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#31
Go for it  8) modpacks are never enough
#32
Mods / [Mod request] Prioritizing crafting tasks
February 01, 2016, 10:59:06 AM
This mod would read current active crafting jobs and create a list where we would be able to set a priority for each. or change a priority on the fly. For example, we have smelt steel from ore, smelt steel chunks, make sandstone blocks, make granite blocks, break down apparel for materials, etc. We could assign steel as #1, granite as #2, break apparel #3, Sandstone #4, without having to go to each bench and move things up and down or suspend them, i think it's a bit clunky. Moving things up and down doesnt work very well if multiple crafting jobs are active across different crafting tables, and there are not enough people to man everything, because of things. Guess we all know that :D
This would be great to give an overview of what jobs are active on each bench as well, if possible, in case we have 2 benches one for Y blocks and one for X blocks, for whatever reason.
We REALLY need that steel for yesterday, but that guy really wants to play with rocks or rags? This would fix it quick.
#33
Maybe this has been requested before, maybe it's not quite possible, or maybe there is a mod for this already (which i don't know about, if so, please linky?), would it be possible to mod colonist behavior so they actually complete something we tell them to? Haul everything needed, then build, not just haul some material and take off to do something else.
#34
Help / Re: Auto-shoot burning enemies?
February 01, 2016, 10:19:25 AM
Maybe little off topic, i get this issue a lot with MVP because of the optic weapons setting things on fire, while humanoids freak out, mechs don't. Urgh.
#35
tl;dr Is there a fix for Skill Lock in here somewhere? Doesnt seem to be working with 12b. Talking about crowd control :D
#36
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 29, 2016, 06:56:49 PM
Quote from: Kitsune on January 26, 2016, 03:37:19 PM
Hai, if you try to recruit norbals good luck. They are nearly unrecruitable. ;D The other faktions are still recruitable but if you have the same luck as me, you get fairly more raids from norbals as from the other fraktions. ._.

The slave ships are still out there, in the fast universe. :O

For more prisoners try, as WinterFlare sayd, weaker weapons or, if you like to risk someting, use syringe. ;)

Recruited a Norbal after 2 days. He's old, tho, like 89 or something, dementia, bad back, all that. Maybe age has an influence in how hard is to recruit overall?
#37
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 27, 2016, 01:34:22 PM
Quote from: kinoshi on January 27, 2016, 01:16:32 PM
don't know what i am doing wrong but the short cut cant find the .exe file. i tried setting it my self but it didn't have any of the mods working.

sorry for the trouble.

Think you have to run the game from the shortcut but KEEP IT where it is, in the game folder. If you create a shortcut for that shortcut or move the original anywhere else, it won't work.
That's how i've been doing it, and had no issues. I moved the shortcut to desktop the first time i used MVP, and it didn't work.
#38
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 19, 2016, 11:47:13 PM
Quote from: Pjstaab on January 19, 2016, 09:11:44 PM
What's the secret to fighting norbals? After awhile it's fine but starting off it's almost fun getting zerged by 3 times as many norbals as colonist with explosive throwing axes. They don't seem to retreat ever either. I'd honestly rather take any other faction attacking than norbals.

Embrasures and lots and lots of turrets? My best guess :D
#39
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 19, 2016, 11:45:36 PM
Quote from: Cmoa666 on January 19, 2016, 06:21:11 PM
I have a modified version of it. It should normally be unlocked with crafting III, enjoy !!! (and many thanks to skyarkhangel and simon-82)
Sorry but it is only mending, not skill lock.

Very nice thanks :) I'm going to assume this will only work with a new game, it loaded on mine but results are lolz.
I'd hope this and skill lock would be included in a next MVP, both are so nice to have, why they're not in vanilla already is beyond me.
#40
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 19, 2016, 06:08:39 PM
Quote from: lolosh on January 19, 2016, 11:52:04 AM
Is Mending mod from this thread https://ludeon.com/forums/index.php?topic=10908.0 compatible with MVP? Should i change the mod order or just load it last? Cant live without repair benches :'(

Apparently not, i've fiddled with it (and also with Skill Lock, which becomes VERY useful later on) and couldn't get any to work. Only played with mod orders. But im a noob with this stuff, might have missed a switch somewhere :P
#41
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 19, 2016, 10:54:38 AM
Came across few things that i don't know someone mentioned before, but here goes anyway.
Sometimes, colonists/bots are unable to haul weapon/clothing things. They just sit there, i can see the path to the item they're trying to haul flash for a split second. It seems to be only for some random items. If i force haul the item, same thing happens. This resets when they get tired or hungry.
Colonists seem to be chopping planted trees without a job and before they are fully grown, yelding no wood. I'm quite sure there is no manager job for forestry, even if there was, they shouldn't be chopping growing trees?

More advanced soils are a trap. They are incredibly efficient, yes, but the cost of wood for mulch and water is overkill (after 40+ hours playing, i still have soil tiles that have not been upgraded in my meager 5 growing zones). This last doesn't make much sense actually; it's like they use wood for a bucket then throw it away, woundn't it make much more sense if there was a wood cost for building the well, and no wood cost for fetching water? Wood costs for some things could be toned down a bit. Chopping down a whole forest to build a table and some chairs doesn't make much sense.

Sand is also a death trap, so many things require sand that i end up mining the whole mountain just to be able to make sand. Sand costs for items could be toned down a bit, imho. Alternatively, instead of making sand from rocks, there could be a sand pit or something? I'm playing on mountain map with lots to dig in, but i can imagine how insanely masochist it must be to manufacture things that require sand in non moutain maps. Things like chips and circuit boards, i find these rare in traders. If they were more common (not in higher numbers) in traders, maybe it would balance out.

Question: are cows supposed to breed? Had 3 bulls and 5 cows, they all seem to have died from old age, and no little cows.
Issue: had some chickens that got messed up because of cold, lost legs and beaks. I cought a colonist feeding them lavish meals... lol, golden egg chickens. Looks like sick chickens are being treated like sick colonists?

I've had some issues with lags caused by chickens and raiders. Chicken issues could be cause by pathfinding overkill? Lately, raider spawns freeze the game for 5-10 seconds; this is late game with big base and raiders partys are big, like dunno, 20-30+? Body count too high.

Suggestion: change the crematorium to (or create a new one that) use kindlings instead of electricity. Never made much sense that it's electrical powered... maybe it's just me. 

Overall this is a great modpack. Having lots of fun with it :D gonna get murdered in a tundra after finishing this mountain, then i'll come back and complain how hard this all is \o/

Edit:
Forgot to mention that paintings seem to be horribly underpriced when selling to merchants. A masterwork sells for 50ish(?), while a parka, for example, can go from 400-500. Ugh.
#42
Think Aparello uses layers. Maybe it would be a good mod to look at.
And PLEASE keep this one up. Field medics and extra hauls are a MUST have :D
#43
Mods / Re: Mounts
March 10, 2015, 01:02:40 PM
Bionic legs ;)
#44
Mods / Re: Mod request: Animal breeding
March 09, 2015, 07:00:45 PM
Quote from: KnucklyDuck on March 02, 2015, 11:16:28 PM
I have plans for a FarmWorld mod more or less, in which you could purchase animals from traders or have a VERY VERY small chance of having them appear naturally. Not sure what to do in-depth with it though, you'd have to feed them and they'd grow fat and you could butcher them for sure. However husbandry would be a good idea, I could see it happening however I'm still quite new to .dll modding which this would most certainly entail a LOT of I feel. I'll keep in in mind, how about giving a thorough in-depth list of features you'd like to see?

-KnucklyDuck
It wouldn't need to be as complicated as the cool story in the OP, keeping it simple would already be great.
Nerfing the idea a bit, hoarding them critters could be done in a similar way as capturing stunned pawns, and then haul them to a closed area, with a sun light, controlled temperature and some hydroponic tables for them to feed (critters already eat food laying around?). 2 similar critters would spawn 1 after eating a certain amount, and keep population up, and to tag them for the knife.
The main idea would be to exchange vegetables for meat, keeping more or less a 1/1 ratio.
#45
Mods / Re: Mod request: Shrink
March 09, 2015, 06:27:55 PM
:D