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Messages - kingtyris

#91
Ideas / Manually assign where a device connects
March 01, 2015, 07:52:25 PM
When I'm designing my colonies power grid, it would be SUPER helpful if I could designate exactly where I want a device to connect to its power source.
#92
Ideas / Re: Water system (Toilets and showers etc)
February 28, 2015, 02:53:31 PM
I too want a water system. Tynan has said before that tying rainfall to growth rates would take too much time, but the way he described at the time (tracking water saturation of each individual tile) Is overly complicated. I say just keep a timer of the length between rainfall events, and if it exceeds a given threshold give outdoor plants a global 'Drought' debuff. A sprinkler system tied to the water system could counter this.

As for plumbing, maybe replace 'coduit walls' with 'Utility walls' that contain both pipes and conduits. Or maybe have utility walls, plain walls, piped walls AND conduit walls. It would be a lot more wall options cluttering the structure screen, but I could see the benefit of have so many micro management options.

I don't want my pawns to have to shower, but needing to use the toilet is a good idea. And they technically wouldn't even NEED a toilet; a toilet would just be a convenient waste disposal tool within the home region, whereas far away on the other side of the map most pawns should have no problem with defecating right on the ground, as they wouldn't have to live near it. This would solve a few issues. And maybe before toilets are built, dumping stockpiles could be set to store waste, and pawns would automatically defecate in the nearest appropriate stockpile until toilets are built.

Finally, I have no problem adding a water requirement to food. As for problems with eating and drinking when your pawn is working far away on the other side of the map, I already hope Tynan expands pawn inventories to allow them to carry food items the way visitors and raiders already do.
#93
Love this mod so much! But is there any way we can get the devastator turret to require shells as well?
#94
Bugs / Re: Rescued friendlies without leg issue
February 26, 2015, 08:41:25 PM
Yeah, if I am going to rescue a friendly and render them medical aid, I'd rather have all of my medical talents at my disposal to use upon them at my discretion.
#95
So I assume this is just a kink in how pawns prioritize their actions, but I've noticed that when a colonist that has a disease like say malaria gets up to vomit, instead of going back to their assigned medical bed for treatment they're returning to work. After getting up, the 'Rest and Heal' command is forgotten.
#96
Outdated / Re: [MOD](Alpha 9) Minor mods: Outfitter
February 26, 2015, 06:14:07 PM
You sir(or ma'am) are a scholar and a gentleman(or lady). I will try out this mod post-haste.
#97
Ideas / Re: Repair of degraded items
February 25, 2015, 03:13:51 PM
+1, although for balance maybe once items below a certain level of degradation gain the 'Patched' condition, which reduces its maximum efficiency below 100%
#98
If you think about it, IRL when we release our prisoners we let them rejoin society.

But I would like to see a 'Banish' option added for certain colonists. Breaking every other day and making my other colonists waste resources keeping you alive makes me want you gone. And I don't know about founding their own colony, but I love the idea of the colonist swearing revenge and returning to kill his former colony mates later.
#99
Ideas / Re: Synthread Loom
February 23, 2015, 04:19:48 PM
Cybernetic Storm adds a workbench that allows you to craft synth and hyperweave. I love the mod and the crafting options don't imbalance it too badly. But I'm glad they're uncraftable in the base game. Hyperweave lore states that making it is a highly guarded Glitterworld secret.
#100
I really love LOVE this idea for multiplayer. This DM approach is the best I've heard so far. I also like Wagglepuss' resource pool idea.
#101
+1
#102
Ideas / Re: Insulated walls/doors
February 22, 2015, 11:30:24 PM
What I really have in mind is a dedicated temperature-proof wall type for building freezers. As for insulating the living space, I think it would be good enough to use stone which would allow very little, but still some temperature to bleed through.
#103
Bugs / Re: Cassandra on challenge not sending attackers
February 22, 2015, 06:01:28 PM
I finally got attacked a few months in. I guess the storyteller is a little wonky?
#104
Bugs / Cassandra on challenge not sending attackers
February 22, 2015, 03:18:28 PM
I'm never being attacked by enemy factions. I thought it might be a problem with a mod, so I turned off all mods, and even reinstalled the game, started a new world and a new map, with 3 hostile factions, and I've yet to receive a single enemy raider. Anyone else having this bug?
#105
I don't know if your mod is doing this, but I'm playing a colony on Cassandra challenge mode, and I have yet to receive my first raider. Turning the mod off now to see if the mod is indeed the problem. I'm running alpha 9d