Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Mendel

#1
Bugs / A15 Turrets not targetting hunting animals.
August 23, 2016, 11:39:33 PM
I mean they will target mad animals and manhunter packs but when a single animal just starts hunting my pet when the animal is hungry, my turrets do not seem to react at all.

It´s frustrating when a wild arctic fox kills my fully trained hauling animal while easily within the range of my turrets. happened a couple times. both times it was too far away for my pawns to run to the rescue from the other side of my base.

Also, it would help if it was possible to manually assign targets to turrets.
#2
Ideas / More priority levels
August 20, 2016, 04:12:29 PM
I want more than 4 priority levels for work assignment. I see no reason why I cant really give exact order to all the work. 4 is quite not enough. I would sometimes need 5 or 6... even 7 but I see no reason why there would not be as many as 9 selectable priority levels. 

is there a mod for this?
#3
Help / How to make a mod? (Theoretical research mod)
August 14, 2016, 03:49:52 PM
I want to make a mod that adds one research option. The research option in question would be "theoretical research" that costs 9999999 research points to finish and adds nothing to the game except being a research option that you can research to get researching exp to a scientist when you have no other sensible thing to research.

I made suggestion about that here: https://ludeon.com/forums/index.php?topic=24139.0

I would like to make the simplest possible implementation of this myself if nobody else has indeed done this. Mostly because I want this in a game but also because I want to learn how to mod. I would imagine this might be as simple as adding a few lines of text to some cfg/ini/whatever file.

Where should I look for help on how to do this?
How do I get started? I have never modded a game before but I know basic computer stuff, I have used computers all my life and played a lot obviously.

I might need help for both of these things too:
I want the mod to be visible in the menu where I can easily enable or disable it.
I want to be able to publish it in steam workshop.

Any help would be appreciated, thanks!

edit: This might help someone from the same bit of headache that I had:
I was trying to update the mod but could not because the upload to workshop button had disappeared.
solutions: Turns out the button only appears if I have developer mode on in the options.
This might seem obvious to some but it was not to me :)
#4
General Discussion / Post your most valuable item
August 14, 2016, 12:30:11 AM
I was happy to see this


Now I just need to get a trade ship :)
#5
Ideas / Theoretical Research, epic art
August 13, 2016, 12:20:39 PM
update: I made theoretical research mod, first implementation just adds a dummy research option of sorts. You´re welcome to try it if you want to. Basically this accomplishes nothing but giving xp to your researcher pawn like any other research option would... but this will almost never complete so you can keep researching this when everything else has been researched. It´s not quite what my original idea was but it might be better than nothing. :)

http://steamcommunity.com/sharedfiles/filedetails/?id=746660838




original post:

Thing #1

So I ran out of things to research and now my scientist is effectively reduced to a cleaning lady. This breaks immersion somewhat.

So, add a theoretical research option!
For a start this might also give bonus to future research so you might want to research some theoretical research even early on.

Have multiple/infinite chained theoretical research options that are increasingly expensive to research and give less and less bonus ending up with researching just for the fun of researching and get no advantage from that other than the "fun" a passionate pawn might get from that.

For example, you can choose to research theoretical research 5 that gives you +2% research speed if you cant afford the multi analyser and ran out of less advanced things that you want to research or flat our researched everything that doesn´t need one.

You can still research theoretical research when you have ran out of things to research so your scientist can still have fun times researching the digits of pi or whatever.

You could have theoretical research that can be done on a basic research station and advanced theoretical research that requires advanced research station.

Thing #2

Even larger pieces of art. Something absolutely massive like building a pyramid or a ginormous statue outside. Something that will keep an artist occupied for years. Would be so beautiful if done by a skilled artist that it would be the best ever place next to your horseshoe pin :)
#6
Ideas / add easter eggs / calendar events
August 08, 2016, 05:54:34 PM
So yeah, my suggestion is that the game would be aware of the calendar of the real world and give us special events on special days.

Like so:
On Easter it would be massive amounts of chocolate falling from the skies on cargo pods and you would get a lot more bunnies.
On Christmas you would get a visitor: santa claus and he would bring some plasteel presents.
On Halloween you could get a pawn turning into a vampire and a ghost of a dead colonist would visit the colony
... and more such things. you get the idea.

...And make some of these events really rare so they would be special indeed!
#7
Do bigger maps have bigger total amounts of mineable resources? Or is there always a random amount of minerals and the amount is not changing depending on the map size?

As in, are smaller maps more dense in minerals or is the density of steel for instance not affected by map size?

So if I want to not run out of steel and components, should I start on a bigger map?
#8
Ideas / Automatic hauling methods.
August 08, 2016, 05:36:53 AM
I think hauling things is now too time consuming.

-Conveyor belts. Put a thing on one end and it will travel to the other end.
-Automatic hauling robots. (Maybe tamed sappers or such)
- less than 8/8 requirement for pet hauling
#9
Stories / just a little bit of a story
August 07, 2016, 06:48:57 PM
So a picture tells most of the story but I´ll also tell what´s going on here

Vere, I call him mister fancypants now though, he always wanted a fancy bedroom.

So I thought I´d give him carpets and statues and such. Here he is sulking on his fancy seat next to his personal table, dreaming of actually impressive bedroom. So. I was trying to make it bigger but its a bit of a work in progress. He is not impressed.

Meanwhile Raven, one of my former prisoners was the only person in the base without a light in her bedroom. She went pyromaniac and marched right into mr fancypants room and tried to set his fancy seat on fire. repeatedly.

Luckily though... Wicked, the crime lord who just recently meleed a crashed ship down is on duty to protect his client mr fancypants. You see, mr fancypants sometimes lets Wicked in his room to watch his statues. So wicked put the fire out every time.




Okay so I ended up having to draft him so he doesnt go to do other things but yeah...

#10
General Discussion / Crash ship wall solution
August 07, 2016, 06:24:59 PM
I´m sure you guys have found this or something similar ages ago but I figured I´d try meleeing the crashed ship.


http://images.akamai.steamusercontent.com/ugc/1625057006714464319/B1EF7D82755CCA2A99043633F8C45811669D04EE/

I was playing this on cassandra rough with permadeath and I was desperate. Idea is to sacrifice one person for the greater good. Couple people go and wall themselves in next to the ship. (though I now realize you should ideally not have them on the same side like I did here cause they might get mood swings and attack each other)
Then a third person goes and knocks on the ship. The bad guys attacked the knocker guy, then they did a bit of wall destroying and... they did not go after the melee guys, instead they went on to attack my base!

edit: no wait, I explained this wrong, the third guy is inside the walls to the left of the ship first, he knocks on the door, the enemies appear in that area and then before they kill the surrounding walls and while they are doing it that is when the other two guys wall themselves in next to the ship. I had that  should have taken video of this :) Anyways I had that 3 wide wall section built and guys outside of that whole wall complex and they destroyed the walls and remade some of them while the enemies were trying to destroy the other walls. then they just wandered for a while and started attacking my base as I started meleeing the ship.


This is exactly dream scenario cause that means I was able to kill the mood swing ship and the enemies attacked my turrets!



Basically at this point I had not got any weapons manufactured whatsoever for my guys, I was relying on the turrets, I didnt know how to use mortars (lol) and this was the first time I was able to not lose the game due to this ship :)

btw I started making a lot of stone bricks very early on and kept making them instead of dumping the "mining waste" stones. So when the ship landed I was able to make a small stockpile of building material out of stone right next to the ship so building walls was relatively quick.

Now I can think of even smaller scale wall solutions that would likely work with as little as 12 or so wall pieces now that I know the logic of how this works... or I think I do.

Anyways. Wicked, crime lord, meleeing crashed ship... Thug life, no? :)



#11
Ideas / Metal detector tech
August 05, 2016, 02:40:08 PM
research a high level tech that makes you able to detect metals such as steel and components on map so you will know at least roughly where to dig.

I dont want to just cheat and add metals to me but it is really frustrating to play as it is now. Im playing on cassandra rough (permadeath) on mountainous map and at some point I just stopped finding any steel. I have mined around almost every mountain on the map and I have digged made many more huge rooms than I need for colonists near my base and put lamps in them in order to avoid infestations. I want to avoid blindly making long unlit corridors for this reason.

I have no steel to make weapons, I have smelted every slag and all the raiders weapons. I can barely even keep repairing stuff, let alone making new. One infestation came during solar flare and 4 of my turrets that I hauled into corridor near the infested room got destroyed and that is a huge disaster, I can remake maybe one or two to handle the next raid...
#12
Ideas / Brawler with burning passion for firearms
July 25, 2016, 10:33:06 AM
So I clicked random until I had a guy with 10 skills in shooting and a burning passion for it... but I didnt notice before too late that he was a brawler.

So I had a guy who is great at shooting and has a burning passion for firearms but he gets a massive mood penalty whenever a firearm is given to him... I have my doubts about whether this is something that should be possible or not.

I´d say you should only either have a passion for firearms or be a brawler. both at the same time makes little to no sense.

Well, anyways... He died to a raid while taming a turkey. He had not brought a firearm with him. He did however bring some corn.