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Messages - evrett33

#76
It must do something. I replaced 1.0 with 1.1 and got xouts on the gfx. When I reverted back to 1.0 everything worked again. Tomato vine, the two cloth types and the padded bed were xouts
#77
This is a great mod that should be integrated into the game asap.

Cactus is the desert biome still drop generic wood. Was that a choice or an omission. Maybe cactus could produce green wood?

this newest version seems to come in conflict with T's modpack Extendedcloth and Extenedcrops...I get xouts :(
#78
no one likes this idea ? /cry
#79
Outdated / Re: [MOD] (Alpha 8) Extended Woodworking v1.01
December 26, 2014, 08:59:07 PM
The download link requires one log in to the forums in order to download.
#80
Ideas / Re: Food and clothing balance issues
December 26, 2014, 07:51:12 PM
Perhaps give clothing a chance to be destoyed when hit by gunfire? Its not like fleeing pirates are going to use it after they despawn in the event they escape.
#81
Is there any way to use the warden convince to join mechanic outside the jail setting. Id like an effective way of getting people to join the colony without shooting them full of holes first.
#82
Ideas / method of peaceful assimilation
December 26, 2014, 06:47:59 PM
As it is now, the only effective way to grow your colony is to shoot people and recruit the ones that survive. Id like to see a system implemented to give the option of peacefully conscripting visitors from other settlements or from visiting ships. This could be a job assigned to a colonist who goes around talking to visitors and giving good thoughts to colony members.
#83
General Discussion / Re: Farming balance
December 26, 2014, 06:33:40 PM
I was going to make the opposite argument. Farming is too easy. All you need to grow year round is build a building around your zone and use sun lamps. Plus there is never a shortage of animals to shoot. hydroponics is pointless.

I think a good solution is the removal of simple meals. Thats the spot for nutrient paste. Then the more complex meals use up more ingredients but give happy buffs. cooking skill under 7 loads and maintains the dispenser, and you really will value the people who can actually cook.
#84
can you put human meat in them and get normal paste ?
#85
I seem to remember the comm station and cook table always breaking down and needing to be repaired. What happened to that? While I agree its a bit mirco it added a threat to things catching fire and blowing up which was fun.
#86
The Research system is a dinosaur from the early game concept that is really showing its age. There is no meaningful choice involved and it doesnt bring anything to the game but a passive time sink.  I suggest throwing the whole system out and working the various buffs into a job specialty/nobility system. Instead of researching to get a +10 to nutrient synthesis a person with that skill can show up/be captured etc and as long as they are manning the comm station you get a flat buff to whatever their specialty is. In addition, while a colonist is assigned to the comm station their needs are twice a bad, so they will complain constantly about the environment and will need people to bring them food twice as often ect ect.

Example: Doug Winger was a nutrient service repair guy in a former life. If assigned to the comm station the nutrient paste dispenser is less likely to need repair and people eating nutrient paste do not have negative thoughts. In addition Doug likes to eat human meat so while manning the con the cannibal trait is shared throughout the colony, allowing everyone to enjoy succulent human flesh. While manning the comm system Doug wants people to bring him food 500% as often because he grew up as a lording and he gets negative thoughts about the cheap carpet and flimsy structure of the wood building 500 times as often.

There would need to be job for each research topic, so there might be an art instructor that gives a speed buff to crafting or a hydroponics expert who allows growing zones to work indoors while at the comm station. The time sink of the research table is still there and the player still has the choice of having comm operator or not. And this system adds an incentive to improve the structure around the comm station to keep the operator happy and having constant mental breaks. I often just build the comm station and forget about it since its only used for like 1-2 secs of running game time per visit..but now people will have to care about the quality of that environment. This could be expanded to have the comm operator require certain clothing or weapon while doing their job.

I'd also like to see the comm specialist peacefully conscripts visitors to join the colony and improve the chance of a certain type of ship visiting. The player might need to choose between someone with high social who would improve conscription and ship visits and someone with a special job skill who gives the whole colony a buff or allows for certain special buildings to function.
#87
Ideas / Re: What do you want in alpha 9/10?
December 26, 2014, 03:59:24 PM
My Top 3 most wanted big system updates:
1) implement diplomacy/meta reputation and make it provide meaningful choices
2) Make research meaningful and interesting or remove it entirely and create new system for learning things perhaps an ethics tree that unlocks building
3)social structure /social life for the colonists that builds attachment to characters
#88
Ideas / Food and clothing balance issues
December 26, 2014, 03:24:16 PM
!) I noticed in a LP that one can just ignore the growing seasons by building a building around your field and adding sunlamps. This seems unbalanced.
@) Is there a reason for the nutrient paste dispenser anymore beyond extreme colonies? I think it deserves a rework maybe as a converter for human meat. The incentives to butcher bodies and sell the meat needs a counter as its too painless atm to discard the profit.
#)The effort that goes into crafting parkas is a complete waste when every winter invader comes equipped with a parka. They also sell so well that the coats outvalue everything else in the game and borks the economy.