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Messages - Viken

#1
I also have the same problem Mrshilka.  The medium and industrial coolers don't seem to work.  Plus I couldn't figure out if it were possible to connect them to the piping system in the first place, which would be a nice feature.  Lol.
#2
Cybernetic Storm should be loaded AFTER Glitter Tech in order for them both to work properly.
#3
Will Industrialisation work with mods like Nu Metals and Glitter Tech that add new ores/metals to the game?
#4
Heh.  I tend to skip right over bionics and nanotech-level stuff anyway.  I wanted the major boosts from cybernetics, and pushed until I could install/replace EVERYTHING on one of goons just to see what it would do.  Ooooh boy was I impressed.  At normal speed, it was like my goon was at x3 speed. Hahaha.

Most bionics tends to be more like implants though.  Muscle implant for muscle-twitch response speed and strength, bone replacements, installed weapons and internal batteries.  It tends to be rather rare to want to replace an entire body structure cause of the added weight and whatnot.

And yes, I'm a sci-fi nerd. Heh.  This is some of the stuff I love to think about when I get right down to it.

PS: I tried to write up my own three-part implant extension into the mod but kept getting errors myself. Heh.  I cannot say I'm big into coding, even in XML, so it isn't that surprising.  Its why I requested the new brainz and perhaps work on the extra implant slots. Lol.

Majesty: Perhaps instead of removing the arm for your bionics suggestion, its removed during the surgery and then 'used up' when installing the bionics instead of leaving an arm hanging around?  It makes better sense than cutting it off before hand.
#5
Please update for A9.  I like being able to make lavish meals and the like; but manually assigning hunting is killing me~
#6
What about switching some of the crafting over the bulk instead of lowering the crafting speed? So far almost everyone is crafted 1 at a time, and that's good for somethings.  But nanomites, for example, are used in just about EVERY advanced recipe.  So why not up the materials they use to craft by a third and then have them craft in bulks of 5 or 10 instead of 1?

It would especially be handy for the smaller 'pieces' that Majesty mentioned.  Crafting 5 gears, servos, microchips, etc... at a time instead of one at a time.  Realistically, just the arm from the shoulder to the wrist would require tens of gears and at least three servos to produce a bionic/cybernetic arm.

Also, I noticed that I cannot use the cybernetic hands I've crafted. Are they used up when installing arms to my colonists?
#7
I greatly enjoy the Cybernetic Storm mod, but I'd actually like to see more Brain types; for example 'Worker Drone' brain and 'Calculation Brain' (research) and the like.  It'd be cool to put specific bonuses on those. Heh.

Also, any way to add in more implant slots? I'd like to have a fighting implant as well as a visual-audio one installed at the same time.
#8
I've been waiting for this and the other Mining&Co mods. They looked cool but was bummed when they were still only Alpha 8 compatible.  Now that's changed though. Mwhahaha.

I would like to suggest either an upgraded version of the Force field, or perhaps an extension that be attacked to any (hopefully with other mods, too) walls so they can be used to protect whole buildings, like defense bases or power stations.  That'd be cool to see.

Also, powered shield armor? Using battery packs or the like for personal deployments would be cool. Haha.