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Messages - UMK

#46
Quote from: dareddevil7 on March 25, 2015, 04:34:53 PM
Quote from: UMK on March 16, 2015, 01:35:42 PM
'Never Stop Looking' got new
Update 0.3.0: Added Glass Shield cloaking system. It is less impressive than it could be. All it does is just reducing chance to be shot by 50%. I'm working on effects, if you have any idea how to apply alpha channel to pawn tell me, please.
did you steal my Adam Jensen idea from the expanded prosthetics and organ engineering?
I prefer term 'implemented'
#47
Bionic eyes could give resist to dark environment because vision is augmented
#48
Quote from: TheRealRavager on March 20, 2015, 07:26:42 AM
Yeah, Federation anythings are coming out of Ancient Crashed Ships. I've seen Peacekeepers, Federators, Peacemakers, Peacemongers and Ordinators appear out of them.
I don't see how it could be bad. Maybe it is the part of Federation ship, who use psionic suppressors to terrorize poor civilians.
#49
Clear ice!
How to remove this crap:
Go for IceSheet folder, Defs/TerrainDefs/Terrain_IceSheet.xml and delete the hell out of here the line "<ScatterType>SoftDry</ScatterType>".
Now you can enjoy your clear ice
#50
Quote from: Undecided on March 04, 2015, 05:29:27 PM
With the new temperature system, have you ever considered removing the outdoor-only (no roof) requirements for the nuclear power plant, and instead just having it produce lots of heat in the room it's in? Since the cooling tower basically is a giant heat sink, it makes more sense than an arbitrary outdoor-only limitation. It would also add a lot more depth to using them -- making them less efficient in hotter climates (requiring more coolers operating), having to manage core temperature to prevent a meltdown (or in in-game mechanics, preventing room temperature getting high enough from starting spontaneous fires) by having proper ventilation, and so on.
'Only outside' limitation? Never heard of it. Build it in unroofed area and then cover it with roof. Have to use breaching charges or whatever to build under mountain roof.
Also, amount of mining production depends on ButcheryMechanoidEfficiency (as of 0.97b) stat of your colonists. Multiply it on 44 (steel, aluminium, iron, bronze), 14(uranium), 8(gold), 75(silver) to calculate the result.
Quote from: thenightgaunt on March 18, 2015, 07:05:18 PM
What's the most you got out of the mine with Iron? I noticed that my guys were bringing back around 40 or so iron with each run. When I popped open the mod it looked like the max output for Iron on the mine was about 44. So I guess what I'm wondering is what's the max you've been able to pull out? Or to put it another way, is that 44 I saw the max limit, or does the skill result in production going below and above that number?
Amount of mining production depends on ButcheryMechanoidEfficiency (as of 0.97b) stat of your colonists. Multiply it on 44 (steel, aluminium), 22(bronze), 14(uranium), 4(gold), 75(silver) to calculate the result. For example, my colonist with 509% dissasembly effciency gives 20 gold.
Hence, with wrench from Thingamajigs you will get 2x mining output.
#51
I'm fine with concrete price - it is much stronger than any stone (reinforced walls from Clutter have 1750HP).
Mining&Co in their lasers mod are using interesting idea. Their recipe of 'crysteel extraction' instead of generating one crysteel generates one crysteel spawner - which right after its spawning creates (or not) crysteel and disappears. The same idea could be used in drill operation to create randomized amout of products (product itself could also be randomized) and to reuse drill head. Also, at the moment mine uses ButcheryMechanoidEfficiency as speed stat, Crafting as workType and gives no XP. Have you considered changing that?
#52
15 research is way too much - I had once 20 research guy, but now he is only 12.
#53
And rename Carbon_Hulk_Back.png to Carbon_Hulk_back.png. Maybe it's just me using outdated mod, but still worth to mention.
#54
Quote from: AllenWL on March 18, 2015, 12:06:52 AM
So what can you do with a extra heart other the sell it?
(and giving a bit of time from loosing a vital organ to death would be cool too.)
It's cooler. And have better stats (possibly). Also it won't bleed and in future it could be more resistant.
#55
Okay, got the point. It seems to be possible to replace body part without removal of all its subparts. Will test it Better to discuss other mod in its topic. In short: 1)Only pain. Intentional decision. 2) No they are visible. Game limitations.
#56
'Never stop looking', very WIP and unbalanced (seriously it's too OP). Inspired by that prothesics mod and Deus Ex: HR. I guess that man will never finish it.
#57
How to make old (0.21) saves compatible: replace all CCArmoHelmet with CCArmorHelmet in savefile.
#58
Quote from: Adamiks on March 17, 2015, 09:15:31 AM
UMK even in "core" there is the file with brain transplantation. There is mod that re-enables this back (brain surgery).
I'm aware of it. But what I meant is full translation of 'personality' (colonists have only bits of it though), not just brain replacement.
#59
>You ever consider adding your own power arm (Power Claw + Bionic Arm)?
Aren't they already in the mod?
Lol, just realised that it is possible to make ability to transplant brains, transferring all skills and traits. Just imagine how many opportunities it gives.
Also, picture of how our fully upgraded colonists may look like:
http://static3.gamespot.com/uploads/original/mig/6/8/2/7/2026827-672376_20130205_001.jpg (it's not Jensen)
#60
I don't remember, did torso replacement generate spawn all natural and synthetic bodyparts after finishing? It could be handy for removal of organs from corpses.