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Messages - TiberianSun371AlexW

#1
Ideas / Re: Forum Improvment
September 24, 2019, 11:06:56 AM
Alternatehistory.com has an example of both improvements.

In our forums, if you click "show replies to your posts" you get an indiscriminate list of every single thread you posted to, even ones you don't want to see replies to. In their forums, you can subscribe to only the threads you want.

Here the "previous" and "next" are comically tiny. I really don't care how much of a pain it is on mobile or tablet since forums aren't supposed to cater to their tiny screens, but I'm a PC user and yeah the buttons are tiny. In their forums there are page numbers which are reasonably sized. More importantly, there is a little arrow button of left and right, most other forums only let you navigate two pages before and after but their arrow system allows nice navigations. It's a shame their admin is less sensible than their webdesign.
#2
Ideas / Forum Improvment
March 22, 2019, 10:37:02 PM
Could we change the forums so that you can watch certain posts at will? For example, I posted on some threads that keep getting lots of traffic, but I don't want to keep following them. The "Show new Replies to your Posts" is indiscriminate.
#3
Mods / [Mod Request] Pick Up at Base
November 18, 2018, 11:39:53 AM
I saw this mod where hauling was altered so that pawns actively used their inventory capacity to haul things. So carrying 34 meals could be done for example, 10 in hand and the rest in inventory.

That is pretty cool, but I personally think that I'd like something closer to vanilla gameplay for hauling.

What would be pretty cool is if I had the ability to order pawns to pick something up and add to their inventory while at my base, while leaving regular hauling like vanilla behavior. Is there a mod like this? if there isn't, what file do I have to edit?
#4
General Discussion / Re: Coolers wont cool enough
October 31, 2018, 05:27:08 PM
Quote from: Shurp on October 25, 2018, 08:34:32 PM
Yes, your "chimney" for the cooler is just not large enough.  2x2 will work; 1x1 will not.  (I assume the interior is unroofed; if roofed it won't work at all.)

Wait, what? I can have a dozen fires in a room and a chimney 1 by 1 will equalize it with the outside.
#5
I thought it was kind of cool to leave the prison forced open and the prisoners wandering around. I don't think it's a bug they can escape, I mean the colony is practically asking for that. Maybe just put in a code to not let them go to an unroofed area (which would mean escaping) unless in "escape mode" if the problem was that happy prisoenrs tried to go away.
#6
Mods / Re: [Mod Request]
October 27, 2018, 08:18:43 PM
Wouldn't the guests end up eating my meals if I did that? Part of the attraction to guests is having them over and doing nice things. That's great for people who want guests, but I'd rather just sell some stuff and not have to worry about feeding them. Or could I do that and then just dezone?
#7
Mods / Re: [Mod Request]
October 27, 2018, 12:20:55 PM
I admit the mod is cool, but I was looking for something limited like "sell stuff for silver" kind of thing
#8
General Discussion / Re: Inventory of Factions
October 27, 2018, 12:26:08 AM
Thanks for being informative
#9
General Discussion / Re: Inventory of Factions
October 27, 2018, 12:25:55 AM
Quote from: Snafu_RW on October 26, 2018, 08:22:33 PM
IIRC the trade screen for each faction refreshes every couple of seasons or so; there was talk of reducing this time period, but I dunno if this is the reduced time or if it never happened..

Ok, I'm willing to accept it happening every year or so. It was just the first time this happened since B18 (since it was the first time I've traveled fast enough to notice the inventory not resetting... I miss many things from B18 but not the speeds)
#10
Mods / [Mod Request]
October 26, 2018, 08:23:18 PM
I'd like a mod where everytime you get visitors, they buy literally anything sellable (raw meat, tainted clothing, televisions).
#11
General Discussion / Inventory of Factions
October 26, 2018, 08:09:45 PM
So I dumped a lot of my stuff to another faction and my caravan came back a week later coming from their latest quest. The settlement still had no fine meals (I bought about a day's worth of it on the outgoing trip) and all my junk was still there. Is my junk going to clutter the selling screen every time I come back? Or will the list refresh?
#12
General Discussion / Re: Metabolism Buff?
October 26, 2018, 08:07:16 PM
I don't think it should make them outright immune since unlike the gutworms food poisoning has aspects not of the stomach itself.

I do approve of the idea metabolism buff making people less susceptible.

If boosted metabolism makes it more resistant to it and impaired metabolism more likely, please put a ceiling on food poisoning chances if metabolism is impaired. It shouldn't go above every 14th meal prepared on a clean surface even by your idiot chef.
#13
General Discussion / Re: Metabolism Buff?
October 26, 2018, 11:09:33 AM
I would think that is can't grant immunity to poison simply because the metabolism buff isn't doubling it, but maybe it affects food poisoning odds?
#14
General Discussion / Re: Metabolism Buff?
October 25, 2018, 06:15:00 PM
Quote from: bbqftw on October 25, 2018, 05:19:08 PM
Rest gain

Yay, it does something thank you vbery much
#15
General Discussion / Metabolism Buff?
October 25, 2018, 05:17:21 PM
The bionic stomach grants a metabolism buff. Blood filtering affects immunity, so what does metabolism do? It has no effect on nutrient needed (lol, waaay to OP). Does it reduce drug tolerance gain?