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Messages - InfiniteRemnant

#61
Outdated / Re: [MOD] (Alpha 7) Natural Terrain Flooring
October 12, 2014, 04:55:41 PM
why not modify concrete floors so they can be built over water/mud but nothing else can, then you build on top of that? basically whatever you build would need a foundation.

Cause as-is, i can't use this due to multiple mods trying to overwrite beds causing odd behavior.

Also, any chance the jungle specific terrains can be added to this?
#62
Quote from: Peal on October 12, 2014, 09:46:31 AM
Quote from: InfiniteRemnant on October 12, 2014, 09:41:36 AM
you do realize light years is a unit of distance, not time, right?
You do realize, that time and space are the same? :D
Technically true, however, I said distance, not space. Those two terms are distinct for a reason.  :P
#63
Quote from: skullywag on October 12, 2014, 10:08:59 AM
It only holds 1 thing per tile as per the vanilla rack, im confused by what you mean...

oh... Well in that case never mind about the alternate texture i asked for. Thought these were actual containers... I'll find a different storage mod.
#64
you do realize light years is a unit of distance, not time, right?
#65
Just had an idea, though this may have been suggested before. what about having a structure you place over water or marsh, that grows algae for fuel? that way it's not competing with your food for growing territory? It's not like you can do all that much with that terrain otherwise.

i mean they can synthesize diesel from that now, IRL and it's WAY better than the stuff made from vegetables according to Wikipedia (http://en.wikipedia.org/wiki/Algae_fuel) Maybe it could be a replacement fuel near the end of the mod's tech tree or something?
#66
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 12, 2014, 09:24:24 AM
IGNORE THIS REPLY! posted it in the wrong tab. whoops. was meant to comment on a completely different mod.
#67
i would kinda like my kitchen to have refrigerators (fruit/vegetable/grain) and freezers (meat/dead animals), so stuff doesn't look like it's sitting out rotting, if you can do that.

the thing you already have in there looks more like a counter top.
#68
the outputs on these generators are ridiculously low... most brands of gas generators don't seem to go below 1000w for a refrigerator sized machine irl, at least most that are available in the stores here, and can go well above that output. I realize ethanol would probably be half that, and chew through fuel faster, but even that makes your strongest machine comparable to my home town's weakest...

it frankly seems absurd that your machines are larger than that yet so much less powerful.
#69
Ideas / Re: Rescue Friendly Townspeople/Tribespeople
August 22, 2014, 10:20:38 PM
well, why not just add the rescue option to the friendlies, but while they're bedridden your wardens can try to recruit them as if they're a prisoner, if you enable it, but with a bit of a buff since you saved their life?

Might require changing around a few things to make it work, but it might be doable.
#70
Ideas / Re: Take the war to your enemies door step.
August 22, 2014, 10:16:08 PM
towns actually existing in the world map and being attackable could also open the door to hostage ransoms. they take one of your guys? no longer lost forever. now you can either use the comms to 'buy' him back, or send in a team to rescue him. and they can do the same to you, if you have one of their people.

#71
Ideas / "Stress" threshold
August 17, 2014, 03:13:44 PM
Each character should have a threshold, set at 1.5x their mental break threshold where they'll just drop whatever they're doing and go take a short break somewhere. They sit down, take a stroll through a garden you've planted, grab a snack, or do something else that kills about 1 in-game hour, during which they count as idle. After which they return to work and have a small "took a break" mood buff for a few hours.

If their break gets cut short by military duty, disasters, direct orders from the player, or getting hurt, they suffer a debuff instead of getting the 'took a break' buff. The value and length are the same, but negative rather than positive.

To prevent it from completely invalidating the mental breaks, the event can only fire once per day per colonist, and is disabled on higher difficulties.
#72
any sign of an ETA for an A6 version?
#73
worth a shot. I'll give it a look after work.
#74
Quote from: Tynan on July 22, 2014, 10:38:23 AM
Since 250? How is that even possible?

for the most part, cutting and pasting blocks of code from a newly created colony into the old one, to overwrite the stuff that no longer works. A few times all it would let me keep were the terrain, pawns, and the walls, (though 466 decided to convert all of my walls into unsellable ones somehow, so renovations were a pain in the ass for a while...)  the rest has to be subbed out. it doesn't always work smoothly. at least once I've wound up with completely borked roofs that crushed a few people before i could fix them. as for the stockpile thing, i got around it by just deleting the old 'structure' style stockpile and it's inventory, and editing in some scattered items from the new save i was using as a template. Had to demolish and redesign the store room it was in though.

EDIT: Oh, and if anyone else wants to try this, EVERYBODY has to be idle when you save. go into the overview and turn everything off. Trust me. It will save you headaches.
#75
I've been using the same save file since 250, and don't really want to let go of "westcliff". Up until now, been able to come up with edits to the save file, to make it work on the new versions where necessary, but it's got me stumped this time. It won't load, but i'm not sure what to change in the xml to fix it this time.

Help?