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Messages - Kaballah

#826
Quote from: MarvinKosh on March 16, 2015, 10:55:31 AM
Secondly, a slightly modified version of Harsher Tundra, bringing it up to v1.0.2 and as usual, a compatibility patch for Biodiversity. It reduces the commonality of animals in the Tundra biome.


Great, I had just started a tundra map with the last version of mods (literally 5 minutes ago) and was coming to mention how abundant the walruses were, so great timing :)
#827
Outdated / Re: [MOD] [A9] Gunsmithing Table
March 16, 2015, 10:29:23 AM
It's really fine, it's rewarding without being nuts/broken.  The only thing a little bit tricky is all the recipes require a certain amount of plasteel (e.g. assault rifles cost 15 plasteel).
#828
Quote from: MarvinKosh on March 16, 2015, 02:35:38 AM
I'm not sure how to hide certain kits from Prepare Carefully. The outdoor battery kits, for example, aren't carried by traders so you have to build them yourself. I'll have to ask EdB and see if it can be done. :)

Simpler option, you can just make the point cost unreasonably huge to make it really blatant that they're not something you're expected to start with, but if someone really wants to override the point total then they can.

QuoteWhen you eventually need to replace your existing parkas, you'll either have to hope you can loot ones which are in good condition, or craft them.

Oh, I'm using the mending workbench mod so I guess that alters my perception of this.

QuoteI'll examine the spawn rate for animals in the Harsher Tundra mod, which I also recommend - although you would need to start a new map to take advantage of it.

Neat, you should maybe mention and link that mod in your OP.  durr I see it IS in your OP, thanks, I'll check it out.
#829
Another suggestion on similar lines, you may wish to tinker with the numbers and frequency of animal spawns - I was surprised to be able to just be overflowing with food with a pretty small amount of irregular hunting, because there's so many large meat animals on the map all the time.  That's not how tundras in bitter winter really work, starvation should be a really major threat until you have a really solid farm constructed.  Or you, y'know, try that tempting "long pig" ... sitting right over there ... in the snow ...

oh god im so hungry  ???  just one bite
#830
Quote from: MarvinKosh on March 15, 2015, 12:23:03 PM
That's something I started to address with the 1.4.5 test version. There are less friendly visitors to begin with simply because the pawns cost more points to spawn in, so the game fails to spawn in even one visitor.

Glad you're enjoying the mod! :)

Oh yeah, I actually got a console message to that effect.

You know what, I'm gonna say it, I think parkas are still a bit too good.  Maybe I've just been lucky but even when I take colonists with full food/rest bars, deploy them to shoot at centipede mechanoids until their bars are completely empty and let them stagger home, I have yet to have anyone get past "shivering" hypothermia in a parka.

Also the point value for the hydroponics kit means you can start with several of them with Prepare Carefully - the point value of the kit is something you control in your mod's data though right?  I think you should make it impossible (or at least require blatant cheating) to start with, it really takes all the sting out of the cold start, especially with your no-fault power supply kits (which you can also start with for very cheap).  All the other items, eh whatever, but hydroponics requires research to unlock and it seems hugely cheesy to be able to start with like 10 hydroponics kits.  Zero would be more appropriate.   :D
#831
General Discussion / Re: I need clothes!
March 15, 2015, 05:29:25 PM
You can expand the inventory status treeview in top left and see exactly how many of each type of leather you have, once it's stockpiled.  That's probably what it is, winnsanity suggests.
#832
Eh don't worry about it, I've been playing with your current version ~9 hours and I never had a visitor or invader just wander in and die of exposure.  I did get a couple of guys that were under-dressed but they were literally like two out of fifty or so.  The only thing that seems a bit strange is that in this current version/current game session it feels like I'm getting a lot less friendly visitors than other sessions.  Does your place on the map/nearness to NPC capitals affect that at all?

Overall I'm super chuffed about your mod + EdB Prepare Carefully, I'm running a Donner Party scenario and having a wonderful time with it :3
#833
Okay, I spawned most of the _Winter pawns and most of them do come in with a parka (the pirate boss comes with power armor so he's fine too) but a couple only had a thermal pants/shirt and one guy had a jacket.  Is that normal?
#834
Oh, ok, looking at the tools in dev mode it's pretty straightforward - in the table of critters in Spawn Pawn, there aren't any with a _Winter suffix.  I'll try redownloading your mod and see if somehow I have a bad/old version like you said earlier.

e:  Oh, I see what happened, you have versions listed Oldest -> Newest, and I just downloaded the first one without actually reading because I am a dumb.  That's probably it I guess.
#835
While I was playing and wasn't looking here I kept getting huge invasions of tribesmen wearing the caveman piece and nothing else.  It's hilarious, the temperature is sometimes -45C and their fingers and toes are falling off due to frostbite :3  Anyway I'll poke around in console mode as you're suggesting after I get a little sleep.  I have version 1.4.1 of your mod according to About.xml, which is weird because I only downloaded it yesterday?  Would you please give me a little detail on the steps you want me to take, I'm completely unfamiliar with the console.  Thanks.
#836
Releases / Re: [MOD](Alpha 9) Hospitality (v1.00)
March 14, 2015, 10:46:53 AM
I like the idea of this, but I think you should consider making it more about building amenities to actually make your colony appealing to passing visitors, if that's possible.
#837
It's very rare that I get any visitor or invader that has a parka on, it's even rare for me to see a jacket or duster.  As far as mods I have installed:

A9_WinterIsHere
AnimalHideWorking
AutoHuntBeacon
Biodiversity
Bulk_Meals
CaveworldFlora
Clutter
Core
DefendThatColony!
EdBInterface
EdBPrepareCarefully
FloorsgetStuffed
GunSmithing
Mending
Modular Tables
Outfitter
Priorityhaul
PrisonImprovements
RTGs
VeinMiner

I don't *think* any of these modify factions or vistor/invader equipment.
#838
I'm using this and while I really love how much more difficult it is to get started in bitter cold, I keep getting visitors and sieges who freeze to death because they're only wearing a t-shirt and pants.  It was funny at first but it's pretty silly.  I realize you probably want parkas to be scarce but once you have one for each colonist ...
#839
Outdated / Re: [MOD] [A9] Gunsmithing Table
March 13, 2015, 01:49:57 AM
You know what, you ought to do a basic armorer's table that allows similar crafting of low/mid tier vanilla armors.
#840
Outdated / Re: [MOD] [A9] Gunsmithing Table
March 13, 2015, 01:48:16 AM
This is just right, I was looking for a basic mod that allows crafting of the moderate power guns and this does what it says on the tin.  If you decide to expand it then you might add some more research branches to unlock other vanilla gun tech but it's really just fine as it is.