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Messages - Igabod

#946
Mods / Re: [Mod Request] Doors that prisoners can open.
October 28, 2014, 06:59:46 PM
I appreciate you trying. Is there any way to change what objects the prisoners can interact with? By this I mean, in previous alphas the prisoners were able to access NPD machines, but now the dispenser is outside the little orange glow that indicates the prison. Could you reverse engineer that but for doors?

Quote from: NoImageAvailable on October 28, 2014, 11:14:49 AM
You know, if the problem is tables you might want to look into the modular tables mod since it allows you to give prisoners a 1x1 table.

I already am doing this but it just doesn't fit in with my aesthetic vision. This request isn't really about function, just looks.
#947
Haven't had a chance to download and test this yet, but do the hydroponic tables with sun lamps attached require more power than the standard battery powered hydroponics basins?
#948
Mods / Re: [Mod Request] Doors that prisoners can open.
October 28, 2014, 11:08:18 AM
ok thanks. I appreciate you looking into this for me. :)
#949
Mods / Re: [Mod request] Mercenary colonists
October 28, 2014, 11:06:17 AM
I like this idea. It gives you a use for your colonists that have everything disabled except melee and shooting (aside from hunting). I agree there should be a chance to come back injured or not come back at all (should definitely have a message that pops up alerting you if your colonist was killed). You should be given money regardless of whether or not the colonist comes back alive though. The colonist isn't getting paid for it, the colony is being paid for the loan of their elite marksman. I'm not sure they should come back with new gear or anything like that though. A chance to improve skills and earn money should be all.
#950
Mods / Re: [Mod request] "Send for a training"
October 28, 2014, 11:00:31 AM
Quote from: SundayTuesday on October 27, 2014, 08:24:54 PM
Since you have so many requests, I was thinking maybe you should just put them all in one thread instead of making a new one for each thought.

It's far easier to keep track of requests and suggestions if they have a topic for each one. That way, once the request has been fulfilled you can just mark it as [solved] in the title and save the modders who are looking for new projects a bit of time.
#951
Mods / Re: [Mod Request] Doors that prisoners can open.
October 28, 2014, 10:47:46 AM
Quote from: Pan.Q on October 28, 2014, 10:37:29 AM
i'll try to do it myself when i come back from work.
Don't bother trying it. I already tried it before. The problem of prisoners not being able to open doors prevents them from leaving their cell, hence this post.
#952
Ideas / Re: Job/skill "adventure" wanted
October 28, 2014, 10:25:17 AM
I had an idea to fix the same problem. Just add a tab to the colonist panel that gives you the option to set max travel distance of each individual colonist (using their bed as the center from which they measure the travel distance). This way, you can give 2 colonists a small hut with a couple beds assigned to them all the way on the other side of the map. They would behave as they normally would back at the main base, but all their duties would be performed at the auxiliary base and they would ignore any duties that are assigned outside their max travel distance. You would of course also be able to set no limit on their travel distance and they would behave exactly the same as they currently do.
#953
Ideas / Re: Automatic stripping before/druing cremation
October 28, 2014, 10:18:28 AM
Quote from: ZephyrSly on October 28, 2014, 04:21:34 AM
After seeing so many deaths [text trimmed] it wouldn't suprise me if they were desensitized to death in general.

Hmm that would be neat too, sorta like developing an immunity. Seeing loads of bodies within a short amount of time should build up a meter and when that meter reaches full the colonist no longer gets a negative thought from seeing corpses. Almost like being a psychopath but without actually being one. And the desensitization could wear off after a while of not seeing dead bodies too.
#954
Ideas / Re: [UI] Planning Tool Count
October 28, 2014, 10:10:16 AM
yes. for planning as well as for placing walls. I don't know how many times I've attempted to make a 9x9 room and ended up with an 8x9 or 8x8 room that I had to destroy one or more walls on and rebuild.
#955
Mods / Re: [Mod Request] Doors that prisoners can open.
October 28, 2014, 09:57:11 AM
Quote from: Pan.Q on October 28, 2014, 09:34:30 AM
you mean something like in Prison Architect? add zones for prisoners and stuff?

I guess. I've never actually played the game and only saw a quick 20 minute video of it on youtube but they didn't even get prisoners in the prison before the end of that video so I got bored with it and never went back to it. I'm really just wanting to remove the restriction for prisoners to open a door (as in a new door separate from the regular door and the autodoor) and have access to a communal dining area. This could also be useful to allow them to go into a walled off courtyard outside so they don't get cabin fever (for those extended stay prisoners).
#956
Mods / Re: [Mod Request] Delete debris and rocks
October 28, 2014, 08:56:28 AM
You mean like colonists who clean up debris and a work table to turn rocks into stone blocks that you can then use to build or sell to a trader for money?
#957
Mods / Re: need help with quotes for propaganda mod
October 28, 2014, 08:51:37 AM
what kind of quotes exactly. What is the message you wish to spread? When I think of propaganda I think of the government bragging about how awesome it is and how totally crappy the other governments are. But there is no government on the game that is actually defined (as far as I know).

Maybe you mean funny advice like, "Remember, boomrats may be fun to shoot at, but keep your distance when doing so." and "Muffalos may be docile and slow moving, but steer clear when one is enraged."
#958
General Discussion / Re: Your weirdest habits
October 28, 2014, 08:44:16 AM
Quote from: H_D on October 28, 2014, 06:20:42 AM
I have couple of squirrels in my main base.

lol who doesn't? I mean besides all the dirt loving dwarves.
#959
Mods / Re: [Mod Request] Doors that prisoners can open.
October 28, 2014, 08:42:43 AM
Quote from: Haplo on October 28, 2014, 05:30:09 AM
A bunch of coding stuff...

Ok, awesome. But where do I put these pieces of code? Do I make a new .dll file containing just the code you provided and put it in an assemblies folder in a mod that contains a new door? I've never done any .dll modding on this game. And thanks for the replies by the way.
#960
Quote from: dasfunky on October 28, 2014, 07:29:57 AM
where's the download at?

it's an attachment at the bottom of the original post. yellow letters. you must be logged in to see the link.