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Messages - UMK

#31
>"Could not find a type named biteablepawn"
Lewl. Inheriting pawn is something worth personal achievement.
#32
Oh holy crap! I thought it is impossible. Haplo, how did you do this!? Theese underground maintenance tunnels and stockpiles I'm builiding right now are incredible!
#33
There is something more going.
#34
Unfinished / Re: [WIP]SS13 mod
March 31, 2015, 02:16:41 AM
Intropidril sounds like Animus stuff.
#35
Due to damned storyteller taser is the most fearsome weapon.Killed a raider like in 5 hits.
#36
Same happened in EPOE where at one moment some protheses have been installed to arm, other r to shoulder. You should turn on devmode, go to health tab and enable 'show all hediffs' and post screenshot here. It's even more representative than savefile.
Suggestion how to make 'tracks' properly. Add one body part 'groin', attach legs to it (and place pelvis inside), and make it replaceable with tracks.
#37
Off-Topic / Re: WTL Programming Language
March 31, 2015, 01:30:11 AM
For making game I suggest you should learn any adequate language, python or Java are easier and suit better because there is no pointer-wankery, but learning C++ will give fundamental knowledge, functional languages should be avoided (not because they are bad, but because they change your mind). Also you should learn algorithms ("Introduction to Algorithms" by Cormen, Leiserson, Rivest is best imho), computer graphics, numerical methods and linear algebra at least.
#38
There is a floor vent from clutter and ducts from heat redistribution. Hope you can figure out the rest  :D.
#39
So it is an ultimate everything-mod (except guns and some mscellaneous stuff)?
Any advanced lamps by the way? Vanilla 150W lamps are killing me (1 geothermal plant = 24 lamps, wtf).
#40
Fixed bionic torso, now it will be compatible with whatever it haven't been. On the other hand if you've added own injuries class they might bleed or be infected.
#41
Sorry, must be synchronized now.
#42
Quote from: 1000101 on March 26, 2015, 04:47:29 PM
Hey UMK, just wanted to say thanks for Not Only Beer.  I downloaded it several days ago but only just now got around to adding into my mod list.  It definitely makes adding mods to add more drugs worth the extra load on my game.  Having to manually tell pawns to consume mod added items seriously lessens the impact of those mods.  Thanks for solving this small grey issue for us, my pawns can get drunk as they see fit on the booze of their choice!

Is it possible to extend this to the food consumption too or is that handled already?  (I haven't actually checked.)
Glad it's not only me who found it useful. Tynan's !!fun!! update is coming, so at least I won't need to recompile or support it after A10  ;). Sorry, but I did not understand second paragraph. The mod is simply forces pawns to consume anything (even lead bullets) with 'is pleasure drug' tag every whatever hours. It means cigs and vodka, some weed or coffee.
#43
Added craftable bionic-frigging-torso. You can make it at machining table and install on pawn without removal of already installed bionics or restoration of missing organs, etc. Wounds dealt to it won't cause infection or pain.

Updated NotOnlyBeer - limited search distance to 30 tiles. Due to game implementation this distance ignores walls and barely passable and hazardous locations. I have alternative version, but it might cause pathing issues (game reinitiates all paths). But it's still much better than pawns walking to other side of map for booze.
#44
What are features presented exactly? Listed in the thread: turrets, blast doors, organ vat, nuclear plants and shield generators.
#45
Quote from: Bucketsmith on March 26, 2015, 12:31:58 PM
So if people are mining, they're fucked? Do you have to waste resources to keep building new lamps the deeper they go?
Or install cute mod for mining hat. And also, poor colonists are mining with own fists a la minecraft. So they are fragged already.
This mod brings sense and creates interesting mechanic. I used to make my fortifications unlit to reduce chance of turrets and defenders being hit, but making approach lit with outside lamps and flares. Now you have to trade accuracy for defence and this tactic is not so viable (at least for defenders, turrets are fine I guess).
Vanilla bionic eyes are so rare, and vanilla colonists are so fragile (I mean you are very likely to lose fully upgraded coloist), making them immune is not a big imbalance. In addition, having bionic sniper lurking in shadows and taking enemies one by one is as fun as hell (but only in case if raids are rare).