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Messages - millenium

#16
Releases / Re: [MOD](Alpha 9) Hospitality (v1.00)
March 13, 2015, 07:15:12 PM
in accordance with hospitality can you have improved relations if they steal my food.

im tired of factions visiting and eating all my grub.
#17
Quote from: Vexare on March 08, 2015, 03:51:10 PM
Oh and one other thing (sorry for the huge posts). I am wondering if there's a way we can have a distinction between a 'chef' who prepares the high end meals only for the slavers to enjoy and a simple cook who only makes the crappy simple meals or just loads the nutrient paste hoppers for the slaves to eat? My high level chef I started with as one of the slavers because my leader demands good meals from day one gets the debuff for labored. I separated the food prep areas so that the slaves only get access to the nutrient paste hopper. Filling the hoppers is a cook job and raises cooking skill. I don't mind having a slave do that but I don't want the slaves to have access to the freezer where the fine and lavish meals are stored, those are only for the slavers! I've puzzled out how to design the cooking / eating areas to keep slaves from eating those high end meals and the only way is to prevent them access to that stockpile, but then that means I have to have a slaver chef to prepare them because the slaves can't get through the doors where food prep is being done anyways (nor do I want them to).

I guess what I'm saying is, I'd like to keep a chef who has high cooking to produce high end meals but don't want them to get the labored debuff if they are a colonist. A "chef" creates food for pleasure, not as menial labor. A "cook" on the other hand just cranks out meals all day long for the slaves. I'm probably making this way too complicated haha.

i fixed this myself with the a2b conveyors mod and teleporters the slaves make the meals put them on the conveyors and its transported the the slaver area.

as to counteracting the slavers are lazy thing with their favorite task just give them a buff for doing things they like to do.
#18
like this more compact storage is always welcome.

can we get the option to turn off the field display. the little white marks create some lag if there are too many points close to each other.
#19
i NEED  the ability to beat a slave out of a mental break.
#20
ooohh ooohh idea!

subdermal explosive control studs. like a slave collar but can be controlled to explode in the case of revolt.
#21
i hate to say this but the having little beetle things crawl around my colony hauling things is just adorable.
i really want these little guys in A9.
#22
Quote from: Lord Fappington on February 16, 2015, 04:07:47 PM
Quote from: Dragoon on February 16, 2015, 08:50:21 AM
Why does having them uh..do stuff not effect them both? Like I told um I don't know Alice to much to south on frank (?) it only gave her the bonus.

Because the man is so prodigious in size, she gets all the satisfaction.  On a serious note tho:

Ya I want that in too; attempted to code it in but it proved a little bug ridden; its in the works tho :)

wouldnt it be possible to take the conversation code and modify it for this purpose taking the values for good conversation and so on and using it for the events.

my understanding of the code is limited (i learn by osmosis). but since parties in the conversation gain the bonuses and detriments from the activity using this as a basis for the events could be a step in the right direction.
#23
i love this mod but it makes the game way too easy. then again i do extensive mining so i may have larger cultivation caves then other people do.
unfortunately i can't think of a good way to balance this as it is a viable food source though.
#24
finally got a skydriller and i must say it is rather inaccurate.

on a note of another mod that uses a similiar hole drilling mechanic. mechanical defense uses structure based drills to create fissures for mining small medium and large. each one creates greater or smaller amounts of a selected material depending upon size.

in all honesty i don't see the reason or need for such a large skydrill except in the case of extreme late game resource generation. and since the mine is not unlocked through research its a little weird to have a need to use the skydrill to make it work. having something of an earlier game small drill which makes a small mining hole that creates 1/2 of the resources we have now and the skydrill hole makes 2x to make it make more sense at least.
#25
Outdated / Re: [MOD] (Alpha 8) Climate Control Unit
January 28, 2015, 08:09:56 PM
hate to nitpick (i really dont) but the temperature gauge is in celsius which is better mechanically but i prefer fahrenheit because its better in human terms. i have switched back and forth between the two but it the gauge on the CCU doesnt adjust. i do like the mod but this is the only issue i have with this mod.
#26
Quote from: Cryov on January 28, 2015, 07:57:17 PM
There is a problem with this mod pack.
The combat droids generate a LOT of lag. It looks like they scan for a melee combatant every tick.
I built 6 to permanently man my 6 mortars and my game started lagging like crazy then I looked in the log and saw the crazy amount of spam for them scanning. Needless to say I deactivated them and the spam went away and my lag cleared up immediately.
Could you possibly look into this? I love your droids and have a form of automatic mortars.

Also getting rid of the message that they need beds would be nice as well.
i think any of the droids can man mortars/turrets just fine at least im fairly sure. i do agree with the need to fix the bed  thing its not annoying but just doesn't need to be there.
#27
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.01)
January 26, 2015, 09:33:39 PM
probably just copy ai from the mechanical defense mod for its droids to just be able to combat and haul. unable to equip or man guns either.
#28
rikiki i applaud your work but wouldn't it just be simpler to have 1 page for your mods?
#29
Quote from: SilverDragon on January 19, 2015, 01:25:19 PM
Quote from: skullywag on January 19, 2015, 12:58:15 PM
Also is glitterworld medicine in alpha 8. I mean do traders stock it? Ive never seen it.

Not that I've seen, only in resource pod drops.

never seen it never bought it never had it stocked i question whether it exists or not.
#30
i would have liked to have the option for meals in a compact space as well. say limit it to 50 meals in a space and have it refrigerated then add it as a separate research add plasteel and gold in the recipe to make it more expensive.