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Messages - Igabod

#1081
Is there another download link for v.04? I downloaded v.03 earlier apparently right before you updated it but that was from a different source apparently. I don't want to sign up for nexus just to download this.
#1082
I've noticed that embrasures don't transmit electricity like they did in the A6 version. Could you add a conduit version as well?

Also, how exactly do the wireless nodes work? I assumed I needed one next to a connection to the power grid (in my case directly next to the geothermal generator) and that one should transmit while another one in a remote location is set to receive. However when I did that it told me that the remote one wasn't connected to the power grid. I am confused because isn't that the point of wireless? Please help me see what I'm missing here, I don't want to have to build power conduits all the way across my map.
#1083
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 08, 2014, 04:31:26 AM
Quote from: Wex on October 08, 2014, 04:14:03 AM
I am quite sure we can craft wodden foot by today. It's weird to have to remove a leg for a missing foot.

If we can make a fully bionic leg that increases your walking speed then we could definitely make a wooden foot. I'd like to see bionic feet that can improve your walking speed (by half the amount that legs do) which can be used with bionic legs or with natural legs. This way you could choose to replace the entire leg and then develop an advanced foot to augment the existing bionic leg. Or if your colonist just loses a foot or a couple toes or whatever you could put the advanced foot on them and not remove their leg. It should be in a 2nd tier of research that includes also bionic hands and eyes.

Actually there should be 3 or 4 tiers of research for this mod. Basic prosthetic replacements for the first tier (basic prosthetic legs and arms and glass eyes and hook hands should be in this tier) basic bionics for the 2nd tier (just bionic legs and arms here) and advanced bionics in the third tier (bionic hands and feet and eyes and pretty much any other bionics that aren't in the 2nd tier go here). Then maybe possibly a 4th tier for bionic organ replacement that essentially turns the colonist into a robot. This would add yet more functionality to the researching aspect of the game which is definitely needed. And it gives the player a long term goal to focus on if they want to have a colony of androids and cyborgs.
#1084
Plasteel is a mineable resources that spawns on some maps within the mountains and must be dug out just like metal. It is useful as a sturdier material than stone out of which to build things (though I don't think it is fireproof like stone is). Also it is used in the manufacture of prosthetics (if you have the right mod that is). And I am thinking it might be used as a building material for advanced turrets that may or may not be coming in future Alphas. No mining mod would be complete without adding the abilities to find and extract plasteel. Oh yeah, and it also makes for a really pretty town. Almost as awe-inspiring as it would be if all your walls were made of silver (which looks really neat) but the walls are actually useful to hide behind in an assault with plasteel.
#1085
Ok, after testing again it didn't happen until I randomized the outfit on my 2nd colonist (didn't think about doing that until after I set up the first guys clothes). I'm not sure what the problem is, maybe it's trying to load a piece of clothing that doesn't exist in the code when I randomize. If there is a file I can send you that details the errors then just tell me where to find it and I'll be glad to send it.

[edit to add] I did click randomize numerous times. On this one I set the first guy up with devilstrand clothes including pants, button-down shirt, Armor Vest, Raider Jacket, and Light Power Armor Helmet (from apparello). I also set all his skills to have double flames. Then I set the 2nd guy's skills to double flames and then went to randomize the outfit. They both had the backgrounds of adventuring child and colony settler. If you need more info I'll give it to you.
#1086
I noticed a bug or two. When I am setting up my colonists clothes they are wearing I managed to set everything on the first guy with no problems but when I got to the second guy and tried to select the Pants selections the window goes blank and only shows the next and back buttons. I am able to click next and then go back from there and edit all the other clothing options but not the pants. And then once I got everything set up minus pants on my other two colonists I tried to start the game but it flashed the "generating map" message but that went away quickly and nothing happened after that.
#1087
Just played my first game with this mod (at least the first one where I actually got to use the mod) and realized that the pasture signs aren't repairable. I also noticed that when the kid animals grow up into mature adults they are no longer domesticated so you have to send someone out there to convince them to join in with the rest of the family. I would think that an animal born in captivity to domesticated parents and raised in captivity by domesticated parents would also be domesticated.

Other than those things, I liked the mod immensely. Especially when the tortoises laid eggs and then 15 babies pop out and start wandering around. I actually had 3 broods hatch at once for one generation and then moved them to the pasture on the other side of the map. It was very funny watching that long line of more than 40 baby tortoises marching in line across the map. Definitely worth downloading.
#1088
Mods / [Mod Request] Selectable stockpile color
October 06, 2014, 09:25:20 AM
I play using lots of small stockpiles in specific locations and using the trade beacon stockpile as a big overflow stockpile where everything goes once the smaller specialized stockpiles run out of space. I often end up with 5 4x4 stockpiles for resources such as stone and wood and I place them all next to each other. Well sometimes the random colors that get put on the stockpile are all the same color and it makes it difficult to see which is which at a glance.

I would like to be able to select the color of the stockpile from within a tab that is separate from the tab where you select what each stockpile is holding. Or possibly a 2nd drop menu like the one where you select the priority of the stockpile.

This sounds like it should be a pretty simple thing to accomplish but my limited programming abilities tell me that it's not as simple as it sounds. I would very much appreciate it if someone with more abilities than myself could make this a reality though.

Thanks in advance.
#1089
I just figured I'd let ya know that I just played a game using this mod as well as several others and had no problems of any kind.
#1090
This mod is still awesome and it includes added awesomeness with the right click to select material addition. I was already getting frustrated with that part of A7 on the first game. One request, could you add a hotkey for chopping down trees? That's one of my most common activities and it gets annoying moving the mouse back and forth several times just to chop down a few trees here and there. It's actually probably faster to open the menu and select the mass tree chopping option.
#1091
Outdated / Re: [MOD] (Alpha 7) More Storage
October 05, 2014, 04:14:21 AM
do these storage units protect food from being eaten by animals? and does it allow you to store more food in less space than a stockpile?
#1092
The terrain flooring part is exactly what I have been looking for. I even just posted a mod request for it the other day on these forums. Guess I'll post a link to this on there. Thanks so much. I've still never actually fully built a ship yet so I am not quite as excited about the cryo pods but I'm pretty sure that would be a big complaint for me as well if I ever got that far along before a million raiders smash me.
#1093
Love the mods. Very nice additions. One thing I noticed is the royal beds no longer display "Unowned" or "Colonist Name" like the smaller beds and the original Royal bed do. Only way to find out if there are any available beds is to click on them each individually and read the info panel that pops up. This is only a minor inconvenience though. As I said, I love all of the mods in this pack.
#1094
I just played my first game using this mod and it was definitely cool. I loved having all the new clothes and armor types, and they look sweet.

My only complaint (and it is a small complaint) is that there are too many new tables to build. If everything could be accomplished on one or two tables then this would be absolutely perfect.

As it is, it's going to be active for every game I play from now on. Thanks for taking the time out to do all this work and letting us have access to it. Big thumbs up for you.
#1095
Outdated / Re: [MOD] (Alpha 6) More Biomes v0.95
October 01, 2014, 09:55:47 AM
After playing a full game on the Boreal Forest biome, my review for it is that it is awesome. Everything looks great and performs as well as can be expected bar a few minor things.

In the areas where there are lots of trees all beside each other there is a very noticeable graphics glitch where the trees all along a couple rows flash (usually only 2 or 3 rows per viewable area on 1920p).

The birds look flat when they walk in the southern direction.

And eventually the birds eat all the blueberries on the map and then die off in large numbers from starvation.

Aside from these minor problems I saw nothing negative to comment on. I thoroughly enjoyed playing on that biome and will do so again even if you do nothing to change the things I mentioned.

As for suggestions for how to improve upon it, it could benefit from more varieties of animals as well as the birds. Throwing some deer in there would be a good fit if you don't feel like adding more new ones. And possibly another food source that grows wild that the birds and deer won't eat up.

I'll be giving the other two biomes a full play through soon (though I'm very doubtful as to how well I will do with no sources of wood) and will offer my feedback on those as well.

Thanks for taking the time to put this mod together. I am very impressed with your work.