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Messages - Daemoneyes

#1
Releases / Re: [A17] Recycle
June 19, 2017, 04:26:49 PM
Ahoi!

Great mod, thanks for it.

Is there a way in which a noob like me can reduce the materiel to 20% instead of the 50%?
#2
Support / Game Retrieval
July 15, 2016, 11:04:07 PM
#3
Help, no matter what i cant seem to get the colonist bar to work.
Are there any dependencies?

I already tried it with only core and colonist on a new world, new game, still no luck.

http://imgur.com/WcaZ83H
#4
Quote from: Leeman on March 16, 2015, 09:49:48 AM
As ItchyFlea said someone else should do it and he can't do it currently I took the freedom and did it

https://ludeon.com/forums/index.php?topic=11501.0

Currently working on the MassGrave, Urne and some custom Textures. However thought I'd still release it so you can at least use the Colonist / Stranger Grave functionality

Awesome, thanks a lot!
#5
Quote from: ItchyFlea on March 14, 2015, 06:03:16 PM
I was looking for something to do. I'll give creating this a go.
The graves should be easy. The urns, I dunno. I might not be able to have them display the name of the person contained within.

EDIT: The corpses appear on top of the new graves instead of turning invisible....
EDIT2: Even making the graves appear on top of the corpse doesn't help, as you can still see the corpse peaking out the sides, and it just looks terrible. Until Tynan changes the way graves work so that new graves can be added to the game I won't be able to make this mod.

Perhaps someone who is better at coding could do it.

Thanks for the try!
btw i love and use your other mods always, great work!
#6
General Discussion / Re: Extreme Surgery Failures
March 16, 2015, 11:03:48 AM
If they have a skill over 10, accidents are ultra rare.
I have 1 accident per roughly 200 surgeries. (vanilla, with mods you can even train medical)

And accidents are limited to surgery, so you still can handle emergencies with all your guys trying to help out.

So in conclusion, if you manage your colony well, you wont even encounter one accident per colony.
Its a shit happens event, sometimes people fuck up and great stories or at least great tragedy can arise from it.
#7
General Discussion / Re: Double Beds??? Why?
March 16, 2015, 10:50:18 AM
Quote from: Cracker21 on March 16, 2015, 01:35:21 AM
What are the big beds for? They provide no bonus nor two people, it seems like a waste of space and resources. There could be plenty of uses but non have been implicated yet. Why have them?

Resource cost and work needed for them is still very low and each little bit of rest effectiveness helps a lot, also the high beauty lets you reach beautiful room status really easy.

And in RL, once you are used to a grand king size bed (2x2m) you will not accept any less.
#8
Ahoi

Something that always bugs me is that you need to define the settings of graves all the time but in 99% of the time,
you already know what sort of guys you want to bury in them.
So if someone could create a mod that makes 2 different Graves in the build tab,
one with Colonist only preset and one with non-Colonist preset i would be a happy gamer.

And it bugs me a bit that there are so few options for graves.
Would love to see Mass grave (we all know there are way to much tribes people for single graves), graves with gravestones / and stone boarder.

Urne production (metal/stone/wood/leather) and filling via cremation station.

#9
Quote from: b0rsuk on March 12, 2015, 09:19:23 AM
Quote from: huyderman on March 12, 2015, 07:34:49 AM
I'm leaning towards merging them as well, I can't really remember having any colonists that are just one or the other. That said, an "advanced" mode or something for those who enjoy micromanaging might be nice.

It's quite the opposite - more sophisticated automation lets you to do away with micromanaging.

I think Crafting category could be split into more stuff. Things currently falling into crafting:
- smithing
- tailoring
- stonecutting
- smelting
- machining

Smithing and tailoring is creating new items for colonists to use. Stonecutting is making construction materials, just like smelting and machining. How about this split:
Crafting: smithing+tailoring
Processing/Recycling: stonecutting+smelting+machining

There are other similarities.
Smithing and tailoring benefit from skill level, and train Crafting skill. They often make things for sale. Smithing and tailoring is mostly sitting at the table and using tools.
Stonecutting, smelting, machining don't increase Crafting skill (in alpha9), and I think they don't benefit from it. These actions tend to involve a lot of fetching materials and hauling produce to a stockpile.

this a thousand times
#10
General Discussion / Re: Bows: The Antichrist?
March 10, 2015, 03:18:26 AM
Quote from: WintericeUK on March 10, 2015, 02:04:13 AM
Working on a few assumptions:

"Great Bow" is referring to something akin to an English Longbow.
The bow is made from wood and not exotic carbon materials and utilising cam systems.

You can expect a draw weight of between 60 and 120 pounds for an average bow with exceptionally rare pieces maybe being half as much again. In laboratory tests that were done a few years back the actual power of such bows was not sufficient to penetrate plate armour of average quality except at near point blank range. The legend of a longbow being able to fell a mounted and armoured knight is at best wildly apocryphal and at worst outright smoke. Now, it IS possible that an arrow could strike one of the few weak spots in a "tin suit", but even if it did, it would still need to penetrate the padded linen gambesson underneath it (which has actually proved to be MORE resistant to arrow fire than "chainmail" style armours in the same lab tests). THEN it would need to strike a vital organ such as the lungs or heart as the actual damage from impact is very minor unless you start looking at more modern and exotic arrow heads.

In short.... big bows are OP for limb removal, they're organ killers, not limb cutters.

source?
#11
Quote from: Shinzy on March 09, 2015, 06:04:35 AM
The best way to deal with these guys is to befriend them as soon as possible

they're hard to recruit, multiply like bunnies, drop worthless junk, and have very poor set of skills most of the time

as friends they'll just come beat their drums in your freezer every now and again
and you're more likely to get more profitable enemies!

Stripping them isnt worth the work but the leather and meat you get is worth a pretty penny, also i like them with a Chianti *slurp*
#12
Turret mines to get rid of the melees, place a turret behind a wall. This way the ranged cant detonate the turret before its surrounded by melee which get maimed by the explosion. Remember turrets have 3 square explosion radius.

Have a sandbag line in a nice distance to your turrets, this way the enemy ranged will use the sandbags as cover and not advance. You can place them in a way which decreases the enemy hit chance to almost zero while your sniper can pick them off one by one, while the enemy fire at the turrets. Enemy will fire at nearest enemy, doesnt matter if turret has energy or not.

If you have some rocket launchers use your brawlers, they are useless otherwise anyway.
#13
General Discussion / Re: Treating infections
March 08, 2015, 03:41:04 AM
How to survive infections

1) Treat wounded colonists and prisoners asap, the sooner they get treated the smaller the infection risk.

2) You dont need medicine to treat wounds and infections, but it helps. So most use herbal medicine and safe the normal medicine to build hospital beds.

3) Make them rest in their bed to increase immunity gain rate. Select colonist and rightclick bed, for prisoners mark their bed as hospital bed to make them rest but dont forget to remove hospital marking once the prisoner is healthy.

4) Dont make melee hunters, they will get scratches often and thus have high risk.

gl
#14
Quote from: Tynan on March 06, 2015, 12:46:57 AM
I think you'll like the way it's tuned in Alpha 10.

I am sure you will fine tune it but right now,
hungry colonists are the most likely to get a breakdown which leads them to not eating at all, which leads them to starve, which would leave them unconscious on the ground.
Can you make them go eat once they breakdown?
It just feels so wrong when someone 5m before he reaches his luxus meal that he could eat next to this 10k silver statue on his silver char and silver table, stops dead in the tracks and says fuck it and begins to wander around starving..
#15
General Discussion / Re: Most useless workshops ?
March 04, 2015, 08:15:43 PM
Quote from: lusername on March 04, 2015, 01:47:36 PM
Quote from: MsMeiriona on March 04, 2015, 11:58:47 AM
Once you have a decent sized colony and are in need of income, ALL the workshops are good. Because the key to income, I've found, is -always- being able to sell enough to whatever trader comes by to get all their silver, you want to have a large variety of stuff.
Yeah, but eventually you start requiring a ludicrous amount of storage space just to store all the silver...and you still have nothing to buy.
Power Armor and Weaponry
Steel, Plasteel, Medicine, Munition,
Hyperweave/Synthread/Devilstrand
just wish those merchants had more Power Armor and Sniper Rifles.