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#991
Releases / Re: [MOD] (Alpha 7) Apparello v1.3.5 "Fabulous fabrics factory update"
October 24, 2014, 12:49:57 PM #992
Outdated / Re: [Mod](A7) Advanced Lamps V4 Now with bigger sunlamps! Updated Oct. 23, 2014
October 24, 2014, 12:36:36 PMQuote from: Montanio on October 24, 2014, 12:29:47 PM
Great work, really helps with lighting up large patches of area without spending wayyyy too much on energy costs. I'm guessing perhaps there could be further research that can be done (that costs alot of time) that further reduces energy usage? Maybe LED researching? Could perhaps make them a further unlock with even higher costs?
I thought of doing that but didn't want to add too many research topics. I'll consider it again though. I don't think I would reduce the energy costs a whole lot more though. At least not for the indoor lights. The outdoor lights do have a bit of wiggle room though so that's likely the only area I'd expand upon with further research. What were you thinking would be an appropriate research time? 2000 is the highest I have encountered so far but that seems a bit extreme considering 600 is the highest on this mod. Thanks for the feedback.
#993
Outdated / Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
October 23, 2014, 05:04:25 PM
that looks like a .rar file to me not a .pdf. you will not be able to unzip this with the default windows unpacking program. You need something like 7zip. Be sure to right click the .rar file and select "open with" and then select 7zip file manager. It's a pain in the ass for sure to download a different program just to do this, but .rar is a very common format so it's a necessity if you do a lot of downloading of things.
#994
Outdated / Re: [MOD] (Alpha 7) More Hydroponics Basins 1.1
October 23, 2014, 12:36:25 PMQuote from: Minus on October 23, 2014, 12:25:14 PM
A better sunlamp was my first ever mod. But I find that the vanilla ones still do okay. Infact I can use a lot less of them thanks to this mod allowing for some very efficient positions. Though sunlamps in general are of little use without a mod to allow growth at night. Don't suppose such a mod exists does it? That's all I'm missing.
I haven't found any that change the night time growing thing. But I've found that hydroponics is an absolute necessity in some desert biome maps. I played one the other night that had absolutely no soil anywhere except in patches of 1x2 or 1x1. I hate using fert pumps cause they are so expensive and only do a small area at a time so it's a lot of micro-management just to make a decent sized growing field with them. I ended up digging into a large hill and building a hydroponics lab in there just so I could have enough food. Eventually I grew to the point where I had to use fert pumps and make a large area outside, but would never have made it without the hydroponics lab.
#995
Outdated / Re: [Mod](A7) Advanced Lamps V4 Now with bigger sunlamps! Updated Oct. 23, 2014
October 23, 2014, 12:19:18 PM
Yep, another update folks! This version includes an advanced sunlamp which lights up even more area with the "brightly lit" so you can grow even more hydroponics stations. The numbers may need some tweaking and the texture will most likely be replaced with a custom one in the future. For now it just uses the standard sunlamp texture though. Let me know what you think. I am very open to feedback.
#996
Outdated / Re: [MOD] (Alpha 7) More Hydroponics Basins 1.1
October 23, 2014, 11:04:39 AMQuote from: NetBlaise on October 23, 2014, 01:57:22 AM
You guys have any new in game layouts using this build? Been playing around with it to find the best layout with this mod.. I wish the light bulb had a greater range.. Great Idea for a mod
I agree, that is a good idea for a mod. I might add it in to my lamps mod if there isn't anything too difficult (like hardcoded usage of only the one sun lamp or something, I don't want to replace the vanilla lamp, just add a new one with higher range.) I'll give it a look after I finish waking up.
[edit to add] And done. It was a little more complicated getting the radius to change than I expected but I got it to work. I put it behind a research topic and just used the same texture as the basic ones. I may update with a new texture at some point soon. If you wanna check it out then click the green link in my signature.
#997
Releases / Re: [MOD] (Alpha 7) Apparello v1.3.4 "Still not quite the Animal armor update"
October 22, 2014, 04:17:31 AM
I see a need for miner themed headgear. The hardhat just doesn't quite do it. A miners headlamp that increases mining speed would be nice. It doesn't even have to actually light the room up since that's not possible without a .dll file. Mainly I just want to be able to tell my miner apart from my construction worker at a glance.

Also, a farmers hat would be a nice addition.

And a chef hat would top it all off for me.
Also, a farmers hat would be a nice addition.

And a chef hat would top it all off for me.
#998
Outdated / Re: [MOD] (Alpha 7) Immersive Rim 1.2.5 Now Modular, Craftable Synthread
October 22, 2014, 03:48:52 AM
eww, more blight and solar flares would make the game un-playable. The solar flares thing is already ridiculous as it is. No planet that experiences solar flares that frequently could ever harbor life of any known variety. More blights would hurt me a lot since I almost never eat meat in my games. I don't like hunting cause I always end up killing my own colonists who stupidly walk between the shooter and the target animal.
I'm all for adding new event types and challenges though. More different events would effectively reduce the frequency of the few events that exist currently in the game so you don't get burned out having to fight through the exact same battle a million times per game.
If you did add an event which spawned a pirate drop pod assault that is triggered by power outage (like they were watching and waiting for a good opportunity or something) then I would suggest a strike team of no more than 4 or 5 guys with really high stats. It should never be a huge invasion force with 30 or 40 guys in that situation since a raid that big requires planning and this would be a spur of the moment kind of attack if looked at from the raiders point of view.
That being said, I wouldn't do that within this mod. Extra events seems like it should be a separate mod all together. But that's just my opinion and I'm sure someone will disagree with it. I look forward to seeing what you do in the future anyway.
I'm all for adding new event types and challenges though. More different events would effectively reduce the frequency of the few events that exist currently in the game so you don't get burned out having to fight through the exact same battle a million times per game.
If you did add an event which spawned a pirate drop pod assault that is triggered by power outage (like they were watching and waiting for a good opportunity or something) then I would suggest a strike team of no more than 4 or 5 guys with really high stats. It should never be a huge invasion force with 30 or 40 guys in that situation since a raid that big requires planning and this would be a spur of the moment kind of attack if looked at from the raiders point of view.
That being said, I wouldn't do that within this mod. Extra events seems like it should be a separate mod all together. But that's just my opinion and I'm sure someone will disagree with it. I look forward to seeing what you do in the future anyway.
#999
General Discussion / Re: Your weirdest habits
October 21, 2014, 04:40:20 PMQuote from: Thorin on October 21, 2014, 02:46:06 AM
My other habit: my pawns who can haul: have a devilstrand cowboy hat. The pawns who can't either have none or the light blue one (forgot the name).
Not a bad idea. I usually use Edb's prepare carefully mod along with apparello and set mine up with appropriate clothing for their jobs. The construction worker and miner get hardhats and the social dude gets a fedora or a beret sometimes. The gardener gets overalls and a cowboy hat. I usually make 4 starting colonists just so I can see all the different outfits. Sometimes if I'm anticipating a lot of fighting (like on an open map with no mountains) then I set everybody up with normal clothes but the light power armor helmets or some other protective headgear from apparello, and then I color code the helmets for which ones are the best fighters. My best shooter always has a bright red helmet, the next best gets yellow, then green, then blue. Of course this all falls apart once I have more than my starting 4 guys. But I do switch the helmets out between colonists, giving the top 4 shooters the color coded helmets and the rest get whatever I can scavenge off the raiders.
#1000
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
October 21, 2014, 04:27:37 PMQuote from: Nimr_Tiger on October 21, 2014, 04:24:46 PM
How is this different from the *other* extended surgery mod?
Read the change log in the OP under 1.3. Also, that mod is no longer being maintained by the original creator apparently.
#1001
Outdated / Re: [MOD] (Alpha 7) Immersive Rim 1.2.5 Now Modular, Craftable Synthread
October 21, 2014, 04:11:20 PMQuote from: DracoGriffin on October 20, 2014, 06:08:41 PM
I don't think this mod changes that event at all; you can edit that event out, I thought?
It doesn't, and I know I can. I wasn't making any complaint about the mod except that it pretty much forces you to either mod the game yourself, download another mod that already exists, or deal with the fact that your house is going to explode every other day. Though now that the Work to build has been reduced a lot this is no longer the case. After testing the current version in a 4 year long game last night (at speed 2) I don't absolutely need to build solar panels for my main circuit anymore.
I take that back. I was mistaken. Just started a new game and saw that.
#1002
Outdated / Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
October 20, 2014, 01:05:30 AMQuote from: EdB on October 18, 2014, 05:21:05 PM
- The Chop Wood action now has a keyboard shortcut (P) when you select a tree or cactus on the map (as requested by Igabod)
Yay! Thank you!
#1003
Outdated / Re: [MOD] (Alpha 7) Right Tool For The Job (v1.0)
October 19, 2014, 10:44:22 PMQuote from: StorymasterQ on October 19, 2014, 10:39:21 PMQuote from: ItchyFlea on October 17, 2014, 08:12:23 PM
Plus I'm a cat, so that might contribute to the laid-back attitude. Meow.
Once and for all, Itchy, are you a cat or are you a flea? Or are you a cat with itchy fleas?
Or are you a psychotic squirrel?
#1004
Outdated / Re: [MOD] (Alpha 7) Immersive Rim 1.2 Now Modular, Craftable Synthread
October 19, 2014, 05:39:08 PMQuote from: Aristocat on October 19, 2014, 01:06:46 PM
Have you tried use Ebattery? It has 50% bigger storage and it should make solar panel more useful.. in theory.
Thank you
The capacity of the batteries isn't a problem. It's the fact that they blow up every other day due to faulty wiring. I hate that event. It makes no sense to think that we could build a fully functioning antimatter propulsion system for a space ship and somehow we get the wiring wrong in our homes every single time we re-wire it after it causes an explosion. If you could find a way to make a battery that doesn't trigger that event then I'd happily switch over to solar power. I just had one of my colonists get badly burned by one of those wiring mishaps when I was testing out the Ebattery. The battery itself was impressive as far as capacity and speed of charging up however. Maybe a little too impressive on the speed of charge part if I were to look at balance.
As a side note, this mod played well with every mod I use regularly, including my lamps mod with your lights and conduits mod turned off. I haven't tested the most recent update yet though cause I had just started my game when you released it.
#1005
Outdated / Re: [MOD] (Alpha 7) Immersive Rim 1.2 Now Modular, Craftable Synthread
October 19, 2014, 11:28:56 AM
[TLDR]Missing research requirements for some items, slight build cost balance issues. Great mod that is worth playing with again (especially if the build costs are reduced a bit).
Played a full game last night with this mod. I even went so far as to build the ship and escape the planet for the first time (which was kinda a let down). I only noticed a few errors this time around. There were some items that were available in the build menu before I researched them. The enforcer turret and the batteries are all I can think of off the top of my head that had this problem. Other than that and the invisible lamps and conduits (which has already been addressed) there was nothing else actually wrong with it. I enjoyed it a lot.
One thing I suggest is lowering the work to build costs for some of the things. 250,000 WTB (for geothermal extractor) is insanely excessive. I understand that it's an advanced piece of technology but that's still a bit much considering you can build an entire spaceship for less WTB in total. I was a little irked when the standard geothermal generator cost so much more metal and also plasteel (unless my memory is wrong, I've slept since then). I'd cut the metal cost in half of what it currently is in the mod if you are going to keep the plasteel cost in as well as the major increase in WTB to build it as well. I never use solar generators because I hate the exploding batteries thing but I was pretty much forced into using them early on due to the cost increase for geothermal generators. I personally think that exploding batteries event fires way too frequently to make solar generators a viable means of powering the base, but that's nothing to do with this mod.
Over all, I enjoyed the mod and will be using it again. Thanks for putting this all together for us.
[several edits to correct spelling and add in missing words here and there. My brain isn't firing on all cylinders today]
Played a full game last night with this mod. I even went so far as to build the ship and escape the planet for the first time (which was kinda a let down). I only noticed a few errors this time around. There were some items that were available in the build menu before I researched them. The enforcer turret and the batteries are all I can think of off the top of my head that had this problem. Other than that and the invisible lamps and conduits (which has already been addressed) there was nothing else actually wrong with it. I enjoyed it a lot.
One thing I suggest is lowering the work to build costs for some of the things. 250,000 WTB (for geothermal extractor) is insanely excessive. I understand that it's an advanced piece of technology but that's still a bit much considering you can build an entire spaceship for less WTB in total. I was a little irked when the standard geothermal generator cost so much more metal and also plasteel (unless my memory is wrong, I've slept since then). I'd cut the metal cost in half of what it currently is in the mod if you are going to keep the plasteel cost in as well as the major increase in WTB to build it as well. I never use solar generators because I hate the exploding batteries thing but I was pretty much forced into using them early on due to the cost increase for geothermal generators. I personally think that exploding batteries event fires way too frequently to make solar generators a viable means of powering the base, but that's nothing to do with this mod.
Over all, I enjoyed the mod and will be using it again. Thanks for putting this all together for us.

[several edits to correct spelling and add in missing words here and there. My brain isn't firing on all cylinders today]

