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Messages - JKTD1919

#32
Outdated / Re: [MOD] (Alpha 4F) Campfire v0.2
July 09, 2014, 12:44:02 AM
Hope so!
#33
Itchy, you are my favorite modder. You may not have all of my favorite mods, but you are damned loyal to your own. Prompt, thorough, and actively in pursuit of user requests. And humble, considering you relinquished Zombies when someone did it without modding Core.

Will these updates be incorporated into Base Mod? (including Colonist Creation compatibility if and when you do it?)
#34
Compromise would be having the cotton trader deal in some of the other goods as well, so it makes less of a burden.

Just please no Slave Traders who Buy Cotton. That may be a bit much.
#35
You forgot to rename it :P
#36
A lot of these are old, but just ignore those ones. This post was made in 254b days.
#37
Few ideas:

-First, not sure if this one would be cheap, but: Drill. Requires research. Requires power. Drills a geothermic vent. Can fail/explode. Maybe 3x3, geothermic vent is created in the center, drill must be sold to build Geothermic Generator.

-Motion detecting lights: Would work much like auto-turrets, but instead of killing things on sight, would turn on on sight. Would also turn off when no one is around. Requires research(?)

-Non enclosing walls; maybe more durable?

-Improved roofs research option; maybe can stand further away from supports? Or maybe vaulted ceilings, to decrease the amount of XY space that is required for colonists to not feel cramped.

-Lightning rods/generator; requires research, keeps lightning from damaging a certain range, generates vast amounts of energy when batteries are hooked up. Diverts excess energy into the ground.

-Wall lamps

-Underground conduits; so they don't take up as much space.

-Double sided equipment rack.

-Bunk - sleeps multiple prisoners/colonists.

-Couch

-More potted plants; different colored flowers, shrubs, bushes, etc.

-Fences and gates; keep animals out without having to enclose farms.

-Handler class; like Warden except for animals.

-Vet class; like Doctoring except for animals.

-Patrol class; colonist patrols a designated zone for threats. Auto-drafts when threat is detected.

-Animal capture; requires lasso/traps.

-Some sort of beast of burden; bull-like, horse-like, mule-like. Requires same process as "recruitment," except called "Breaking." Can be used to haul more, grow more efficiently. Requires "cleaning-up" after and feeding. Fed by Handlers. Small chance to be injured on the job.

-Hay for animals to sleep on.

-Research: shoes for animals, saddle/reins/etc.

-More crops; need to acquire seeds which require research, or are attained from traders or crashed ships. Perhaps Oaf recruitment yields small chance of getting new seed type.

-Smooth-out mineshaft walls.

-Metal detector; equipment allows for seeing minerals deeper into walls than just one block.

-Caverns; must be mined into to discover. Same as outdoors, but hidden until mined into. Rock fllor, rock walls. Maybe geothermic vents?

-Mushrooms and other fungi grow in dark. (Found in caverns.)

-Cooking options: Multiple tiers. Higher tiers less likely to set fires; T1 Open campfire, T2 Fire pit, T3 Fire Grill, T4 Electric Stove, T5 Oven, T6 Microwave oven (penalty to happiness?) Require research. Also (not cheap part) Maybe higher tiers (up until microwave) are less likely to burn food.

-Overcooked/Undercooked food: Multiple tiers. T1: Raw (-12 Happiness, 0 Fear when eaten), T2: Undercooked (-10 Happiness, 0 Fear when eaten), T3: Cooked (+3 Happiness, 0 Fear when eaten), T4: Overcooked (-8 Happiness, 0 Fear when eaten), T5: Burnt (-12 Happiness, 0 Fear when eaten.)

-Nuked food: Microwaved. (-5 Happiness, 0 Fear when eaten)

-Prisoner-accessible doors (so I can build a mess hall or rec center :D)

-Prisoners try to escape during power outages, depending on loyalty.

-Trench: slow down movement like sandbags, provide cover when standing in. Do not provide cover for standing behind.

-Bunker walls: Requires research. Can be shot through, provide cover, and are roofable. Possibly don't conduct electricity? Resists explosives from the outside, flame retardant.

-Streetlights: More durable, provide vast amounts of light when outside, cannot be roofed in.

-Chef class; has lesser chance of burning/overcooking/undercooking meals depending on aptitude.

-Blast doors; Require research, can only be opened from terminals, flame retardant, resist explosives. Can be forced open by sapper raiders.

-Sapper raiders; can dismantle auto-turrets, cut through walls and blast doors (over the course of several hours.)

-More happiness items; lampshades, desk, different kinds of chairs (office, lounge, recliner, etc.) bookshelves

-Water supplies; rivers, lakes, etc. Possibly able to drill water wells. Story event; draught. Crops begin to die, animals die of thirst, wells and rivers dry up, intense heat creates exhaustion. Colonists should need to drink water.

-Sewage system; toilets, pipes, and septic tanks all fall under on research category; water purifiers which require research, and a biofuel generator which requires research and turns waste into energy. Before researching sewage (0 Happiness, 0 Fear), chamber pots (-15 Happiness, 0 Fear), or outhouses (-5 Happiness, 0 Fear.)

-Check/Uncheck all button on Overview screen.

-Automatic pause on opening Overview screen.

-Robots which can perform firefighting, constructing, repairing, mining, plant cutting, hauling, and cleaning tasks (each task requires additional research. Should be too unwieldy to grow plants.

-Mechanic class; like warden except for robots. Repairs robots as needed. Even-more-Not-so-cheap idea: Depending on aptitude of the last mechanic to repair the robot, chance of shorting out, exploding, shutting down, or going rogue.

-Power sockets for robots to return to (beds for robots.)

-More weapons; flamethrower, gas cans which burn until put out when damaged, throwable knives, RPG, Incendiary grenade, baseball bat, crowbar, wrench, screwdriver, hammer, nail gun, saw, gloves.

-Non-lethal weapons; tazer, mace cans, EMP grenades which knock out power in a certain range, lasso, some kind of weaponized incapacitating drug (darts or melee syringes).

-This one has been mentioned before: Negative damage; threshold between incapacitation and death. Death at -10. Incapacitation at 0. If a unit takes damage that drops them below 0, halve the remaining damage. If the HP falls below -10, the unit dies. If the -10<HP<0, the unit survives, is incapacitated, and continues to bleed out until rescued.

-Field medkits: bandages stop bleeding, certain drugs provide extra HP, certain drugs cut incoming damage by a certain percentage (person on morphene or adrenaline feels less damage than a person not.)

-Improved doctoring system: more than just feeding people. Maybe some injuries require bandaging, surgery, or drugs instead of just nursing. Success of said operations should be based on aptitude and difficulty of operation.

-Events where prisoners become disorderly and/or attempt to escape. Makes me feel better about telling the warden to beat them.

-Floods which require pumps to keep the colony from flooding inside the walls. Floods damage electrical systems, crops, and furniture, and creates an excess of filth.

-Mentioned before: Dismantle option for furniture instead of sell and buy again to relocate. Also available for turrets.

-Practice dummy/target practice furniture. Improves shooting/melee skills when there are no raiders to defend from.

-Personal lockers which can be claimed by colonists; raise happiness.

-Mentioned SO many times: FIRE EXTINGUISHER. Takes up equipment slot. Requires research.

-Craftable equipment. Fire ext. (increases aptitude for firefighting), hoe (increase aptitude for growing), rake (increase aptitude for growing), power tools (increase aptitude for constructing/repairing), hand tools (increase aptitude for constructing/repairing), pickaxe (increase aptitude for mining), wheelbarrow (increase carrying capacity, lowers walking speed, increases aptitude for hauling), backpack (increase carrying capacity, lowers walking speed, increases aptitude for hauling), machete (increases aptitude for plant cutting), vacuum (increases aptitude for cleaning), broom (increases aptitude for cleaning), dust pan and brush (increases aptitude for cleaning), surgical equipment (increases aptitude for doctoring), handcuffs (increases aptitude for warden), all other equipment I listed above.

-Engineering/Crafting class.

-Crafting table; like research table, but for crafting equipment. Equipment must be researched first before crafted.

-Recycler to melt down slag into metal. Requires research.

-Grinder to grind down rock debris. Requires research.

-Heater/AC Unit: requires energy, requires research. Boosts happiness.
#38
Outdated / Re: [MOD] Shields!
July 07, 2014, 02:26:46 PM
Hope Tynan adds this to the Core soon. This is what we need to balance Sieges.
#39
Compromise would be adding it as a prerequisite in your description.
#40
Soo, sounds like this is REALLY buggy, but it's soo good, I can't resist. Doing it anyway!

I'll get back to you to see if I have positive results.
#41
Hmm, you're misinterpreting "carcass" I think.

The carcass is what is left after meat AND pelt is removed. I have a workaround, I think though.

Corpse -> Butcher Table = Carcass, Meat, and Pelt. The Pelt will rot until put into the taxidermy table.
Pelt -> Taxidermy Table = Skin
Carcass -> Taxidermy Table = Bone Pile -> Taxidermy Table = Refined Bone

Could also add a Tannery or Tanning Vat to make Pelts into Leather.
#42
I hope Vilusia still cares about this mod! Would be a shame for it to die.
#43
Now if only ZA would update. :l
#44
Unfinished / Re: [Mod] (Alpha 3) Unifier 0.0.2A
July 06, 2014, 07:41:56 PM
Yay for Base Mod!
#45
Update for this would be beautiful <3