Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - kahlzun

#76
Ideas / Re: Your Cheapest Ideas
August 07, 2015, 08:05:56 PM
I swear i played a previous version which allowed you to smooth walls in your base.
#77
Quote from: kahlzun on August 01, 2015, 08:39:13 PM
I wish i could draw. i tried drawing a turret as a kind of survival rifle mitrailleuse, as that would be the sort of technology-level available to colonists at landing.

Wood is hard to draw. It didn't look great.
I decided to bite the bullet and just do it (as per the Bouf's advice).
Here is what I created:
#78
Looks like a bounding box error.
Are you playing with any mods enabled? Did anything happen that triggered it?

Have you tried restarting the game?
#79
Ideas / Re: More raider agenda
August 02, 2015, 11:13:10 PM
FOR THE CORRRNNN!!
#80
Ideas / Re: Player Raids
August 01, 2015, 08:51:09 PM
Multiplayer was one of the features discussed in the initial Kickstarter pitch, so there were always conceivably plans as to what that would look like.
I don't know what happened to the idea, possibly it proved too hard or something.
#81
Ideas / Re: No atmosphere planet
August 01, 2015, 08:47:23 PM
Quote from: JesterBlue on July 30, 2015, 12:34:37 AM
I believe the best compromise now is a map where toxic fallout is permanent. I'll be pretty much the same things. Dies when go outside, no animal or plant... etc
I  bet theres a xml file you can modify to increase the 'severity' of the toxic fallout, and the speed of recovery. Make it so if you spend more than 1 or 2 hours outside you're basically boned, but if you get 'inside' you recover super fast.
That would replicate it pretty well imho.
#82
Ideas / Re: Agents for Mechanoid faction
August 01, 2015, 08:40:44 PM
Interesting viewpoint.
I get making them alien and ineffable does have some value.
#83
I wish i could draw. i tried drawing a turret as a kind of survival rifle mitrailleuse, as that would be the sort of technology-level available to colonists at landing.

Wood is hard to draw. It didn't look great.
#84
Ideas / Re: Your Cheapest Ideas
August 01, 2015, 11:01:18 AM
Quote from: elec on August 01, 2015, 10:18:15 AM
What about one way conductors? It would make it much easier to make redundant batteries, that gets powered by power generators (solar panel, geothermal...) but in the case of power shortage, not every system will run out of power, at the same time.
I just use a power switch in the doorway. Switch off when batterys are charged, switch on if power is needed (ie: attack during eclipse etc.)
#85
General Discussion / Re: What does Sight actually do?
August 01, 2015, 10:58:29 AM
Checking it over, Sight has the following 'weights':
Ranged: 0.95
Melee/Medical: 0.7
Tailoring/Smithing: 0.6
Mining/Research/Construction/Grow/Cut/: 0.5
Butchery: 0.4
Smoothing/Cooking/Brewing: 0.3
Sculpting: 0.25
#86
Quote from: Shinzy on August 01, 2015, 08:06:05 AM
DOO WE NEED SHIA LABEOOAAAUUFFF HERE?!

Actual cannibal Shia LaBeouf?
https://www.youtube.com/watch?v=o0u4M6vppCI
#87
General Discussion / Re: What does Sight actually do?
August 01, 2015, 08:11:35 AM
Is there somewhere I can look up a table of what skills take what % from Sight?

Also, the takeaway from this is "give it to your shooters"?
#88
General Discussion / What does Sight actually do?
August 01, 2015, 07:32:22 AM
Hi guys!

I've recently bought a small stack of Bionic Eyes for my colonists, and i'm trying to figure out who would benefit from them the most.

My first guess is my snipers/high shoot skill guys, but i tried with one and i'm not sure if it helped him at all.

I read on the wiki that medical is boosted by Sight, but what other skills rely on it, and what skillsets should I prioritise my eyes for?

Cheers!
#89
Bugs / Re: Silver from Traders
August 01, 2015, 06:46:51 AM
It would be nice if it told you where it dropped.
I have a trade beacon basically out in the open (next to my garden, which is obviously unroofed) and i rarely have supplies land near the beacon, usually they're off near one of my exterior walls.
Don't know if it's possible, but something like a flare that shows where it landed (smoke or glare) would be very useful.
#90
Ideas / Agents for Mechanoid faction
July 31, 2015, 09:44:58 PM
Currently the Agent event has a colonist turn 'evil' randomly, and prompt an attack from a pirate faction.
This works well, and can be especially jarring in small groups, depending on who 'turns'.

My idea is to have an event where one of your colonists is revealed to be some kind of Mechanoid "infiltration unit", who has been using a sheath of living tissue over its mechanoid frame. (You've seen the movies, you know what I mean.)

Anyway, the colonist in question either a: transforms into a mechanoid with a big gun, or b: gets tougher and goes on a rampage with their current weapons.

Or perhaps you get a popup indicating you've intercepted communications between one of your colonists and a Mechanoid Hive, and have to try to hunt down which one (either by looking for a specific moodlet "Communicated with home" or something in the Health tab "Positronic Brain" or similar) is the inflitrator before they do something drastic, and they transform when damaged.

Obviously the idea needs work, but its pretty much a given that these sort of infitrators would exist given the technology they have access to in the games time period.