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#121
Quote from: akiceabear on February 03, 2015, 07:02:53 PM
Are vents unidirectional, as their placement preview indicates, or will they equalizing the temperature across a wall in both directions?

They work pretty much like you would expect. Equalizes heat both ways but it's not immediate which is nice. The heat traveling through more and more vents is even simulated nicely with about a 2 degree drop in temp per vent/room away from the original heat source it is.

Although it seems to work by making the vents create more heat to accomplish the transfer because even the little space heaters from the base game can heat 2-3 9 by 9 rooms using only 1 heater and 2 vents and the "airlock" method. May need a bit a tweaking yet but it's not game breaking in any way.

Love to see just the Vent as a separate mod download though. It's the part I use the most and my bases are never big enough to need the other heaters. Just taking up additional UI space for no reason :p

For me it's been one of those mods I can't play without even though I only use small part of it.
#122
Good mod and everything seems to work well enough but way too over the top for my taste. I mean my lowly colonists growing body parts in vats......, creating any bionic....., oh my....

How hard would it be to make a "toned down" more "vanilla friendly" version of this?

Here's my wishlist after about 50ish hours of play with it:

1........"Bionic" and "Synthetic" variants ONLY available through traders and 2k+ pricing(consider it glitterworld tech if it must be justified).
2........We can craft just the basic replacements that have "down sides", Eye patch, prosthetic limbs, hook hands, maybe tracks, etc...
3........Vats = Removed (Cool idea and honestly quite fun but just not needed with everything else available. Plus, all morality aside...., chop em up...., grow some more...., why not grow our own pirates for target practice while we're at it? I guess my colonists do get quite bored waiting for the next attack.  ;D
4........No harvesting options available on your own colonists accept maybe parts you can live without like one side of a lung or liver. Slaves maybe, but in general the harvesting just KILLS balance imo. It really needs a larger penalty even in the base game.
5........And last but def not least. No item drop from harvesting "damaged" body parts. Currently removing a damaged part and reinstalling it works as installing a new part. Yea, this part is quite broken and I'm guessing it's outside the limits of the current alpha. Just thought I'd point it out anyway.

Don't get me wrong.  I'm not in any way ditching the mod as it's one of the better ones I've used.  Just wishing for something....... "less".  Not often you see someone asking for "less" in a mod.  I did look into editing it for my own tastes but my word.... it's a web of limbs and body parts spread into a couple dozen xml's. It looks almost easier to start from scratch but I don't have the ambition to do that when I know all the work is already done  :P.

Also, are the "brains" available from slavers from this mod or the base game? Just curious and wondering if it was put in there as flavor or if it's really part of this mod. Regardless, it gave me a good tummy laugh when I saw one for sale :)

Just imagine...., drunken male miner gets shot in the head. Receives female sex slave's brain as a transplant. Now that's good TV let alone a game if only our colonists had some personality. Anddd.... of the rails I go... weeeeee......
#123
Outdated / Re: [MOD] (Alpha 8) Guns+ (v2.1)
January 31, 2015, 03:11:43 AM
      Fits the game extremely well and keeps that vanilla feel which is exactly what I like in mods. I'm not looking for a "new" game just an expanded and fleshed out one :) The only weapon mod I use besides the "more vanilla turrets" which also fits in well. But most importantly, your weapons aren't overpowered and game breaking.

Thanks for the mod. Killer job!
#124
Love the mod!

It seems to work best just before any ED mods and AFTER all other mods. ED mods play the nicest when placed at the very bottom. No clue why but if it's not in that order and you have a bunch of other mods, the vent textures may randomly do odd things for no rhyme or reason even with restarts and new worlds. It's likely not even an issue with this mod at all. The game itself is still loaded with a huge helping of bugs.

     I noticed you where wanting to use ductwork of sorts to make a "true" HVAC settup?   It may be helpful to look into how the power conduit is ran in the game which is essentially what you'd be wanting to do with the duct.   I honestly wouldn't even try to give it a special texture.  It would be too much of a pain to bother making it look realistic.  Just use another basic "red line" along side the power line and obviously the cooling line could be blue or whatever .  The ductwork would literally act as only "power" feeds to the vents and the vents then act as the cooling and heating source.  The actual industrial heater and cooler themselves would only serve as a new "power" source that feeds these new lines(duct).  Yeesh.... too wordy I know.  ::)

Hope this gives you some new ideas at the very least. It would suck to write all new code and tons of scripts if the template was already there.  Can only hope it's not hard coded. :)
#125
Ideas / Cryogenics
January 26, 2015, 04:19:44 PM
Just thought it would be nice to have some clothing available for hotter areas. Gets old running around with nudists lol. Cryogenics studies to allow production of auto-cooling based clothing. Maybe cryo-suits of some sort for combat purposes and cryo-wear for basic clothing. Could even have some nice freeze based weapons for good measure  ;D

Quite surprised this isn't a mod already to be honest. I'd do it myself but know nothing about the texturing/modeling side of things.

Anyways just thought I would throw it out there and see if it sticks somewhere  ;)
#126
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.01)
January 25, 2015, 02:14:09 AM
This mod fits so well into the game you'll wonder why it wasn't already there.  Kinda like the modular table, chairs, and solar panel mods. Absolute must have and thanks for making it!

Only thing is, they tend to be a bit too heavy hitting to be in 5+ groups. Mainly because of their speed. Just no time to get any shots off before your colonists are insta-gibbed one by one. Sorta forced to deal with them with turret-explosions or full melee weapon load-outs and hope one guy is left alive after it's all over.  Also noticed that they show up VERY early on in my last playthrough. I tried cutting their damage values in half and they where still more challenging than any pirate raid but it did feel more "fair" :) 

Don't get me wrong though. If a harder start to the game was the intent with these little guys then it's perfect ;)  Granted most of the other mods I use tend to increase difficulty somehow so maybe this one just pushed it over the edge for me.

Oh and one last thing haha. I noticed you where working on a somehow "taming" these little guys?  Just a suggestion but it might be easier to allow them to be reverse engineered.  Wouldn't even need to be controllable. They'd just zip around in your home territory attacking any hostiles they encountered?  Cuzz.., you know...., being able to directly control dozens of these guys may be game breaking to say the least :)