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Messages - shhfiftyfive

#61
i have a functionality feature request for the mod.

for the trade window.

much like how you added a sort feature in prepare carefully to sort by cost instead of just alphabetically.

can we get the trade window to sort by sell cost?
#62
dang it. forum went down as i posted a long explanation of an issue.

there's an issue with the control groups.

you know how pawns will often get dazed, and you often also need to arrest them for their own good so they don't starve or die of exhaustion...

well if one of these dazed or prisoner pawns are part of your previously saved control group for drafting... and you draft the group... these pawns will get queued up to be drafted.

though they are unable to be drafted. they will behave as normal dazed colonists and prisoners. until they revert back to a normal functioning colonist. that is the moment they will revert to a drafted state.

is there a way you can retain the memory of them being in the control group, without forcing them into this delayed draft state? we risk having to keep an eye out for when they return to full colonist mode, so they don't stay drafted and again begin to starve or die of exhaustion.. and crack again.. a nasty cycle.
#63
Quote from: EdB on February 24, 2015, 11:08:09 PM
Quote from: Rasip on February 24, 2015, 05:43:25 PM
Quote from: EdB on September 21, 2014, 12:30:45 PM

- Changed the "clear skills" button to behave like a "reset skills" button.
   It now resets skill values and passions to their original values, instead
   of setting everything to zero.  Changed the button icon to reflect the
   change in behavior.


Any chance of this chance being undone?

Do you mean you want me to add the "set everything to zero" button back in?  I can probably fit both buttons in there.
both would be fine. i used the old button's function. at the moment i have to do it manually.
#64
i'd be interested in a modded turret that gets a defensive shield to counter these ridiculous enemy melee guys who zerg your turrets like suicide bombers.
#65
i have a request i kinda thought up while using pawn state icons.


TLDR: what if instead of having to search the submenus, we could get a little icon above the edb draft/weapon icon/hotkey. something to indicate a brawler or an empath.



i love how this mod shows a weapon icon and hotkey next to the colonist draft hotkey. my request would be to add some more visual data in that exact area of the screen for pawns who do not or should not have a range/melee weapon equipped.

so instead of noticing a colonist has no weapon equipped at first glance (because no icon and hotkey next to the draft button) normally right now you would be forced to go inside the colonist submenu and see why they have no weapon - empath, brawler, or just new guy, or recently rescued and dropped his weapon. that can be tedious.
#66
Mods / Re: a few various alpha9 [mod requests]
February 23, 2015, 06:04:05 PM
Quote from: Yas on February 23, 2015, 08:40:00 AM
Quote from: shhfiftyfive on February 23, 2015, 03:18:15 AM
- totally unrelated to alpha 9 - i wonder if there is a way to mod in a "hide helmet/hat" option, like most RPG games. so we retain the stats from the gear slot, but we get to see the pawn's hair/face.

Those helmets and hats are png files, arent they? So they could be replaced with empty (transparent, no content) pngs. Should make them invisible. And since I suppose the head sprite still behind it should remove the helmet.
questions would then be...
- would that make them invisible everywhere, instead of just when worn. i mean the icon in trade, or when on the ground, or when you see the gear screen for your colonist.

- wouldn't that mean you would have to alter every hat/helmet individually, including the modded ones?

i assume it would be better to have tynan to create a way to hide all without running into such issues.
#67
Quote from: MarvinKosh on February 23, 2015, 05:18:10 AM
I agree with the sentiment, but colonists already have enough hauling work. I know that I'd rather have a dedicated hauler doing what they're supposed to.
when it comes to jobs that require dedication, 1 less pawn is one less pawn tbh. i mean a dedicated crafter isn't going to be doing anything but crafting. and he isn't really gonna get much crafting done if his priority isn't dedicated to it.

i don't see any difference with a hauler, except the drawback that he won't be gaining any skill exp while stonecutting, but with the bonus of not having a high skill colonist getting stuck doing a menial job that doesn't benefit from his high skill at all.

thus i appreciate why incinerators use haul skill instead of crafting.

(side note:) much like i would prefer the mech machine table to do the same (use haulers instead of crafters)! if only mortar shell wasn't tied to that machine workbench.... imo, mortar shell crafting should actually be unlocked when you research mortars, and given a separate workbench. for pete's sake man. so let's recap. you complete mortar research... um... and then you can't even use them without more research??? no man. that's not well though out at all.

i put in a mod request for that here... https://ludeon.com/forums/index.php?topic=10751.0
#68
Quote from: InfinityKage on February 23, 2015, 05:02:40 AM
Quote from: InfinityKage on February 22, 2015, 06:15:47 PM
Do you know any mods specifically this does not work with? Here are all my mods. Can you think of what could be causing it not to work?


Turns out the problem was priority haul.
if you haven't found the solution by now: (from your own alpha 9 modlist thread :p ) https://ludeon.com/forums/index.php?topic=10443.0
#69
Quote from: Mmogog on February 23, 2015, 04:41:07 AM
Quote from: Epyk on February 21, 2015, 10:46:34 PM
Quote from: Mmogog on February 21, 2015, 10:33:54 PM
Epyk, can I install the mod pack and substitute the config file as you instructed and then turn off some mods or will that cause problems playing the game? I really dislike the darkness and horrors.

Of course! Doesn't bother me.
Turn off any mods you'd like, it's not like I can stop you.  :P

I mean does it disturb the gameplay? Last time I tried turning a few off I could no longer trade or talk to factions (tried rebuilding the comms console and the beacon in different places and it still did not work.) I am not sure if it was mod-related but I was wondering if that stuff could happen if I use the config file but do not load all the mods.
when you disable a mod you have to be sure to completely reboot the game before trying to play with those changes. else bugs happen. even if you create a new world. you gotta reboot the game if turning things off.
#70
Quote from: Sadler on February 23, 2015, 04:09:52 AM
First of all I must consider how I can put so much data into one small icon without using text or 2d-bitmask. Good puzzle, I'll think about it.
actually we could probably do it much like/where ebd's interface adds hotkeys. (or maybe have edb implement the idea)

for example, when you select pawns with edb, he has hotkeys+ icons for equipped weapons show up in the bottom left by the draft hotkey. so you know which weapon is equipped without opening the "colonist gear sub menu". that's great, but let's go one step further.

so my idea would go one step further and similarly bring more of the info from those colonist sub menus out to the main display...

maybe you could add icons right above where that hotkey would be displayed in his interface mod when a pawn is selected, to coincide. that spot above the hotkeys seems like a good place for some additional info. like empath, brawler, etc icons. so you would know if the hotkey wasn't available in edb, and there was no empath/brawler icon above, then you still need to give that guy a weapon. else ignore searching submenu for such info.

could be better than cycling through colonists AND THEN opening the appropriate sub menu to get said further info.

you could even use that spot on the display to show other new icons like traits or injury types or legendary skills. idk. just a thought. anything to prevent us from having to open those sub menus for further info.
#71
:p yeah yeah. pardon that rant.

in alpha 8, i refused to use mountains because they were so easy, but... alpha 9 with no mountains is suicide atm. the enemy mortar event is completely ridiculous atm. worse than the crash ship part with mechs.

so i'll be living in a mountain until mortar events are nerfed. not interested in lowering my difficulty though.
#72
could be kinda cool to add extra icons for certain colonist types.

like empath, brawler, careful shooter.

could even give skill appropriate golden icons for pawns with near legendary status in a skill so you know who to send where without opening the work menu or memorizing who is good at what.

might wish to be a separate but compatible mod though.

and shown in a non-intrusive way, not to hinder your ability to see the important debuff icons in this one.
#73
i understand omni-gel is op. epyk nerfed the growth rate in his pack recently.

but still, i think the mine output didn't justify the cost from my last experience with it.
- building the mine isn't cheap.
- powering the mine isn't cheap.
- the time it takes to process a job isn't fast.
- the steel output is measly. random even? my results were lucky to break even or marginally better than the steel cost of the drill bit used up in the job. even if i bought the drill bits at a cheaper price instead of craft them myself at the lathe (really the lathe seems like it needs a buff too if that remains the case)

is it like this right now? it's been a few weeks since i toyed with it. results were really unappealing at first glance. not to be harsh, but i was expecting better output for all the effort put into the process.
#74
Mods / a few various alpha9 [mod requests]
February 23, 2015, 03:18:15 AM
just a few requests here after playing some alpha 9...


first, i request tweaks to crafting mortar shells.

1. instead of requiring additional research (machining) to do this job... i would like a completely new workbench for this job. to be unlocked/build-able when you complete mortars research. because i find it unreasonable to require machining research after researching mortars, just to use the actual mortars. like wut?


2. after that, because i am tired of having to suspend my other craft tables each time i want my mech corpses removed, i would like a 2nd change to the machining worktable (after the above change, this is back to only being used only for grinding up mech corpses). so the change...  i'd like this to be changed to a job for "haulers" instead of crafters (just like the incinerator is now a hauler job instead of a crafter job).

EDIT: instead of using haulers for this, the ideal solution would to still use crafters, but be to set the machining table to a higher priority than stone cutting and such tables, if possible. (like stove is higher priority than butcher for a cook)


3. i would like shells to be crafted cheaper.
10 steel per is ridiculous when considering:

- how inaccurate they are,
- how rain snuffs out your incendiary so quickly,
- the trader sells mortar shells cheaper than the cost of 10 steel,
- how rarely the trader comes to sell you more shells,
- how few shells the trader has to purchase,
- and because the enemy gets unlimited shells and food supply.
- you need a lot of mortars (thus shells) to uproot an enemy mortar team to force them to stop shelling you and assault your base.

so instead of 10 steel per shell i'd love say 5 steel per to start off.


4. because the new changes to "drop on floor" in alpha 9 means the pawns are dumb and don't know to stack meals/shells to 10/25 respectively. i'd like to be able to craft more than 1 shell per work order. i am sick of seeing shells litter my floor at 1 per tile. so maybe if the job was to craft say 5 shells per work order it would create less clutter. longer craft time and such of course.



other mod requests/thoughts...

- can we get a nerf to melee shields. the regen time should be longer, and the amount of damage before it breaks should be lowered. i am sick of this melee faction running in and destroying my turrets in no time flat. i am also unhappy with these guys eating my mortar attacks and shrugging them off and their shields just regen back up before my next mortar attack...


- is there a way to nerf the enemy mortar team? to stop getting endless food and ammo? or at least is there a way to force them to assault our base after a certain period? because i am sick of the endless sieges if left to their own devices.

or do we just hope tynan nerfs/balances them?


- totally unrelated to alpha 9 - i wonder if there is a way to mod in a "hide helmet/hat" option, like most RPG games. so we retain the stats from the gear slot, but we get to see the pawn's hair/face.
#75
can't believe i'm divulging this but i think the nano pistol is under budget, in terms of edb's prepare carefully item budget.

for 240 points it is really a no-brainer choice on what weapon to start with.

the normal vanilla pistol's budget is now 400. so the nano pistol should be at least 450-500 i suppose.