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Messages - lc-soz

#1
Quote from: SteelRev on November 06, 2016, 12:18:00 PM
My pos laptop doesn't lag from this mod. But 80 warg manhunter packs make a big fps  drop

My tip is delete yours "deadpawns" from your save file, here is how with images (look for my reply, there's more than one):

https://ludeon.com/forums/index.php?topic=26906.15

If you want to delete "<pawnsalive>" read all my replys, in my computer deleting almost all of it double FPS in comparasion when I deleted only "deadpawns" (which increase in like 50% or something).

I have a 3 years old notebook with very bad hardware and this works just like magic!
#2
Quote from: Supes on November 05, 2016, 09:28:06 PM
1.1.1.7
AI Trade reports

That's exactly what I needed!! Thank you!  :)
#3
General Discussion / Re: A16 Hype
November 05, 2016, 10:58:14 PM
Would be very cool if in the middle of a huge raid (wednesday on Randy Random) it was possible to settle in other place and come back later to get the rest of your destroyed colony.

MAN I'm so hyped.  ;D ;D ;D
#4
Quote from: kspdrgn on November 05, 2016, 07:31:53 PM
http://imgur.com/a/3zKIB
A loop is very useful for moving supplies from A to B or for spreading supplies around to multiple stations. You can put everything-goes stockpiles all along it so haulers have very short runs. Just make sure there's a pusher and a stockpile ready for anything that ends up on the loop.

This colony looks very good, congratulations! My only fear in doing that is to see my CPU melting..
#5
Ideas / Re: ideas
November 04, 2016, 09:29:46 PM
Quote from: general_kitten on November 03, 2016, 09:00:13 AM
-slavery you could put your prisoners to slavery like hauling cleaning or mining

The unfinished mod Prisoners & Slaves.

Quote from: general_kitten on November 03, 2016, 09:00:13 AM
-raid the raider bases
-raiders could make new bases
-expand the area of your base in the later game you may want more space for your ever expanding colony and mining operations

Apparently it will be possible in the A16 update!! Cool, isn't it?

Quote from: general_kitten on November 03, 2016, 09:00:13 AM
-better threading? i know this is hard but if im right this would improve the pereformance on bigger maps and so on i have maybe one idea that may help: pawn ais spreaded to multiple cores
-pawn ais spreaded to multiple cores

Is not as easy as it may sound... But I'm really thinking about learning C# just for improving it!  ;D ;D ;D
#6
Outdated / Re: [A15] [v 1.0] German Wehrmacht
November 04, 2016, 09:06:58 PM
Would be cool an URSS theme. I would love to destroy Stalin troops. :)
#7
General Discussion / Re: Colonists Not Eating at Tables
November 04, 2016, 09:04:32 PM
Quote from: DirectorBright on November 02, 2016, 09:26:07 PM

I just put a table and a chair in each room.


The problem is that sometimes colonists will enter a room with a sleeping pawn..

In the future Door Security Tab from Prisoners & Slaves will solve this problem.
#8
General Discussion / Re: A16 Hype
November 04, 2016, 08:02:58 PM
Quote from: Tynan on November 04, 2016, 04:42:48 PM

General balancing and UI improvements are the other big focus of this alpha.


Now THAT hyped me!!
#9
It would be possible to add a feature to copy surgery bills? I use EPOE so it's boring to click one-by-one.
#10
Outdated / Re: [A15] Right Tool For The Job v1.16
November 04, 2016, 01:05:45 AM
Quote from: garfu on October 30, 2016, 01:08:11 AM
[...] while setting the toolbelts to only cover arms and not hands [...]

That would turn impossible to use jacket or button-down shirt. Just put both toolbelt to eyes.
#11
Quote from: eatKenny on November 02, 2016, 05:24:14 PM

i never saw this before, make sure the path to get the shell is not blocked.


They are just at the side, it's impossible to exist anything between the pawns and the shells. It looks like one rocket launcher reserved multiple shells.
#12
General Discussion / Re: Concrete
October 30, 2016, 12:17:57 PM
Quote from: Lizardo on October 30, 2016, 09:51:53 AM
Concrete should be made from aggregate collected from rubble, granulating boulders, or lots of dirt, and crushed and burned limestone. 

Steel could be used to make reinforced concrete.  Plasteel to make an even stronger construct.

I like the idea, in past I used Industrialisation for concrete, it's stronger, but your idea looks better.

I think that the parts a quote would be not hard to implement in a mod in only xml.
#13
Mods / Re: I don't know what to do
October 30, 2016, 12:12:02 PM
Quote from: sulusdacor on October 30, 2016, 05:43:44 AM
if write a comment or open a topic here in the forum you can include attachments. button "Attachements and other options" right under the window were you type. it's only for smaller size files, but usally more then enough for the outputlog files ;)

You can upload via MEGA.nz and post the link here, but sulusdacor had a better idea. In my head this was only useful for images.. Sorry.
#14
Outdated / Re: [A15] Right Tool For The Job v1.16
October 30, 2016, 01:16:17 AM
Quote from: garfu on October 30, 2016, 01:08:11 AM
edit the hands and feet in EPOE to have the same bonuses as the arms and legs, and then only use bionic hands and feet, while setting the toolbelts to only cover arms and not hands.

Very good tip, will use it in my next save, thank you.

kaptain_kavern, I didn't know about that option, thank you.
#15
Outdated / Re: [A15] Right Tool For The Job v1.16
October 29, 2016, 07:41:37 PM
I'm having a problem with this mod and EPOE. It appears to me that when I install advanced bionic arms I can't wear toolbelt anymore. There's a way that I could "wear" toolbelt without any original body part or add the bonus <WorkSpeedGlobal>1.7</WorkSpeedGlobal> to AdvancedBionicArm? (I tried and didn't work).

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