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Messages - NephilimNexus

#106
General Discussion / Re: Sneaky Tynan
April 19, 2015, 06:03:35 AM
Disturbing?  I've sold so many raider captives to the slavers that I named my colony "Paradise Falls."

(Morality?  They're raiders - screw 'em!)
#107
Nothing that the liberal application of cybernetics can't fix.
#108
Just wanted to say thanks.  I no longer consider this mod an "option" but rather an essential part of the game, without which is simply cannot be enjoyed properly.
#109
Outdated / Re: [Mod] (Alpha 10) Laser Weapons V1
April 19, 2015, 05:56:43 AM
It does make me wonder the game cap is on projectile speed?
#110
Well you could tweak something like MAI or the other robot mods so that a robot only has two job categories available: Repair and Fire.  It's a start, at least.
#111
Mods / Re: Anti solar flare equipment
April 15, 2015, 07:24:11 PM
What you'd need is a Farraday Cage, which in turn would be a special kind of insulated wall.  That's the easy part.  The hard part would be reworking how solar flares work.  Right now it's obviously just a blanket "shut everything down automatically" command, but a more realistic one would be to simulate a large EMP wave that sweeps across the planet's surface, passing through (and effecting) everything that isn't EMP-hardened in some way.

Do that and now your new shock-resistant structures come into play to save the day.
#112
Mods / [Mod Request] Stand alone Refrigerators
April 15, 2015, 07:16:44 PM
This should be, I would hope, easy for you guys:

One problem that I have with Nutrient Paste (and similar) automatic cooking machines is that, unless I build them inside a large freezer room, the hoppers that they depend on for supply are not refrigerated and food left inside them slowly but surely goes bad & rots away.

So the first thing that I'd like to see is Refrigerated Hoppers.  Simply a changing of internal stats to make hoppers use a small amount of power but also that they are locked in with a permanent temperature setting of just below zero for their one square.

From there, if you'd like, you could expand that to larger refrigerators which could hold stacks of finished meals.  Again, draws it's own power, keeps it's one work square at a frosty sub-zero level with no spillover.  That could let us build dedicated kitchen/cafeteria areas, instead of having to stockpile food inside freezers alongside the bulk raw foods.

Yes, I know this has been requested before... I just wanted to add to that request.
#113
I'm really liking this mod, but I do have one question: How do I make low-tech items like knives and swords?  I unlocked the smithing bench which makes hi-tech guns and whatnot, but I can't seem to figure out how to make clubs, spears, etc.
#115
General Discussion / Re: Bows: The Antichrist?
March 16, 2015, 06:48:46 PM
Quote from: WintericeUK on March 10, 2015, 02:04:13 AM
In laboratory tests that were done a few years back the actual power of such bows was not sufficient to penetrate plate armour of average quality except at near point blank range. The legend of a longbow being able to fell a mounted and armoured knight is at best wildly apocryphal and at worst outright smoke.

Absolutely correct!  Which is why the crossbow was invented.
#116
Ideas / Trade Alternatives
March 16, 2015, 06:45:17 PM
The current problem with trade is that you only have one option: Space trade.  The problem with this is that it requires a beacon, and that beacon must not be covered by a roof, which means that anything made available for space trade is automatically, by default, left outdoors.

This wasn't a problem long ago before item decay was added to the game, but now everything left outdoors that isn't raw stone or metal slowly rots away.  Not only does this make it less useful, but it also rapidly wrecks any trade value it might have.

The easiest solution would be to add caravan based trade synchronized with the random passing villager spawns.  Next would be to link caravan trade to zones, as opposed to the beacon.  By linking to zones you could allow trade from indoor locations (including refrigerated areas), which would open up the possibility of actually being able to export things like food, medicine, and crafted goods without worrying about them all rotting away to nothing while waiting for the right spaceship to come along.
#117
Outdated / Re: [MOD](Alpha 9) Horrors - Update 2
March 12, 2015, 09:03:30 PM
Change them into Chtorrans.   ;D
#118
Turn one of the random pirate factions into "law enforcement" for extra realism.
#119
Odd... I had already named one colony "Paradise Falls" as a joke.  Looks like now I'll have to start taking it more seriously.    ;)
#120
I didn't read the entire thread (sorry) but I was wondering if the "1st Rule of E-Peen Waving" still rang true and therefore the 1st comment was someone A) Bragging that they didn't need anything to make the game easier, B) Mocking anyone who would want to make the game easier as a wimp or C) Both?