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Messages - Vas

#571
Outdated / Re: [MOD] (Alpha 2) Trade Federation
March 09, 2014, 06:23:30 PM
Well I tried modifying this mod to allow meals, paste, and tried to add prices to meals and paste, but it didn't work.  xP  I give up.  I can't figure out how to do it, it seems.  Might not be possible till Alpha 3 I suppose.
#572
Outdated / Re: [MOD] (Alpha 2) E-Furniture (v3.00)
March 09, 2014, 05:59:17 PM
I'm not sure why, but when I use the solo table with 2 chairs placed opposite of each other, and my people are eating raw berries, one of them is "eating from a stack of 0" infinitely till I military mode them because it seems they stack the food together into one pile it looks like.

Also, your mini com console doesn't work, the half sized coms, it doesn't allow traders unless you have the full sized one somewhere.
#573
Outdated / Re: [MOD] (Alpha 2) Stackable Meals
March 09, 2014, 03:22:21 AM
Quote from: Cj_mav on March 09, 2014, 01:34:54 AM
Oh, Hey. XD I didn't even think to look and see if anybody else had that same idea. Good thing to know I'm not the only one thinking about the food aspects.

I think those suggested times are a smidgen too long, but if it's even possible, I can't see why those times couldn't be changed to suit who-ever wants it a certain way.

Those times are based on real life.  :P  Strawberry times are relatively short, but it is pretty much a luxury food after all.  Meat wouldn't last very long at all if not refrigerated.  Not even a few hours.  :P  It would be bad to leave it out for hours at least.  So it's time is 6 hours max before it decays or becomes inedible.  But yea, potatoes last a long time before they start sprouting roots, and that other plant, is pretty much a sugar, which doesn't really expire ever.  I thought having food last a week in a fridge was good, maybe drop the times for the meals outside the fridge.  I'm not sure, can plan balancing for it once it works.
#574
Outdated / Re: [MOD] (Alpha 2) Stackable Meals
March 09, 2014, 12:43:14 AM
http://ludeon.com/forums/index.php?topic=2461.0 - my ideas for refrigeration and food.
#575
Outdated / Re: [MOD] (Alpha 2) Stackable Meals
March 09, 2014, 12:21:41 AM
No no, I wanted it to keep the expiration dates per individual meal.  That's the way it should be.
#576
Ideas / Re: Bad ass colonist
March 09, 2014, 12:20:01 AM
Nah, colonists become pretty over powered anyway as time passes.  It is extremely easy for me to survive even maximum raids even with my colonists not at high levels.
#577
It would be nice if there was a refrigerator to store food in, or maybe a room you can mark as the fridge and cool it down to triple the life of food.  Even requiring normal food like berries and strawberries expiring as well because those things do expire after a while.  For example, here is what I think of each food and what it should have as it's expire time, and expire time while in refrigeration.

Potatoes, 21 days, fridge 60 days
Strawberries, 2 days, fridge 6 days
Agave, doesn't expire
Meat (all), 6 hours max, fridge 2 days (incentive to butcher your food while in the refrigerated area)
Simple Meal, 2 days, fridge 7 days
Fine Meal, 1.4 days, fridge 7 days
Lavish Meal, 8 hours, fridge 5 days
Nutrient Paste, 7 days, fridge 14 days

Stockpilers of food, beware!  Only Potatoes and Agave would be able to be stock piled for long hauls.  :P

It's just some thoughts on either a mod for the game, or actual implementation.  I assume this is only possible when Alpha 3 is out though.  Right? :P
#578
I can give it a shot, but I think there is an overdraw tag you can add which puts the object on top of stuff.  You just use transparency then.  But let me give it a shot and see what I come up with.
#579
Outdated / Re: [MOD] (Alpha 2) Stackable Meals
March 08, 2014, 11:34:35 PM
Does each individual item in the stack still retain it's "expires in x.x days"?  The problem with keeping to much is all food expires in 3 days or less, so if you over produce, you will start burning through your extras.
#580
What about raising the level of the dynomite so that it appears above the rock?
#581
Quote from: bolti1703 on March 08, 2014, 04:39:33 PM
Quote from: Vas on March 08, 2014, 04:17:33 PM
Shouldn't you have the Dynomite appear above the rock?

Also, why are you using .bmp files?  Use PNG.

Thats the reason why the pics were so big  :), I changed it, thx for the tip ( The picture in the textures folder was PNG)

For screenshots, you can just use a 90% quality JPG (paint.exe's default), if you use programs like irfanview or gimp, or some others might also have the option, you can make compression level 9 PNG files which compress the image as good as it can at the cost of a little extra time saving the image.  Hardly noticable on today's computers.
#582
Shouldn't you have the Dynomite appear above the rock?

Also, why are you using .bmp files?  Use PNG.
#583
Bugs / Re: driverError - Colonists freeze
March 08, 2014, 01:38:01 PM
Quote from: Semmy on March 08, 2014, 03:43:22 AM
Thanks for reporting.
This most likely has to do with building to close to the map edge.
There are some problems with that.

Do you have a savegame?
I will ask Tynan when i see him online what the deal is with building close to the edge of the map.

Seems I didn't save, and auto saves are when I had no buildings left and 2000 bodies outside.  :P
http://steamcommunity.com/sharedfiles/filedetails/?id=236029102 :P
#584
Outdated / Re: [MOD] (Alpha 2) Wall Lights v1.0
March 08, 2014, 12:29:21 PM
Alright :P I've changed it, let me do a quick test to make sure it works before I upload it here though.
#585
Outdated / Re: [MOD] (Alpha 2) Energy Turret
March 08, 2014, 03:45:16 AM