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Messages - Zxypher

#31
Wow this looks really good. Definitely going to be using it. Strange though how I spent a while last night getting Ishs' medieval mods working for my personal use in A14. My timing sucks!

Thanks for this!
#32
Quote from: notfood on July 26, 2016, 03:33:52 AM
Can you test this? I made some changes. It has its own research behind Electricity. It requires components as fuel. Roughly 1 component repairs 200hp. I think it's balanced but I'm used to HardcoreSK balance... Maybe the fuel and power values need some tweaking.

Beta Mending_0.14.0.1

Optional CCL Makes only consume energy when it's being used.

If you load it without CCL it throws an error you can ignore, but why aren't you using CCL?


Wow, I'm so happy you updated this mod. Thank you for your work!
#33
Help / Re: Scaling a Stat off of two skills?
November 17, 2015, 11:56:37 PM
Awesome to hear, thanks!
#34
Help / Scaling a Stat off of two skills?
November 17, 2015, 08:57:19 AM
Is this possible? I've got ideas in my head for skills to average out or combine efficiency but not sure exactly what that'd entail. Something like having Trade Price Impact be based off of 25% Research and 75% social.

Thanks for the help.
#35
Quote from: MarvinKosh on November 12, 2015, 10:04:16 AM
Yeah, I guessed that the difficulty scaling might be a bit off. Thanks for testing it out. I think that the most obvious answer is to allow a little bit of scaling from buildings. Item wealth is not a great measure of how well-developed the colony is, because a stockpile of corn doesn't really equate to a sniper rifle, but buildings (like walls and so on) tend to give a rough estimate of the size of the colony.

Mechanoid raids will tend to be smaller because each mechanoid needs more points to spawn in than the average human.

Very true, I have faith you'll get it "The truth points to itself." after-all.
#36
Love what you've done with the incidents and I agree the scaling for colony wealth was a bit weird but the current scaling with this mod installed so far isn't challenging for me. I currently have 9 colonists and 6 good turrets and the raids of even Mechanoids are laughable. (Just had to fight off a raid of 2 whole Scythers! :P) The most dangerous encounter I've had so far on Challenge difficulty is 3 Centipedes and 2 Scythers on a raid. If there is some random factor to the challenge of a raid I may just be getting unlucky...

I'd suggest possibly exploring the idea of Turrets still counting and maybe even some minor wealth scaling (Since good weapons/armor make a huge difference but I'm not sure how you could figure that in.)

Thanks for your hard work.
#37
Quote from: TLHeart on November 09, 2015, 12:01:21 AM
Quote from: Zxypher on November 08, 2015, 06:23:00 AM
Quote from: hyprformnce on October 16, 2015, 06:54:28 PM
Yes, can you make a version that doesnt require you to rely on traders?

If you want to make it not require the trader stuff I assume all you have to do is change the stuff in TCTurretStructure.xml between <costList> and </costList> to only be Steel/Plasteel etc.

costlist has nothing to do with traders.

I changed mine and it's working just fine. The traders still have the parts but they aren't required to build the turrets. It's not elegant but it works. Feel free to use it or not.
#38
Quote from: skullywag on November 09, 2015, 03:24:09 AM
Turbines are on my todo they were buggy in the last version so removed em butvhavent had chance to tidy em up. Ill get to em.

Awesome! Glad to hear it. You do good work. :)
#39
Quote from: hyprformnce on October 16, 2015, 06:54:28 PM
Yes, can you make a version that doesnt require you to rely on traders?

If you want to make it not require the trader stuff I assume all you have to do is change the stuff in TCTurretStructure.xml between <costList> and </costList> to only be Steel/Plasteel etc.
#40
Awesome mods! Any chance to get a Wind Turbines Stuffed or did I just miss it somewhere?
#41
Hello I seem to be having a problem with your mods Hydroponics basins. They used to work but on my last load I can no longer see/change what is growing in them. The "Growing" button has disappeared and colonists won't plant in them. I think it has to do with Edb Interface as it gave an error relating to the Inspector...oddly I can't get that particular error to come up again. It's not a huge deal if I can't get it to work but was hoping you could maybe point me in the right direction of what could cause it. If you need more info let me know.

Edit: Also if I build new basins they seem to work for the time being. Forgot to mention that originally.

Edit 2: Happens if I close the game out completely and reload it. I also had the error again so I took a screenshot...I don't know how to copy from the debug window. Sorry.

Thanks for the mod and your time.

[attachment deleted due to age]
#42
Quote from: armedkiller on April 07, 2015, 03:13:59 PM
I'm having trouble getting anyone to craft the AI chip implants. I have plasteel and gold available, but no one seems interested in doing the task, and I'm unable to prioritize it as well.

Gold has a 20x Multiplier so if it says 50 Gold you really need 1,000 etc. Also check as it might require Medicine and Crafting skills to be somewhat high.
#43
You could maybe do it like the omni-gel mod and have an "Efficiency" stat based on medicine skill and whatnot that reduces the amount of herbals it takes for better doctors. Perhaps a mix of Medicine + Growing (Botany/Herbalism would be important to know).
#44
Quote from: Latta on March 16, 2015, 08:30:41 PM
Quote from: Zxypher on March 16, 2015, 07:40:30 PM
Is there a reason that the Synthetic Kidney doesn't boost Blood Filtration?

I talked about that and Ykara said its a bug.

Ok, thanks. It was just missing a line of xml so it was an easy fix, just wasn't sure if there was a reason it was gone :P
#45
Is there a reason that the Synthetic Kidney doesn't boost Blood Filtration?