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Messages - Sokar408

#1
Quote from: Alenerel on December 21, 2016, 04:53:28 AM
I was thinking on this. Pretty much all leather has the same stats and all meat works exactly the same, so why not join them all in just "leather" and "meat"?
For meat the only exceptions would be insect meat and human meat, so we would have the three types: meat, insect meat and human meat. We could have a couple more categories for exotic meat like just "exotic meat" or leaving them as "thrumbo meat" and (other exotic animals).

The problem I see with leathers is their colors and rarity, For colors we could just be able to select them in the tailoring bench and for the different types might be we could find a half way like joining them like:
- thin leather (chinchilla, raccoon), medium leather (wolf, dog, cat, lynx) and thick leather (elephant, rhino) (thrumbofur and megatherium would still be its own, wool would be the same as it is now)
or
- feline leather, dog leather, wolf leather, etc

Im not quite convinced by the leather alternative I propose to be honest... But I cant come up with anything better. Maybe have it like it is now but joining just a few of them?
In any case I think that the meat part should be done.

What do you think?

I disagree. If there is one thing gaming in the last few years has taught me, its that "streamlining" can easily go too far, and rob a game of its charm and "soul". This might not be over the line, but it works the way it is, as such I see no need to change it.

You could perhaps make an argument, for making clothing production more detailed, so that you could combine resources, for example a X leather jacket, with Y leather sleeves, or something to that end. But streamlining should never be a priority, unless it helps deepen the game, instead of taken depth away.
#2
Found the necessary information in the Email release.
#3
The title says it all. Now that its finally on steam, you should be able to answer this :)
#4
Is it possible to rearrange the order of the colonists in the colonist bar? Would make life a lot easier :)
#5
General Discussion / Re: Randy seems VERY tame
May 01, 2016, 06:13:42 PM
Interesting because I have played like 4 games now, each lasting between 6-9 hours before I got bored, and barely had a raid/bad event, pr hour (of real time ofc)
#6
General Discussion / Randy seems VERY tame
May 01, 2016, 01:10:01 PM
So I usually play Randy, but after returning for Alpha 13 (been away since 10), I have noticed that Randy isn't anything like he use to be. Is this intended?
#7
Quote from: Ykara on April 26, 2016, 07:25:42 AM
Actually this bug is very well known and can't be fixed, it's a problem of the vanilla game. What I have fixed is that every part can now be removed and that it spawns the item correctly. But unfortunately there's nothing I can do about BlackSmoke's described problem :/

So effectively this means, that with 1 prosthetic, you can "repair" your colonists, by attaching the prosthetic, and then reattach the newly spawned limb? That seems a bit off :/
#8
The title says it all. Is there still a soft limit on colony population, or has it been removed? (noticed a few posts about very large, but unmodded colonies. Hence the question)
#9
I have been playing with the FixScar mod, and for some reason, even though I can get to operate, the scars remain afterwards. Please help

EDIT: Actually its "Old Gun Shot" that allows me to operate, but stays afterwards. Scars does indeed disappear
#10
So cutting stone doesn't give experience, and that is intended? Why wouldn't that be listed in the patch notes? :O
#11
So it says it increases efficiency, but is that in terms of speed, or the about of stuff like chunks and ore you get when mining, or both?
#12
Alright I have been playing a few minutes on my save, and the problem seem to have vanished again, after the update. I don't know if this is actually do to the update, or do to a full game reboot. Either way I'll PM you if I have it happen again :)
#13
Quote from: Andy_Dandy on February 26, 2015, 01:25:53 PM
I'd prefer no bonuses for smoothed ground at all, but that it was needed before you could lay carpets or other flooring from stone, wood or metal on the top of it. That would be a great way of making cave bases even more work intensive and a harder choice, without ruining the natural benefits mountain bases should still have.

I second that. Also I have noticed (this might be a bug), that I rip down walls inside a mountain, to build my own (so I don't have cables running through the hall ways), if I don't smooth the floor before building the walls, the wall area gives a minus -2 beauty. Is this intended?
#14
Quote from: Gaesatae on March 02, 2015, 08:26:56 AM
Quote from: Aenir on March 02, 2015, 08:12:13 AM
I just started using EDBPrepareCarefully today and had this happen.  I don't have any other mods.  So something weird is going on with PrepareCarefully.
Well, thank you for that post. I was going crazy here. At first glance I thought that it was my mod that was causing the bug because it was related to hauling.

I can tell you that as soon as I turn off PriorityHaul, the problem disappears permanently.

Quote from: skullywag on March 02, 2015, 06:39:33 AM
OP can you confirm you have the latest edb updates?

I can confirm that I was using an outdated version 2.6.4 of EdBInterface. I'll try it with the updated one  (2.6.5) and rapport back (gotta sleep a bit first though)
#15
Quote from: skullywag on March 02, 2015, 06:39:33 AM
OP can you confirm you have the latest edb updates?

I'll look into it, when I get home (But unless its been updated within the last few days, I should have the newest)