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Messages - palandus

#61
Outdated / Re: [MOD] (Alpha 8) Automated healing
January 29, 2015, 07:59:50 PM
Healing pod and goop reminds me of Private Rico in that healing pod after he got wounded in Starship Troopers 1. Remember how it was filled with goop?

Here is a way to balance it out:
1) Make it heal all wounds but...
2) Make the time it takes to heal those wounds 2x longer than having a skilled doctor do it.

This way, it provides all the benefits of self healing but it is not ideal for when you have a skilled doctor around as the doctor can make the healing process completed a lot faster. Though if you lack a skilled doctor (ESPECIALLY IMPORTANT in ALPHA 9 as Tynan is making it so that Doctors can screw up operations) then this would be a godsend.
#62
Outdated / Re: [MOD] (Alpha 8) Climate Control Unit
January 29, 2015, 03:19:39 PM
So just curious, would this mod help to reduce high heat temperatures from using a mod like RTGs? (These push heat like a campfire but have a very high limit and thus can heat rooms up really high. I found that with enough RTGs, the regular coolers cannot keep up to the heat production, is why I'm wondering. (As I had a reactor room with like 10 of them, and it got up to like 140 Celsius inside; aka too hot for pawns to enter; their blood boils very quickly)
#63
Mods / Re: Bug
January 27, 2015, 02:20:19 PM
Then this likely is meant for the bug support forum and not the modding forum. Unless it was caused by mods, that is.
#64
The value in having a larger fissure depends on what mods you are running with. Some mods require Uranium in their buildings, and thus a large fissure is ideal for that, rather than hoping some trader has some.

Plasteel is required for building the spaceship components, and for most mods with bionics, like Cybernetic Storm, Plasteel is required for pretty much everything. You can also build walls and doors out of it that is like 2-3 times stronger than steel in hitpoints.

Gold is great if you do sculptures as Gold sculptures can sell for a lot of silver even if they are of shoddy craftsmanship.

Silver is great if you don't encounter many traders and thus need to have some silver ready at hand for when traders do come. Also, great for this mod, as circuitry requires I think 75 silver per batch, or something.

As for running out? Nah. They'll keep spawning the stuff, and if you don't have a stockpile set up for them, they resources will just keep stacking. I've seen piles get up to in excess of 5000 resources at times. 
#65
But that applies to all ground warfare though, elstrages. If your enemy is determined enough, it generally doesn't matter how well defended you are. Like... storming the beaches Normandy. Sure, we'll lose a million men, but we'll take those defenses.
#66
Well the moment you convert an embrasure to a lowered wall, the temperature of outdoors would be applied to the interior of the "flash furnace / flash freeze", so that would deal with the excess heat very quickly.

The only way to make the fire option work is to provide some kind of fuel source for the fire. So, if you had a growing zone inside the furnace / freezer, growing some kind of plant... those plants could burn for you, but again, problem is getting a colonist to the point where they can toss a Molotov inside without getting obliterated by being public enemy number one.
#67
The problem with that idea is that a person to throw a Molotov in there, would be a sitting duck, as they would be the ONLY target the raiders could see, and thus would all attack the colonist with the molotovs and might outright kill your colonist before they can throw a Molotov. And even if you can throw a Molotov inside, the problem is that the fire must have a fuel source to continue to burn, and thus all the raiders inside would get lit on fire and burn up completely and thus completely negate any possible raider retrieval afterwards.

The problem with the heater or coolers already ingame is that they are too slow. If you manage to trap 50 raiders inside, using conventional heating or cooling to knock them out, before they knock down the mechanical walls is next to impossible to do.
#68
Here is an idea Mipen, dunno if it would work or not, but going to leave it here nonetheless. While giving Elstrages some ideas for base defenses, I had thought about a "crushing wall trap", based on your mechanical walls.

How it is supposed to work is to have a large area of mechanical walls in the lowered position and then when raiders or other hostiles entered that area, a player could order all the walls into the raised position, essentially creating the effect of a "cave in"... or in this case, the wall crushing the raider into the ceiling.

I was wondering what would happen if a colonist or raider was standing on a field of lowered mechanical walls and then you raised up all those walls around them and on the space their standing on. Would it:

A) Displace them to a nearby square?
B) Kill them instantly?
C) Cause a game crash?
D) The wall will refuse to be raised until they are out of its square?
----
On the same lines of thought, could those kinds of walls be raised and seal raiders inside instead of crushing them instantly, by say having a larger area of lowered walls and then raise them once the raiders are inside, thus trapping them?

Logically they would start to beat away at the walls to try and escape, so, could there be a mechanical wall that works much like a "cooler" where it can reduce the temperature of the sealed in area down to like -150 very quickly (except with a VERY high power cost) or if the heater was facing into the room, heat up the room very quickly to like +250?

What would the purpose of this be? Well, raiders will collapse from hypothermia or hyperthermia when it reaches "serious" level of hypo/hyperthermia. Any collapsed raider will thus be easy pickings for taking them prisoner. And any fellows that don't collapse will be greatly fewer in number.

An alternative to having a wall that heats up / cools down the room, is to have one set to be an embrasure and have a colonist equipped with a Molotov cocktail, and toss a cocktail into the room. Since the fire would be contained, the temperature would go from average temperature to over 1000 degrees Celsius very quickly, but that would require fireproof walls and high health for those walls.

Thoughts?
#69
I wouldn't say the mod is overpowered. The research cost, and the costs to build the items offsets any uber power from the stuff. Plus, when you think about it, you are unlikely to get the majority of the cybernetic stuff until late game, at which point you'd want all that extra power.
#70
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.7
January 23, 2015, 10:00:43 PM
I think the range indicator that the game uses is hardcoded to only show ranges up to like range of 70 (for some reason). The APB I think has a range of 80 or 85, and thus wouldn't get shown by the game.

#71
More defensive stuff? Hmmm...

1) What about a floor that REDUCES movement speed when travelled through, but doesn't grant people any cover when doing so (ie old setups were to use massive amounts of rock chunks or sandbags, but these offer cover)

2) What about a door that can be ordered by the player to "open" up to allow invaders into an area and then order the door to close behind them sealing them in?

3) GlitterTech had a great idea: Blast Doors, but has failed to come up with a "Blast Wall" that has exceptionally high hitpoints to work as a highly defensive wall, to support a Blast Door. The thing with the Blast Door is, that it is practically invulnerable, but the walls surrounding the blast door are not, so I've seen raiders destroy the wall, and ignore the door.

4) What would happen, if a raider was on a floor that could be converted into a wall? Would they die instantly (ie crushing force) or get displaced? ie in the Mod Mechanical Defense, Mipen has a Mechanical Wall, that can be converted into either an Embrasure, raised to be like a wall or lowered to be walked over. So, if you had a large number of these walls, in the lowered state, what would happen if you ordered all walls to raise?

5) What about a defensive field of some sort that "ordered" raiders to drop their weapons when they walked through it?

6) Sticky floors that fully prevent movement if entered? Kinda like those really, really sticky paper stuff used to catch rats... and so sticky that if that rat wanted to leave it they'd have to basically rip part of their skin and hair to get off?

7) A room that has walls that are fireproof, and that seal raiders inside, and then a fire is started inside the room. A contained fire can actually heat up a room quite quickly. I had one room with fireproof walls that actually got up to over 2200 degrees Celsius in less than 10 seconds.

8) A room that has highly resistant walls, and a mechanism that drops the temperature of the room to like -150 degrees Celsius, flash freezing anyone caught inside.

9) A defensive field that went entered causes raiders to enter a psychotic rampage and start killing their fellows. Could be done probably by having an event or something that causes a massive drop in morale of say -150 or something.

10) Good old landmines. KABOOM, when stepped on, or a proximity sensor, or manual destruction.
#72
Why is it that when you change a mechanical wall to an embrasure / lower it / raise it, it is temporarily without power for like 2-3 seconds?
#73
@BajtMe; in the ThingsDef folder, there are the two files Apparel_Hats.xml and Apparel_Various.xml; In each of these files there is this line of code: <tags> A_TAG </tags> (where A_TAG is a specific tag). So, for example, "Apparel_Pants" (in Apparel_Various.xml) has the tags "Outlander" and "Spacer". What this means is that anyone with the Tag Outlander and/or Spacer, can spawn with these items.

Now if you go into the PawnKindsDefs folder, and then into one of the PawnKinds_Mercenary.xml (as an example), you'll find a line of code that says: <apparelTags> </apparelTags>. Any tag in that code corresponds to items in the other two files mentioned.

So if you wanted to have only robots gaining the items, then have in the apparel files say a tag like "Robot", and then in the PawnKindsDefs folder have the robots being only able to wear Apparel with the tag "Robot" and don't had that tag to any of the humanoid races. Hope this helps!

PS: Not sure if it will fully prevent humanoids from wearing the items, but it should prevent humanoids spawning with the items on them.
#74
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.7
January 21, 2015, 03:19:47 AM
Suggestion:

Make some smelter recipes that will allow you to smelt down spare Skin Suits, Nano Suits, Reactive Suits and Nano Helms into Titanium.
#75
I notice on both the Nanotech and Cybernetic Armor, there is a little "NT" written on it. If that is meant to mean Nanotech, then maybe the Cybernetic Armor should get it's NT changed to CB or CN.