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%?
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%?
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Show posts MenuQuote 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
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.
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?
Quote from: b0rsuk on March 12, 2015, 09:19:23 AMQuote 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.
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.
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!
Quote from: Tynan on March 06, 2015, 12:46:57 AM
I think you'll like the way it's tuned in Alpha 10.
Quote from: lusername on March 04, 2015, 01:47:36 PMPower Armor and WeaponryQuote from: MsMeiriona on March 04, 2015, 11:58:47 AMYeah, but eventually you start requiring a ludicrous amount of storage space just to store all the silver...and you still have nothing to buy.
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.