I really really wish I hadn't forgotten all the rules of this thread before I went around posting again.
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#2
Off-Topic / Re: Corrupt-A-Wish
April 15, 2020, 09:03:51 PM
Granted.
To make sure your loaf of bread really is the last loaf, anything that can be turned into bread disappears. So does everyone who knows how to make bread, as well as every bit of information -both physical and digital- about bread and breadmaking, and anyone who might want to or need to make bread.
The sudden disappearance of an extremely large amount of plants, people, information, etc cause several countries to fall into anarchy and several ecosystems to collapse.
I wish I didn't forget all the rules of this thread.
To make sure your loaf of bread really is the last loaf, anything that can be turned into bread disappears. So does everyone who knows how to make bread, as well as every bit of information -both physical and digital- about bread and breadmaking, and anyone who might want to or need to make bread.
The sudden disappearance of an extremely large amount of plants, people, information, etc cause several countries to fall into anarchy and several ecosystems to collapse.
I wish I didn't forget all the rules of this thread.
#3
Releases / Re: [1.0] Alpha Biomes - 1.0 (21/08/19)
April 13, 2020, 12:16:37 AM
Because I'm an idiot who likes suffering, I have made a planet that's 97% Feralisk Infested Jungle, because it sounded like a cool idea. I also made the planet hotter because why not.
Could be because it's so hot, but the place is crawling with basically every feralisk species other then the cold one. There was also well over twenty feralisks and like, a dozen capybaras for them to share.
I'm pretty sure the spiders ran out of food on day one, because any visitor, friendly or hostile that arrives gets swarmed and murdered by spiders near instantly.
On the plus side, we managed to gather a whole bunch of free loot(apparently, the spiders don't eat robots) and the spiders are like the best free defense ever. On the minus side, I'm pretty sure every faction will hate me before the year is up because I keep on getting negative rep every time someone visits the colony.
Also, almost lost the colony on two separate occasions because I kept on forgetting that animals gone manhunter for any reason(like a trade caravan trying really hard not to die) will still try to eat my colonists.
Never really bothered with biome mods much but this one is hugely fun. Possibly because nearly all the biomes are trying to kill everyone in the colony in one way or another.
Could be because it's so hot, but the place is crawling with basically every feralisk species other then the cold one. There was also well over twenty feralisks and like, a dozen capybaras for them to share.
I'm pretty sure the spiders ran out of food on day one, because any visitor, friendly or hostile that arrives gets swarmed and murdered by spiders near instantly.
On the plus side, we managed to gather a whole bunch of free loot(apparently, the spiders don't eat robots) and the spiders are like the best free defense ever. On the minus side, I'm pretty sure every faction will hate me before the year is up because I keep on getting negative rep every time someone visits the colony.
Also, almost lost the colony on two separate occasions because I kept on forgetting that animals gone manhunter for any reason(like a trade caravan trying really hard not to die) will still try to eat my colonists.
Never really bothered with biome mods much but this one is hugely fun. Possibly because nearly all the biomes are trying to kill everyone in the colony in one way or another.
#4
Ideas / Empire aid should target enemies based on hostility against your faction
March 08, 2020, 01:53:43 AM
Empire troops you call with the 'call aid' function will only target enemies that are hostile towards the empire.
This means that if you make friends with a faction who are enemies with the empire like the rough tribe/outlander faction, or antagonize a faction that is friendly with the empire, you end up getting raids where the empire aid is useless. What makes this even more annoying is that quest raids don't seem to check for this, occasionally having you fight enemies for the sake of the empire, yet have empire troops not help you at all when you call them.
Mods can also occasionally add factions that are hostile to you but not the empire, which can be annoying as well.
Considering all the hassle that goes into getting and maintaining a pawn with a noble title, I think it'd be nice if one of their abilities doesn't just randomly get invalidated just because you made enemies with certain factions.
This means that if you make friends with a faction who are enemies with the empire like the rough tribe/outlander faction, or antagonize a faction that is friendly with the empire, you end up getting raids where the empire aid is useless. What makes this even more annoying is that quest raids don't seem to check for this, occasionally having you fight enemies for the sake of the empire, yet have empire troops not help you at all when you call them.
Mods can also occasionally add factions that are hostile to you but not the empire, which can be annoying as well.
Considering all the hassle that goes into getting and maintaining a pawn with a noble title, I think it'd be nice if one of their abilities doesn't just randomly get invalidated just because you made enemies with certain factions.
#5
Releases / Re: [1.0] Boats!
January 11, 2020, 10:41:21 PM
This is a really niche case, but could it be possible to let boats act as 'floors' for pawns or something to allow interactions with possible offshore islands?
To clarify, sometimes, you can find little 'islands' on beaches which aren't accessible due to being completely surrounded by deep water and being made entirely out of solid stone/ore. I think it'll be nice if you could take a ship to those little island and mine them for resources or build on them.
Currently, you can still do it by attacking some of the stone till it breaks and reveals accessible ground then landing ships, but I think it'll be nice if you can directly go and do stuff there via ships.
To clarify, sometimes, you can find little 'islands' on beaches which aren't accessible due to being completely surrounded by deep water and being made entirely out of solid stone/ore. I think it'll be nice if you could take a ship to those little island and mine them for resources or build on them.
Currently, you can still do it by attacking some of the stone till it breaks and reveals accessible ground then landing ships, but I think it'll be nice if you can directly go and do stuff there via ships.
#6
Releases / Re: [1.0] Alpha Biomes - 1.0 (21/08/19)
January 10, 2020, 07:52:22 AM
So um, is red wood supposed to be so... useless?
You can't make chemfuel out of it, you can't fuel wood generators with it, you can't make bridges out of them, you can't use them as a wood replacement, etc.
They're basically like stone blocks that grow from trees, but more or less crappier in every way.
You can't make chemfuel out of it, you can't fuel wood generators with it, you can't make bridges out of them, you can't use them as a wood replacement, etc.
They're basically like stone blocks that grow from trees, but more or less crappier in every way.
#7
Releases / Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
December 27, 2019, 01:23:55 PM
Assuming that the melee shields are from this mod and I'm not confusing my mods:
There seems to be a really weird bug with shields and non-human pawns. Namely, it appears that for some reason, having a shield equipped doesn't stop them from equipping another shield.
Because of this, any non-human pawn from race mods or robot mods that have shields as allowed apparel will constantly equip any and all shields they can find. I had to manually manage shield equipping because I kept on getting non-human pawns equipping 4~5 shields at once.
There seems to be a really weird bug with shields and non-human pawns. Namely, it appears that for some reason, having a shield equipped doesn't stop them from equipping another shield.
Because of this, any non-human pawn from race mods or robot mods that have shields as allowed apparel will constantly equip any and all shields they can find. I had to manually manage shield equipping because I kept on getting non-human pawns equipping 4~5 shields at once.
#8
Releases / Re: [1.0] Simple Slavery
February 06, 2019, 11:35:13 PMQuote from: Ziehn on January 30, 2019, 03:30:53 AMI would actually like a slave designation for beds.Quote from: Thirite on January 29, 2019, 09:12:07 PMNot sure there would be much of a point to having slave only beds when you can just assign beds on a per colonist basis, but you could be right in that there needs to be more disparity in colonists and slaves.
What do you think of having an option for beds to be "For Slaves" in the same vein as "For Prisoners"? Would give more disparity between colonists and slaves, and it's something I could probably punch out very quickly. Since I'm actually around right now, lol.
For one, it stops new slaves from going to the fancy colonist bedrooms instead of the slave barracks(and yeah, I can manually command them, but manually doing that for every slave is a hassle). If slave beds are a thing, I can just designate a bunch of beds to be slave beds and be done with it.
Also, slaves escape every now and then, and need to be captured. However, to capture escaping prisoners, you need a open prisoner bed. This probably isn't a problem for people with large prisons, but if you happen to have tiny prisoners, tend to convert the prison rooms of recruited/enslaved pawns to colonist/slave rooms, or just don't have a prison open for whatever reason, you need to find a suitable room to temporary prisonify just to bring the slave back, which is pretty annoying. If slave beds are a thing, we could just pick up escaping slaves and toss them back to their rooms instead of in random prisons.
And yeah, more slave/colonist disparity would be nice. The current mod is kinda like insta-recruiting a colonist in exchange for some steel/leather and extra mental breaks, sometimes the slaves don't feel like slaves, but just colonists with more frequent bad moods.
#9
Off-Topic / Re: Count to 9000 before Tynan posts!
October 18, 2018, 05:52:14 AMQuote from: Kirby23590 on October 17, 2018, 02:47:22 PMI vote we start counting backwards instead.
8618
I say we boost this into 90000 or we just start from 1 again!
#10
Releases / Re: [1.0] Alpha Animals
October 18, 2018, 05:50:39 AMQuote from: SargBjornson on October 18, 2018, 05:39:49 AMYou see, I haven't actually moved on to 1.0 yet because I'm still on my A19 base, and since 1.0 doesn't really have many new features or mods I like, I hadn't been planning on moving to 1.0 for a while yet.
No need to abandon Traders will eventually bring some of them to you! And of course some will spawn if the biome fits them
This mod is the most convincing reason to move up a version I've had in quite the while.
#11
Releases / Re: [1.0] Alpha Animals
October 18, 2018, 05:37:51 AM
..It's here. It's actually here, my god. I haven't been this tempted to abandon an ongoing map since beer was added.
#12
Off-Topic / Re: The Drunkard's Tavern.
October 15, 2018, 05:44:08 AMQuote from: catter on October 15, 2018, 01:24:20 AMOpposable thumbs.
You humans have nothing on me!
#13
Off-Topic / Re: Count to 9000 before Tynan posts!
October 15, 2018, 05:42:39 AM
8607
Say, once we hit 9,000 are we going to go on to 10,000, count from 1 to 9,000 again, count down from 9,000, or just end the thread?
Say, once we hit 9,000 are we going to go on to 10,000, count from 1 to 9,000 again, count down from 9,000, or just end the thread?
#15
Releases / Re: [B19] Androids - The ultimate manpower solution
October 08, 2018, 06:25:36 AMQuote from: Severik on October 07, 2018, 12:47:04 PMDroids shouldn't be losing or gaining experience at all.
Hi, i found an irritating error. Droids do lose experience instead of gaining it while doinga job. I dont know what happened, i didnt change a single thing and it happens in all saves. Dies anyone know this phenomenon?
Do you have any mods that might mess with exp gain?