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Messages - millenium

#61
interesting mod. i do have to agree with some of the previous posts in saying that the ore extractor is overpowered. the best mining machine I've found is in mining&co mining machine. requires power and part replacements in order to run. the biggest thing is that it needs an off button. a power toggle would be nice. the deep storage unit is great though i would move for them to be a single square with half the storage it makes it easier to store certain items. the walls are fun for corralling raiders into killzones so i don't have an issue with them. maybe embrasure versions of them?

the fissure generator is a little cheap. adding uranium or plasteel to the recipe would offset this.

just couple ideas. keep up the good work.
#62
Outdated / Re: [MOD] (Alpha 7) Neolithic Mod (v.0.93)
November 10, 2014, 09:36:09 PM
then is it possible for the "butcher deer" task to be able to use any animal. thereby you get generic horn and hide item which can be cured into usable leather. the leather could then be used in place of deer hide this would expand your options depending upon what is native in your biome.
#63
Outdated / Re: [MOD] (Alpha 7) Neolithic Mod (v.0.93)
November 10, 2014, 12:37:47 PM
some sort of healing item would be greatly appreciated. also i have started a few colonies where i had to wait a couple days for deer to show up to start mining. is it possible to make a menu to change the hide type to another animal?

#64
Outdated / Re: [MOD] (Alpha 7) Neolithic Mod (v.0.92b)
November 09, 2014, 02:56:00 PM
i like thebidea of this mod and will be doing a playthrough soon.

on the note of ballistae there are many sizes. laryer ones could be like more accurate mortars and then smaller ones could be used for siect fire mounting . the thing is is people underestimate an arrow due to its increased size and weight an arrow can easily pierce standard kevlar and thinner ceramic plates and the smaller ballistae shoot bolts both larger and faster than the standard hunting arrow. tue biggest issue is mostly one of range since no weapon in this game fires as far as the real life equivelent.  taking something like the mounted m2 from another mod upping the damage and making it shoot only 1 bolt would be a good defense.
#65
hmmm....

so your the one, THAT GAVE CENTIPEDES ROCKET POWERED SCOOTERS!!!

seriously they are way to fast now early game large map my base is whipped out before the scythes even get within firing range.

in all seriousness i do appreciate the changes to the game making it more difficult its just the centipedes are too fast now. they should keep up to but not outrun scythes.
#66
Outdated / Re: [Mod](A7) Xtra Trees v 1.0
November 07, 2014, 09:14:44 PM
so the trees are cut down when harvested or do they regrow their fruit after awhile?

theres a few mods that add machines where you can input something and it will output something. having something like a more permanent tree that uses this system and outputs food would be neat.

anyway cool mod i will include it next time i generate a world so i can have more food options.
#67
Releases / Re: [MOD] (Alpha 7) Glitter Tech v0.65
November 03, 2014, 05:19:42 PM
i have an issue with some of the custom events that have been happening.

your parts seem to be seriously undervalued by the computer as when i built an improvised turret i got attacked by a squad of four people in full power armor toting the railguns from this mod. needless to say my colony ended rather early.
#68
issue i ran into with custom events and animal husbandry. some of my colonists were taming squirrels at the same time as the event that kills all animals happened. the squirrels multiplied into the hundreds and killed some of my colonists but the multiplied squirrels were all domesticated so now i have them shoved into a small room in my base.
#69
issue i ran into with custom events and animal husbandry. some of my colonists were taming squirrels at the same time as the event that kills all animals happened. the squirrels multiplied into the hundreds and killed some of my colonists but the multiplied squirrels were all domesticated so now i have them shoved into a small room in my base.
#70
Quote from: Lostsaint6689 on October 19, 2014, 03:18:08 PM
SO every zombie i come across have a blue name and my colonist will not attack them at all and i have to use my turrets to individually force target each zombie... which can be a huge pain in the arse. Is there a fix this? If so please let me know, if not... can that happen soon? i love the mod but its currently unplayable. Thanks

it looks like its something wrong with the faction definition not loading right. spawned zombies are still enemies but resurrected zombies arent. also issue with the images used for the zombies they seem to kill framerate. more so than they really should.