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Messages - Plasmatic

#151
Ideas / Re: Min and max on the create benches
April 16, 2014, 08:47:42 AM
Quote from: djnekkid on April 16, 2014, 07:09:40 AM
Hi people!

I were wondering if it were possible, and not too much work, to let the, for instance, cooking stove have a "min" and "max" setting.

I.e. I want my cook to make more meals if it less then 10 in stock, but stop makeing them when there are more then 20.

As it is now, if he is for instance building some wall, and if one fellar eats one tray of food, he then goes to make more, and then back to the wall.

Cook, walk, build, repeat :)

The "Do until X" option is pretty much what you describe.. althought I'm getting mixed results from it (likely due to a mod)

It should craft food plates till you have the number you set, then stop and only start again once the number of trays drops again.

The issue I have though is that the cook only dumps the tray they just made on the ground (not in a stockpile) so it doesn't count towards the number completed, thus they keep spamming meals.

But like I said, this is likely due to a bug in a mod rather than the core files.
#152
Quote from: Headshotkill on April 15, 2014, 04:47:06 PM
Lol, if you sacrifise a colonist you shouldn't get bad events for 3 days...

I like this idea :P
#153
Help / Re: Adding more than 4 prefered names?
April 15, 2014, 07:34:12 PM
Quote from: Tynan on April 15, 2014, 07:31:17 PM
In truth, I don't know. I suspect it'd get wiped as soon as the game rewrote the file.

Also, preferred names is just a way of pointing at names already in the game (from name-in-game+ tiers). The names already have genders attached. It's not a way to put arbitrary new names into the game.

Ah, so that is why I am not seeing my names in games.. it is not adding new names, it's just moving existing names to the top of the list so to speak..

That makes more sense
#154
Help / Adding more than 4 prefered names?
April 15, 2014, 06:36:23 PM
So with the preferred names list in options it has 4 slots..

But I noticed a XML file in the main folder called "Prefs" which contains

  <preferredNames>
    <li>Salt</li>
    <li>Plasmatic</li>
    <li>Aluanna</li>
    <li>Evanescence</li>
  </preferredNames>


So I'm curious if we could potentially add as many preferred names as well want via the XML?

As a side note, it might be better if we get an option with the names to specify male or female.. some names clearly work better for one gender than the other..
#155
Ideas / Re: Colony advancing
April 14, 2014, 03:10:43 PM
Quote from: Darkfirephoenix on April 13, 2014, 03:33:03 PM
+1 to Plasmatic But it's bugging me too that we can start to build an nearly unlimited amount of Solar panels even though we may have gotten 3 medieval Oafs. It should give some kind of "Tech-curve": I land on the planet with an limited amount of food, metal and tools. Maybe we could get it more like an Starter-kit/Emergency-kit (like some other ppl thought about earlier) and we have to get at least the means to build this high-tech stuff we already can build right of the bat. Again something wich bothers me: We can build Solar panels, Automatic-Turrets etc. right from the beginning, but we have to research Hydroponics-TABLE (we can build the Sun-Lamp right at the start too), rugs, simple cages and such FIRST to be able to build it... Really?

I would love (as I said) an Tech-curve, so we have to research/work our way up to get the more advanced stuff. Ofcthe colonist have an basic knowledge / some information tool how to do most of the basic stuff (Iron working, a bit electronics etc.)

Perhaps the best course of action is not to limit the tech, but limit the metal? theres a mod that converts the metal you mine into ore that you need to smelt first. That would limit the use the metal early game, but also provide a believable reason for the limitations, for the sake of argument, mining ready to use metal is a bit far fetched..

most of these issues will probably be solved as the game progresses I highly doubt the current tech curve is going to stay as is..
#156
General Discussion / Re: turret raid spawn increase?
April 13, 2014, 02:31:24 PM
Quote from: Architect on April 13, 2014, 12:09:18 PM
Quote from: Tynan on April 13, 2014, 12:00:53 PM
Quote from: Gideon on April 13, 2014, 11:27:16 AM
If the problem is that turrets are too effective when spammed

Yep.

I'm going to decouple this by varying raider tactics. Specifically, they'll use artillery so you have to come get them on the map if you don't want to get pounded to dust.

What if you dig very, very deep into the mountains? XD

That is assuming you are able to dig at all.. I've had a map spawn with no side mountain at all :) (several mods installed, possibly one of them influencing map seed)

That and the regular size of side mountain vs 12 tiles from edge thing limits the depth of bases.
#157
Ideas / Re: Colony advancing
April 13, 2014, 02:23:52 PM
Quote from: Headshotkill on April 13, 2014, 01:00:55 PM
Hey guys, lately I've been looking at some mods and found 2 rather interesting:

-Wood economy
-Industrial rim

(And betterpower+ but that's not really what I want to talk about.)

And I noticed how we can actually make a modern colony almost from the start, with metal and machinery, I didn't really had to use wood from 'wood economy' but I think it would be cool if we could really advance our colony over time.
I know that right now you expand your colony and get better security up the longer you play but I would like it if we started really simple, you don't have metal from the beginning, just wood and start building with that. Overtime you develop pickaxes using wood and stone, now can mine into hills and gather minerals. And so you start getting machinery up and running, slowly advancing through technology ending with nuclear reactors and energy guns.

While this sounds fun in theory, if you as a space faring race crash on a planet you probably already know how to use metal.. only reason to use wood is for a lack of metal..

Besides, I don't want this game turning into minecraft/Craft the world/+ the thousands of other clones
#158
Bugs / Re: Trading
April 12, 2014, 10:49:18 AM
Quote from: keyes on April 12, 2014, 10:16:27 AM
Ok, maybe the way trade works changed, but I can't find the launch pad anywhere in the game anymore when i play.  When I try to trade with the coms console,  It says I have zero of everything because I don't have a launch pad to place thing on to trade with.  I have tried playing with and without mods and I can't find a way to build it.  I just isn't there.

It has changed, the launch pad is gone, instead you have to build a orbital drop beacon with a stockpile underneath the radius the beacon shows..

Personally, I'd prefer the beacon to create it's own stockpile when you build it.
#159
Outdated / Re: [MOD] (Alpha 3) Antelopes
April 11, 2014, 01:13:34 PM
Maybe call them Entilopes to match the Muffalo vs. Buffalo type name thing
#160
Bugs / Summary of bugs I've found so far
April 10, 2014, 08:26:09 PM
I'm been playing the new release for a couple hours now and I've run into a couple of bugs, nothing game breaking, but annoying nonetheless.

1) a Noble decided to join my colony and I let him stay till a slave trader came by, when I noticed it, I instantly arrested him and sold him, unfortunately, he is still in my overview list, and when I click on his name (to locate him) it pans to the jail cell he was last in. Will upload a save when I get home today

2) when colonists hunt the corpse is flagged for non-interaction, meaning you not only have to mark the animal to be hunted, you also have to find the corpse and remove the non-interaction flag after it is dead.

3) not sure if it's a bug, or a balancing thing, when there is a solo visitor from another colony and you arrest them, how does the colony find out? they are just as likely to have been eaten by rabid muffalo as they were to be captured by you no?
I fully understand if there are witnesses, but if the visitor is alone inside your base, how does his own village find out he was captured by you?
At least there should be some delay, like, next time visitors from that village come to your base they notice their buddy with you and may sound the alarm then..

4) Can't grow Agave with hydroponics. or is this intentional?

5) Cooking skill increase extremely slowly, making getting to fine meals a very long process unless you find a colonist with a high cooking skill to start.

6) I understand not allowing players to build near the edges, but 12 tiles seems a bit extreme, also, you should ensure that stram geysers do not spawn in impossible places then. last map I played on had 2 visible steam geysers, both within that no-buildzone.

7) If factions that start friendly or neutral become hostile turrets will not engage them.

Otherwise I love the update, Lots of great changes
#161
Bugs / Re: [L|Alpha3] Where is real turret?
April 10, 2014, 07:50:26 PM
Quote from: WMP on April 10, 2014, 06:29:43 PM
And changes is only in size? Without  explosion radius changes?

explosion radius still there, it may even be a bit bigger.. I don't remember how it was  pre-alpha
#162
Outdated / Re: [MOD] (Alpha 2) Blast Walls
April 10, 2014, 01:48:50 PM
When I click the download link I just get an error saying I'm not allowed to access that place...

"An Error Has Occurred!
You are not allowed to access this section"

I am logged on to the forums so I would say your download is borked, but it might well be something on my end..
#163
General Discussion / Re: Good job Tynan
April 06, 2014, 11:08:05 AM
Quote from: Semmy on April 06, 2014, 11:02:53 AM
The fact that there are no gamestopping bugs is that tynan doesnt just release the game to the public out of the blue.

He does take alot of time killing bugs. And we encountered alot of awfull ones before release.

Thats just what he is saying though, the fact that you spend time testing and squashing bugs before a general release is what makes Tynan have a great track record.

Games are always going to have bugs, its the amount of time you spend finding and fixing them that makes you a great developer.
#164
General Discussion / Re: Good job Tynan
April 06, 2014, 01:26:47 AM
Quote from: Tynan on April 06, 2014, 01:20:45 AM
Why thank you! What else to say? I'd hate to subject you all to ugly bugs is all.

Bug smashing is so fun though... (As long as I don't actually have to find them in the code - I'm not a programmer. I get lost in HTML :P)
#165
While I think it would be fun, it would also add a MASSIVE hassle to micromanage...

I vote we keep it a April fools joke....