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Messages - shadowstreaker

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1
I installed the main mod and the defence mod. The defence mod clearly works, but when I shoot my guns, it doesnt show me any way to reload. No reload prompts at all, even though it says "out of ammo" when i shoot at animals. What have I done wrong.

Load order - https://gyazo.com/8ad7e24a523dad47aa3847fef3f6aeac

You are using an old version of Rimfire/CR compatibility patch from the looks of it, the one you are using is an older version meant for Alpha 12

2
How feasible is it to add a loadout like system that works with an equipment rack or similar?

Because with the bulk changes and such it would be nice to set up armories, but i would like to control how much ammo is stored in a stack for each soldier. For instance, I would like to keep 3 assault rifles with 3 separate clumps of 100 ammo in a forward armory, so that when i get attacked i could draft, pick up the guns and the ammo amount i want and then they'd be ready, so that i don't need to keep them running around with a gun and ammo and cluttering up inventory all the time

3
Outdated / Re: [MOD] (Alpha 8) Automated healing
« on: January 26, 2015, 04:20:57 PM »
The idea I got from this is the Auto-Doc in the Fallout universe.

In case you don't know what it is (you might) it's a robot with the tools attached for medical procedures, but older ones can get a bit... erratic and dangerous, essentially going insane, but its specialised for medical procedures (Which ofc makes it amazing in CQC).

But I guess this would verge a bit too close to MAI

4
Outdated / Re: [Mod](A8) Heated Floors v1.0 Dec. 16, 2014
« on: December 16, 2014, 07:58:20 PM »
Would another version that uses steam directly be possible? like you can build a network of them from a steam vent and it'll warm up that whole network of them? Much like the way Romans were known to heat up houses and baths

5
Outdated / Re: [MOD] (Alpha 7) Faction - Norbals "Vikings"
« on: December 03, 2014, 12:26:40 PM »
Would a Roman style faction where all peons have similar style traits and abilities to eachother be reasonable? Or can you not set a range for the traits they get and so on?

6
Could you potentially attach the alert alarm to a network and make it act like a switch? Like it can be used to turn on the power to turrets, doors and shields when an attack occurs, and off again when the danger subsides?

7
Outdated / Re: [MOD] (Alpha 7) Thingamajigs v1.1
« on: October 13, 2014, 02:23:58 PM »
I think you should do a hoe, simply for the joy of being able to say "Where my hoes at"

8
I can't seem to find a way to disassemble clothing, neither the hyper loom or the tailor's workbench give the ability to, and none of the merchants are coming up with hyperweave. I'm assuming this isn't deliberate?

9
I just find it funny how creatures will try and eat the jars of blood, but for whatever reason they cant so they just sit there trying to until they die of starvation

10
Outdated / Re: [MOD] {ALPHA 7} Wonka Corp - by JuliaEllie (12.10.14)
« on: October 12, 2014, 06:47:38 PM »
Meant Willy Wonka... ik my willy isnt big enough

11
Outdated / Re: [MOD] {ALPHA 7} Wonka Corp - by JuliaEllie (12.10.14)
« on: October 12, 2014, 05:45:26 PM »
Add a willy statue

12
Outdated / Re: [MOD] (Alpha 7) MaterialCrops - Grow stuff and things
« on: October 11, 2014, 07:23:19 PM »
I'd say about hmm 2000 metal?

Edit: Actually, accounting the very low number of actual colonist time put into it, I'd say closer to 1500

13
Outdated / Re: [MOD] (Alpha 7) MaterialCrops - Grow stuff and things
« on: October 11, 2014, 06:41:34 PM »
So 8.32 days of growth, roughly? mid size field of say... 8x8 so 64 (My average size field), 64 x an average of 3 crops per growth cycle, so you get 172 crops, thats 44 solutions, so in just over 8 days + processing time, on average you'd get about 7200 metal or just under half that in silver, seems a bit powerful to me (And sorry I spammed with all that maths, just wanted to show how I'd value the plants), maybe make it 1-3 crops per plant instead? Just my thoughts

14
Drone core things for brain? That's this mod, it allows you to share skills across all colonists who have it, provided you have the hive mind, but they wont be able to research anymore

15
Your welcome :)

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