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Messages - thefinn

#106
A reduction is "such and such an animal has gone crazy" would be great.

On Casandra it just seems to be constantly popping.
#107
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
December 23, 2014, 08:46:54 AM
I'd like to see all weapon spawns change for this mod tbh..

It's like this.. You start the game and can get 1 guy who has a nice gun early, and it unbalances the game totally. Or you wait for the groups to get a bit bigger 5-6 guys and kinda never have to worry about weapons again.

I wonder if there's a better balance mechanic than just a % chance of drop.. ? Maybe some kind of timer/checkpoint system where you pass a certain point in the game (dunno exactly what?) before certain kinds of weapons start to appear.. ?

Just a thought, have always loved the mod in TTM ;)

Merry Xmas all.
#108
Quote from: Vingolf on December 23, 2014, 02:53:57 AM
Yeh, well... Limited ammount of resources + limited map + lack of alternative ways of getting metal + ??? + constant need of resources (you know, raids tend to damage your stuff) = game over.
I hope you'll rethink it.

Agreed + other mods like the zombie apocalypse mod totally revamp certain "balance" assumptions you've made.

And mod packs like TTM require 10x more resources in order to build everything that's needed or plainly just wanted, you need to be able to replenish those resources from SOMEWHERE.

I have modded games myself, I gotta say, modders should NEVER assume that their mod is the only mod that's going to be running on peoples' game installs. Allow balance to be done by the player - allow config files to change the time between mining cycles or allow limits of metal/uranium per hour or something.

Plenty of other options available here.
#109
Ideas / Re: Z Levels, again! Come on now.
December 21, 2014, 10:40:50 PM
Quote from: Vas on December 18, 2014, 02:16:46 AM
I suppose, but Z Levels would still be a great way to handle this.  Cause you can add extra levels for things that go deeper.  Like a lighting rod, to ground it you go to -3.  Steam Geysers go to -10, nothing can be between -10 and 0 on a geyser.  Etc, I'm sure there are other uses.

Make no doubt, I'd prefer Z-levels ;)

My god that would add so much to the complexity of the game it would be awesome.
#110
Ideas / Re: Making children useful, in game
December 21, 2014, 10:37:29 PM
lol this gonna create those infamous dwarf fortress massacres...

I can always remember a youtuber named Das who was recording and was all like..

"Oh"
"Oh God"
"Oh God no"

...

"Turn away children"
#111
Ideas / Re: What do you want in alpha 9/10?
December 21, 2014, 08:18:01 AM
1. Proper Tech tree.
2. Job Priorities based upon jobs in the game - so modders can add a crafting table and it gets its' own individual job - keep "crafting" however as a main header that everything can fall under unless specified.

Just to clarify - you start the game and have "crafting"... you research stone cutting, then you can - if you want - to add stone cutting as its' own separate priority.

Any crafting table should automatically be able to add its' job - thus mods where you have something that's a serious priority or something that needs doing NOW without you babysitting can get done.

3. Food priorities - emergency meal packs should be for like.. Oh idk.. emergencies ? So people aren't avoiding everything in front of them to run across the map just to eat one.
#112
Last Active:
    December 03, 2014, 10:30:32 PM

Has been a lot more than a week. Hey though, no use just asking a question of a bunch of white knights right ?
#113
Been a while since he's even posted, so I think it's a reasonable question to wonder if A8 is going to be a thing or not for TTM.
#114
Quote from: DorgoDorato on December 17, 2014, 07:51:31 AM
This is the last necessary mod for the collection, can't wait! If only Better Power+ was still a thing :(.

+1
#115
Would love to see a mod where nighttime and indoor areas are really dark like the dark void ;)
#116
General Discussion / So... stonecutting... why?
December 17, 2014, 01:15:26 AM
Why on earth remove the "Do until you have X" option from this table ?
#117
Outdated / Re: [MOD] (Alpha 8) Stonecutting Tweak v1.0
December 17, 2014, 01:13:07 AM
I have a bunch of mods loaded.. nothing that messes with stonecutting.

However, this seems to not work.

I have been loading it near the top of the order (mod load order) but nothing.

Any suggestions ?
#118
Ideas / Re: Force colonists to do self care
December 16, 2014, 06:14:30 AM
+1 looks easy to implement too, as they already pick an area with the correct temperature when cold etc..
#119
Ideas / Re: Fertilizer Pump
December 16, 2014, 05:41:46 AM
Quote from: JonoRig on December 16, 2014, 04:48:18 AM
I'm not as concerned about using this for growing purposes, but sometimes you really need it to fill in an awkwardly placed pond, after all, if its only a meter squared, in real life you could drain it and fill it up; and without any kind of ecosystem that lives in or requires these sources, theyre just pretty annoyances

Yeah I use it for this too.
#120
Ideas / Re: Z Levels, again! Come on now.
December 16, 2014, 05:36:07 AM
Prison Architect has this in a way - the prisoners can dig tunnels under the walls to try and escape.

You can't see anyone walk there, but I'm sure something could be arranged in a similar fashion.

Central heating could be done like this for instance...