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Messages - shhfiftyfive

#91
Outdated / Re: [MOD](Alpha 8) Prison Improvements
February 05, 2015, 11:53:54 AM
Quote from: Wastelander on February 05, 2015, 01:53:42 AM
Yards
Prisoners with cabin fever will automatically seek out open prison spaces to exercise. An open space is defined by the game as a 'room' with at least 300 unroofed tiles. (if you notice your prisoners refusing to go exercise, it's probably because the yard is too small.)

300? is that a typo? did you mean 30?
#92
omni-gel mk2 steel replicator and devastator mortar are so extremely OP :p

i haven't tried md2 droids or shields yet, but i'd bet they are too :p
#93
Quote from: EdB on January 26, 2015, 11:03:37 PM
Quote from: shhfiftyfive on January 26, 2015, 11:50:34 AM
just one simple request here: would love the mod to also keep the big vanilla "randomize" (all) button in there.

sometimes i just wanna roll that dice and see what comes up, but in the case of this mod i can't do that once i've entered prep mode.

I agree that this really should be there.  I'll plan on finding a place for it when I do the next update--probably when alpha 9 comes out.

- would it be possible to also add a "sort by" function to the list of weapons/armor/etc. for the screen that comes up after you hit "next" but before you load the new colony (when you are selecting how many materials you want to bring).

it is sorted alphabetically by default, but i'd be interested if we could also sort by "cost". if not possible, no big deal. would be a quality of life addition.


- another request would be, i noticed if i have Misc+MAI installed, it adds an "android" trait to prepare carefully. could it be possible you add that trait to your mod by default? so maybe i wouldn't have to use MAI just for that purpose :p
#94
Quote"Crutch" will not appear on low consciousness (during anesthesia and so on).
could it be possible to leave something like this in game to represent anesthesia? maybe a blue colored crutch or some other icon?


Quote"Hot" and "Cold" recolored: semi-transparent gray -- discomfort, white/yellow -- unsafe, red -- extremely unsafe.
could you maybe make the cold extreme turn blue instead of red, less extreme would be light blue color? just because sometimes the traits hot/cold skinned can lead to confusion.
#95
Quote from: elStrages on February 04, 2015, 01:25:04 AM
He added the updated Version 3,35 which doesn't have the faction in it. It's a separate download, tha why it has its own section. The faction required the main mod to play if it didn't I would have given II, it's iwn mod page as such it has its own download part
thanks for clarifying. maybe add this to the changelog.

3.3.j removed cybernetic faction from main file. is now a separate optional download. requires main file to work. link found here in original thread.
#96
Quote from: ManWithNoName on February 03, 2015, 07:21:42 PM
Have your downloaded AlphaTweeks in the first post?

After which go here: Mods\AlphaTweaks\Defs\WorkGiverDefs

change line 31 "<priorityInType>5</priorityInType>" to <priorityInType>20</priorityInType>
hmm. wow. i guess the problem is the epyk pack doesn't include that folder. just an "auto-hauler" folder.

okay then. so is there a reason why epyk isn't including the auto-strip (alpha tweaks) one in his pack? is it incompatible?
#97
sorry, just a little unclear on what is what. maybe change the description to clarify.

so does the 3.35 standard version come with or without the cybernetic faction? is truly separate? i saw epyk updated to 3.35 but i don't see a separate deal for the cybernetic faction. so either he didn't add the faction, or they are still part of the main file? i haven't downloaded yet to see.

i mean if it is still included in the main file then that just would mean the extra stand alone faction download would be for those who want the extra faction but none of the other implant crafting... i'm in the opposite camp. i want the implants but not the faction.

but we could fix the confusion by clarifying the wording of what files are in what download a bit more.
#98
i'm still quite unsure the deal here. i'm using epyk pak and the haulers will never auto-strip. they will haul to a stockpile for corpses, but then the crafter tasked to incinerate will burn them with the clothes on if given the opportunity. the cook will grind them into soylent green if given the chance.

i have literally never seen a hauler actually strip a corpse. i assume they have so many other things to haul that maybe the stripping task is so low that it gets no attention?

when i first read "auto-strip" feature, i assume that means either the hauler will strip before hauling, or hauler would strip after hauling, or the crafter would strip before incinerating. and with some compatibility the soylent cook would strip before cooking....
#99
i like the concept of this mod. the purpose i am seeking is to use this as a replacement for the nutrient meal paste dispenser in the prison. (not for regular colonist consumption)

a meal that doesn't spoil. and doesn't cause such a negative mood penalty. (i can set a prisoner food stockpile that doesn't need freezing.)

i think the added cost of the craft is balanced (costs twice as much raw food to craft compared to meal paste + 1 steel each) and for your efforts you get rewarded with less mood penalty for your prisoners.

what joeyslucky22 has done sounds really good. and the art looks nice.
#100
Quote from: Kane84 on February 02, 2015, 11:11:21 PM
Anyone else having issues with this mod crashing after about a game year?  The crashes happen during event spawns.  The game freezes for a split second, then an event happens or the game crashes.  I am having the same problem on two different computers.  One of the computers is really old, but it plays okay.  I wouldn't say the other computer is a beast, but it plays 7 days, assassins creed... with higher frame rates.  So, I don't think it is a hardware problem.
the most obvious crash i experience is something i also experience in vanilla. when i trade a ton of stuff with the exotic goods trader all at once, its like the game's brain explodes, bad things happen. either the screen visual bugs out or the game completely crashes.

but i do experience frame rate issues. my pc is a beast (3770k i7 and sli 770's) and i get like 9-18 fps when my base gets to about the 2nd year. not sure that is the mod, or vanilla issue though.
#101
i have a few requests for the pack. or at least i am curious if i can add these mods to my game without compatibility issues with this pack.

some small mods:
- canned food. because i want to add a small food stockpile in the prison that doesn't need freezing, and doesn't create a negative mood, so i can replace the meal paste dispenser. i think the extra cost of the recipe makes it a balanced addition.

- use herbal medicine. because it is silly for pawns to use surgical medicine for everyday use.

- vein miner. a quality of life addition. i don't feel it is cheaty enough to avoid.

- haul priority? i haven't tried this but i'm curious if it works as well as i hope.
#102
this got me thinking. total anecdotal side note regarding worlds being ruined by (insert reason here):

i'm curious has tynan maybe looked into the vanilla raider/visitor AI for the smallest colony map size available. (i'm kinda thinking this variable was the culprit to the following issues, but i could be wrong).

my world was kinda ruined by the fact that the raiders who "wait for some time before attacking" they would show up with no food stockpile (small map not accommodating enough for it all?) same with mortars. they stopped placing those too. and instead of raid my base, they'd just stand outside and slowly go mad and kill each other because of starvation.

---> it also bugged out any "modded traders who show up with tents". they show up all the time but stopped placing tents after the first 6 months or so, so i couldn't trade with them.

so if i wanted this post to be even the slightest bit about this mod, (which has cybernetic faction trader tents i believe).... i'd maybe reach out to tynan and ask if this small map size is what is causing this issue? idk.

it would be worth noting for mod authors of such traders to maybe advise the players to not use the smallest map size if they want the mod to be compatible. that's assuming the small map size is indeed the cause of the issue. idk. i could be a general AI issue with even larger maps assuming you grab enough land to break their AI in the same manner. but i assume the symptoms would present themselves sooner and more often in the smallest map size.

maybe because i extended my base to cover at least 1/2 the map, there wasn't enough space for the visitors and raiders to setup camp for themselves? idk. i mean they came with mortars and food at the beginning, but maybe they don't like reusing the same spots as were used before and couldn't find any new area big enough to accommodate their setup, so they just glitch out. that's my theory.

i also had (all at this point) visitors who would just wander around and die too, as if they didn't know a good path to exit the map? maybe because they were still glitched trying to find a place to put down their tent?
#103
Quote from: slicedtoad on January 31, 2015, 05:08:01 PM
Quote from: slicedtoad on January 31, 2015, 05:10:36 AM
Any one having trouble with traders? I don't get exotic trader anymore (it's been at least a year). This is a 2 year game where I've updated the Epyk pack twice, so it could be any number of things, just wondering if anyone else has this issue.

And the reason I need exotic traders is to sell clothes. Which I have hundreds and hundreds of.

Okay, I changed from Randy to builder and I got an exotic trader. Not really sure what was happening with Randy but a year without exotic traders should be statistically impossible, no? Especially since I used the comms unit just about constantly.
i've played cassandra a lot. and usually i run into this issue where exotic goods traders take a vacation and do not show up for a year. like every play through. in general all the traders stop showing up for a season and the ones that do show up aren't helpful since i have no money without getting the exotic trader to show up to sell my junk.
#104
- epyk, can you look into updating the cybernetic mod. he removed the op weapon that was destroying the environment.

(i'm still hoping we can convince him to make the "friendly" cyber faction an optional part of the mod. i don't want to save scum when they get mad at me from turret fire)

- also, i've mentioned a couple times. the pawn state icons got a bugfix update you missed.
#105
i appreciate the op weapon removal, really. but i still fear enabling this mod.

i'd really love access to the craftable implants this mod has... without save scumming.

i would ask that the friendly faction be something i could disable in the mod load order. i like the idea but the vanilla game ai doesn't support this feature right now.

because i do not want agro from them when they inevitably will take fire from my turrets, being that's what happens with every friendly faction in the game. its not an if, but a when. i just don't feel like resorting to save scumming to get past this just to get access to the implants part of the mod.

kind regards.