would be neat. thanx.
#8
Stories / My unlucky sad colonist
April 13, 2016, 10:02:16 AM
he was one of the people that arrived with the landing pod.

he had his wife along.

eventually as the colony grew - he got into a fight with a new guy he diddent like (lost a eye in a fist/equipped gun fight)

later his wife cheated on him with another guy - anger and divorce.

got gutworms disease.

got a (forgot name of disease) pain and bad movement.

a tribal raid - his mother was in the attacking group... but how.. he arrived in a landing pod.. his mother was allready here.?..

she died by rocket to the face

he is very sad and very unlucky.
#9
Mods / color changer for clothes ?
January 10, 2016, 06:51:57 AM
hey ive been away for a while.

wasent there a mod that enabled to change colors of apparel ? i definently remember it being a thing but i searched forums and nothing.

the closest thing to it is the EDP prepare carefully where you can color the starting clothes .

am i completely horrible at search functions or general looking in the game o.o?
#10
hey - i was enjoying the SK hardcore mod.

but the tarantulas are way to weird and op and annoying.

i would like to remove them or perhaps just make them non hostile towards anything.

loosing hunters left and right to them

what files would i need to edit or add to remove a entity or even adjust its behavior ?
#11
Mods / [mod request] disable no haul trait
April 12, 2015, 04:04:14 AM
as title states - i really hate when i get to many colonists that cannot haul.

id prefer more logical reasons to no hauling.

but ill settle for a disabling of the trait that prevents hauling.

so everyone can haul

(hope it doesent affect injuries like a guy without arms, im fine with that)
#12
Ideas / Hauling (impossible/annoying/painfull)
March 16, 2015, 07:16:34 AM
Hey i would like to  suggest a rather big change to how hauling and hauling trait influences works.

Short Version

If colonists have a trait saying :

No hauling : mood penalty if hauling occurs.

If colonists have a health issue :

Bad back : slower movement hauling (even more than usual)
Missing 1 arm/having bad proteses : Slower movement (perhaps not able)
Missing both arms : well obviously (actually not sure if this prevents it - think it does)
etc etc.

Long Version

the no hauling trait always made me annoyed when i saw a colonist with it.
I mean i get its there for gameplay reasons, and even for reasons such as a nobleman,soldier or lazy person would not want to haul items.

but i would much rather see it effect colonists differently instead of the "IMPOSSIBLE!".
colonists should get annoyed/angry if they for various reasons have it apon them to not want to haul things,
A nobleman would not want too sully himself with hard work perhaps.
a soldier serves as a warrior/hunter not a worker (though they'r still somehow able to haul animals back)
but instead of making it impossible to do hauling from traits it should instead give mood penalties (stacking up)
and like the hunter warning of (no guns) or the brawler (range weapon equipped)
there should be a warning telling someone with Hauling No thanx trait is hauling.

it just makes more sense to me this way.

then there are health issues for hauling
if a colonist is either missing limbs, fingers, bad prostese, bad back, damaged torso, legs etc
they should suffer movement penalty, and with the bad back it could even give a mood penalty as the pain is making the colonist suffer.

this of course also could expand out into other tasks (building,growing etc) - each tasks giving a different mood penalty so if you force like a noble who wants to do none of these tasks he will quickly go into the red - and ofc also impossible for any skill learning in said skill.

I thank you for reading this far - i hope i explained it well enough with few typos.

Thanx!
#13
Mods / Mod suggestion - No hauling trait change.
March 07, 2015, 09:07:21 PM
Hey ive been playing and got a colony that had way to many people that used the very very stupid trait "cannot haul"

I never liked this trait since it somehow makes it "impossible" to haul things.

there could ofc be reasons why this is
"feeling better than others dont wanna do manual labor"
"issues lifting things - bad back, weak body etc etc."
"missing both hands"
"missing both hands and jaw (could like bite onto things to haul)"

Now most of these things above could actually be handled in other ways.
bad back ? yeah that health issue could make hauling impossible (or alot slower)
i think missing both hands allready handles that (havent tried really)


But! here is my suggestion!

People who refuse to haul (for reasons beyond physical reasons)
should be able to be "forced to haul (right click) but if you do it they get upset and take a small mood penalty

Here to act it out two pawns.
Soldier : "dude i am a soldier! i refuse to demean my self to carrying things!"
Hauler : Soldiers spendt alot of time really managing storage you know
Soldier : "...shut up!"
Hauler : and also when you go hunting and shoot things what do you do with the hunted carcass?
Soldier : ".......Shut up!"
Hauler : now...go pick up that pistol and put it over there
Soldier : "....mumble...stupid.....mumble"
Noble : " they made me pick up 2! 2! meals! simply herendous!"
Soldier : "....shut up..."


so if someone could somehow make the No haul a mood penalty instead (perhaps even protest moving slow because of it)
and give bad back damage a condition that prevents hauling / or slows down movement severly doing it

Thanks for reading all this!
#14
Ideas / Heat/cold overlay
December 17, 2014, 03:35:20 AM
would be nice with a overlay you can look at to see temp of areas

perhaps limit it to be shown only in homezones to lower fps lag?

would make planning out cooler/heater placement

thanx, thats my suggestion
#15
Ideas / Work zone - assign colonists to zones
October 05, 2014, 04:30:13 PM
sometimes i want my pawns to focus on something perticular - like crafting - but also to move goods around in my building hall.


i would suggest a new zone tool where you can open a menu to the zone and pick colonists to focus on that zone before any other tasks.

so if perhaps if you have a area you reaally need hauled stuff from but the colonists are picking other closer jobs first.

then you zone the area and pick the colonists and they will look in that zone first before any other jobs.

think this would be a good addition to manage your pawns.

thanx for reading.
#16
Ideas / extra option for zones [Even distribution]
September 06, 2014, 09:14:12 AM
a settting for zones to hold items where if set to

[Even distribution]

the colonists will do their best to make sure that each zone with this setting has a even number of items picked in the menu.

so if there is a total of 100 potatoes and you set 4 zones with this spread out over your colony.
the colonist move 25 potatoes to each of them.

thats my idea thanx.
#17
Ideas / Suggestion - Corpse mood effect
August 30, 2014, 06:06:12 PM
should alter the various stages of corpse decay.

Recent dead : bad mood effect
starting to rot : Very bad mood effect
Rotten : Extremely bad mood effect
Skeleton : less bad mood effect
#18
Ideas / Passing/Visiting - moods
August 22, 2014, 04:05:45 PM
hey there - got a suggestion for how passing and visiting people might be improved


i noticed when on big maps and if the area if littered with alot of dead people and passing/visiting people come through they will almost always become psycotic and start to kill each other or just give up and leave.

but it also causes those that dont give up or become psychotic to stand still where the psycotic guy happened (cause they need to stop and shoot him)

this then causes a spiralling psycotic blob to form where they will stay and murder/leave each other

My idea for this is as follows

Perhaps give the travlers a mood bonus
various exambles

1. Prepared for a hard journey
2. Determined travelers
3. Leader bonus (someone is guiding them giving them a bonus (he dies . bonus gone)

same could be done with visiters unless the meaning of visitors were to actually present as a group of hungry people looking for a free lunch (and then you should try to feed them or suddenly you got a spiraling murder blob on your front porch (happened to me - was hillarious but it  also blocked my people from going out side - and the cleanup was also hard)



But in summary

Give travelers a mood buff to perhaps prevent spiral psychose
give basic visitors a mood buff too (visiting neighbor)
add refugees looking for food (new event)

thats my long wall text and idea - thanx
#19
Mods / [request mod] Cybernetic suit / borg
August 04, 2014, 02:36:05 AM
basically a piece of clothing that when worn removes the need for food/morale good armor defences

now - the suit can be "forced" onto a prisoner -

penalty from suit is lowered move speed

instead of food you need energy from a charge station like the one in MAI mod.

suit can be constructed

Let the collective be born :D
#20
Ideas / Ship building (trader ship)
July 21, 2014, 08:06:57 AM
hey there.

i was thinking that the ship construction should have a alternate usage than just escape.

add cargo containers to the building options for ships and then the ship will take off go into orbit and wait for cargo to be loaded into it and then you sent it off to other colonies/planets/systems with trade possibilities.

it returns after a while and shows what it has earned/collected depending on the options you set it for.

like go and get silver only - or trade for goods and return them here.

events such as your ship has been delayed/*destroyed in battle/*won a battle and took loot/came across a wrecked ship and looted it/found a couple of survivors on another ship etcetc.

(*a new building item weapons and defences which increase chance of this being positive event)

Of course loosing the ship would be a gigantic loss but it should be possible.


thats my idea. thanx.