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Messages - AstroChimp

#1
Quote from: theubie on September 04, 2016, 08:38:28 AM
Quote from: AstroChimp on September 04, 2016, 06:07:21 AM
Someone posted on reddit a twitch stream of a guy doing this exactly this. He would call 6 to 10 caravans at once and "harvest" them all. The silver alone would amount to 19k.
But I agree with you. I mean, there's tons of other exploits out there if someone wants to do something like it. Not saying your mod is the cause of the issue. Perhaps, this discussion(the exploitable caravan thingy) is better suited at general discussion. Anyway, thank you for this mod. It helps a lot with "friendly fire".

I finished writing and posted this mod after a nearly 48 hour insomnia period.  I'm sure I came off as a jerk and felt offense when none was meant towards me.  I am in the wrong for my part and I'm a big enough man (literally...I am huge.  I'm like a shaved Grizzly bear who can code) to admit when I am wrong.

In the end, it's a single player game.  No leaderboard or prizes or direct competition.  If someone wants to exploit anything, they can.  I just make the mods that make my game play more fun, and hopefully someone else finds them useful.

Let me start by apologizing for the size of the message because of the quotes. I'm kinda new to Forums and such. Weird, I know. And still trying to figure out this whole quote thing.
And don't worry, Theubie. You weren't offensive at all, you were quite nice taking your time to discuss that whole ordeal. Some moders heresimply ignore those kind of posts.
Anyway, thanks for your additions, especially Core Miner. Which I can't think of a playthrough without it anymore. :D And if you ever need like a "beta tester" for any of your other mods, just let me know.
#2
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 04, 2016, 04:49:55 PM
Quote from: Natirs on September 04, 2016, 04:36:56 PM
Quote from: AstroChimp on September 04, 2016, 01:14:28 PM
Quote from: Natirs on September 04, 2016, 01:08:50 PM
Quote from: AstroChimp on September 04, 2016, 01:03:48 PM
I don't understand anything about coding, and I can't even begin to comprehend how difficult it must be to code something like that.And maybe be a dumb question(probably is:D) But wouldn't it be harmful to Ludeon and Tynan releasing some part of the game core code like that?

I don't think they need to release some of the game code. I think what needs to be done is this entire thing just needs to be incorporated into the game. Seeing as how the majority of mods need it, it makes sense that it would be bundled with the game. Hire the guy on as a contractor and he works with them to make sure this is ready when a new version comes out.

That would be a neat solution. Although I don't know how viable would it be for Ludeon to do something like that, considering the costs and the amount of work it should take to implement CCL into the game itself.

Let's be honest here, the game has mod "support" yet the majority of the mods are not even compatible with the game. For that reason alone, CCL should be incorporated into the core game.

Not quite, though. Can't quite remember if it was Skully or Killface(or neither of them, for that matter lol) that said that most mods could work without CCL, especially in A15. But to add noCCL functionality would be too much work other than updating it, which makes sense....
#3
So yeah... MAI and Robots are old save friendly, as long as your save file is from 15c. :D
#4
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 04, 2016, 01:14:28 PM
Quote from: Natirs on September 04, 2016, 01:08:50 PM
Quote from: AstroChimp on September 04, 2016, 01:03:48 PM
I don't understand anything about coding, and I can't even begin to comprehend how difficult it must be to code something like that.And maybe be a dumb question(probably is:D) But wouldn't it be harmful to Ludeon and Tynan releasing some part of the game core code like that?

I don't think they need to release some of the game code. I think what needs to be done is this entire thing just needs to be incorporated into the game. Seeing as how the majority of mods need it, it makes sense that it would be bundled with the game. Hire the guy on as a contractor and he works with them to make sure this is ready when a new version comes out.

That would be a neat solution. Although I don't know how viable would it be for Ludeon to do something like that, considering the costs and the amount of work it should take to implement CCL into the game itself.
#5
Outdated / Re: [A15] [MODLIST] ItchyFlea's Small Mods
September 04, 2016, 01:06:04 PM
When you eat at the modular tables, you still get the debuff "Ate without a table"? It was the only thing that held me back.
#6
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 04, 2016, 01:03:48 PM
I don't understand anything about coding, and I can't even begin to comprehend how difficult it must be to code something like that.And maybe be a dumb question(probably is:D) But wouldn't it be harmful to Ludeon and Tynan releasing some part of the game core code like that?
#7
Quote from: theubie on September 04, 2016, 01:27:11 AM
Quote from: AstroChimp on September 03, 2016, 09:22:13 PM
Quote from: AstroChimp on September 03, 2016, 07:54:26 PM
I can finally create a killbox for the traders. MUA HUA HUA
Jokes aside, this is incredibly exploitable. But hey, good work nonetheless.

QuoteNot quite sure exactly how exploitable it would be.  If the traders die you get dinged for it faction wise, so if you put the spot in an unsafe area you're going to eventually run out of traders coming in.  Seems like a self correcting system in that way.



But you can just buy back their "loyalty" back from the money you made from killing them. Over and over. You can even call multiple traders at once. And having a killbox is way easier to deal with like 6 trade caravans at once. I mean, just being able to call a trade caravan it's exploitable enough, but having them standing wherever you want just makes your job easier.

With the addition of sappers, I don't know of any player whose plan it is to make money by coming up with a streamlined system of killing traders, converting their stolen goods into silver, then bribing the faction into liking them again so they can rinse and repeat who doesn't have all potential approaches to their base defended.  The code currently makes the caravans stop as close to your base without being inside of it as they can figure out.  This extra piece isn't really making that much more streamlined for this kind of player.

Having said that, yes a player could use this to better do the above.

Someone posted on reddit a twitch stream of a guy doing this exactly this. He would call 6 to 10 caravans at once and "harvest" them all. The silver alone would amount to 19k.
But I agree with you. I mean, there's tons of other exploits out there if someone wants to do something like it. Not saying your mod is the cause of the issue. Perhaps, this discussion(the exploitable caravan thingy) is better suited at general discussion. Anyway, thank you for this mod. It helps a lot with "friendly fire".
#8
Started a new colony with both bionics eyes and a exoskeleton suit implanted trhough Prepare Carefully. Both eyes lost their debuff (Just Installed and Accostuming) but the exoskeleton suit is still with it's debuff(Just installed). It's been a year now since I started that colony.
#9
Quote from: AstroChimp on September 03, 2016, 07:54:26 PM
I can finally create a killbox for the traders. MUA HUA HUA
Jokes aside, this is incredibly exploitable. But hey, good work nonetheless.

QuoteNot quite sure exactly how exploitable it would be.  If the traders die you get dinged for it faction wise, so if you put the spot in an unsafe area you're going to eventually run out of traders coming in.  Seems like a self correcting system in that way.



But you can just buy back their "loyalty" back from the money you made from killing them. Over and over. You can even call multiple traders at once. And having a killbox is way easier to deal with like 6 trade caravans at once. I mean, just being able to call a trade caravan it's exploitable enough, but having them standing wherever you want just makes your job easier.
#10
General Discussion / Regarding Tech Level for non tribals
September 03, 2016, 08:58:49 PM
While I understand not having a high tech level starting out a new colony, but when you're almost at the bottom of your research tab, shouldn't you be able to "upgrade" your tech level as you research/achieve a certain point in game? I mean, even in your late game. What's the point of showing us that there's a tech level 'tier' if we can't go up in it.

The only explanation I can find is that it is only a "place-holder" for future features in the game.

And, btw, not a native english speaker. So I'm sorry for any mispelled words or grammar errors. :)
#11
Is save file 0.15.1284 A15c? If so, is it safe to use MAI and the robots with an old save?
#12
I can finally create a killbox for the traders. MUA HUA HUA
Jokes aside, this is incredibly exploitable. But hey, good work nonetheless.
#13


I know. I needs mah cleaning! :(
[/quote]

Yep. It gets REEEEEALLY annoying when all the colonists I get are incapable of dumb laber. GRRRRRRR
#14
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 02, 2016, 01:11:53 PM
Quote from: kaptain_kavern on September 01, 2016, 10:38:00 PM
Am I the only one that wants more drama in order to have more mrofa's drawing?

We should start a Drama thread. Some illustrations might even pop out. :D
#15
So... from what I understand, no robots for A15 yet? :(