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Messages - hector212121

#16
Ideas / Farmer Turret mode.
October 01, 2016, 02:57:33 PM
Basically, I want my turrets to automatically target any carnivorous animals nearby. Foxes? Obliterate. Bears? Riddle with holes. Wargs? KILL EM WITH FIRE!

Is that really so much to ask?

Plants can be replaced.

Your only rooster can't.
#17
Ideas / Re: Enviro-Shields
July 30, 2016, 07:33:46 PM
Quote from: Dante King on July 30, 2016, 06:19:52 PM
Other words, it protects clothing from breaking and acts as a low-quality combat shield, neato.

Also, slows toxic fallout and improves temperature range for comfort, but yeah, basically.
#18
Ideas / Enviro-Shields
July 30, 2016, 03:20:40 PM
What about a certain type of 'shield' item(as in, it takes up the same layer as armor vests and normal shields) that prevents item degradation when worn? It could even act like a shield for 10 points of damage base.

Basically, it would dehumidify the area around it, and slow rusting. It would also reduce the effects of other environmental things, like heat and cold or toxic fallout. Of course, this would come with the major drawbacks of being expensive and having little actual use when a raid comes along.
#19
Quote from: AllenWL on July 29, 2016, 11:38:08 PM
Quote from: Moo on July 28, 2016, 07:23:00 PM
I don't get it, does this replace all raids with zombies? Because I've had a bunch of raids but they were all zombies, no regular attackers. Am I just unlucky?

edit- guess so, nevermind :D
Wait, the mod replaces all raids with zombies? I was looking to add a extra threat, not replace one...

Edit:Just got a one-(wo)man tribal raid, so I guess that's that. Zombies arrived and took care of her though.

That said, it looks like I can't view the health tab of zombies unless I use the info-panel thingy(white 'i' button)? It's rather annoying as I can't tell what state a zombie is in when trying to decide who to send out to kill them.

Edit:Also, it looks like butchering zombies gives leather, but no meat.

I'm sorry, would you eat a zombie?

That said, since animals can't be infected, you should be able to feed zombies to pets...
#20
How about making blunt weapons inflict more pain but do less damage in general? Like, decrease current damage to 75%, yet increase current pain by 25%? I know it's possible from Glittertech's Orion Corp pacifiers.
#21
Quote from: Justin C on July 25, 2016, 02:27:06 AM
Sky had it so they would only die to headshots in the Hardcore SK version. But his version of the mod was meant to work well alongside all of the other mods in the Hardcore SK modpack.

Well, they only STAY dead to headshots.

Of course, a butchery station also decapitates them.
#22
Quote from: noodles56 on July 23, 2016, 11:14:57 PM
Hey, first post on this forum! Just thought I'd mention the turbine at the end of this tech tree says it has to be on a steam vent, I noticed it just... can go anywhere BUT on a steam vent.

It's a temporary fix because it wasn't working with the vent.
#23
Quote from: robohunterx on July 23, 2016, 03:47:13 PM
Wouldn't it be awesome to be able to synthesize a cure from zombie bits? Make it to where you need a large amount of DNA or something....then you can make 1 x Antidote that can cure 1 colonist.

I don't think it should be as much a matter of making it out of zombie as a matter of studying dissected zombie.

...

Maybe a Zombie Research bench that uses Zombie Flesh(or whatever) as fuel?
#24
Quote from: mew_the_pinkmin on July 22, 2016, 07:57:29 PM
btw this should have a new thread made so that it doesn't still say [a11] in the front and the download can be on the front page and not buried in the comments.  :)

You can just edit the first post's title and it changes the thread title.

Edit:I feel like you should be able to get something from butchering zombies. Maybe Zombie Teeth and Zombie Leather? I just butcher them to stop them coming back since I don't want to bother with a cremator and haven't found any molotovs.
#25
Ideas / Wood-Only Weapon Bench & Springy Branches
July 22, 2016, 07:29:27 PM
For all your neolithic tribes that don't use electricity, how about adding a weapon bench that only allows you to craft weapons out of wood, or maybe stone for clubs/maces? I somehow doubt that stringing a bow requires a furnace...

Mind, I also doubt that you need 6 trees worth of wood to make a greatbow. Maybe have a thing that drops occasionally from cut trees, a "Springy Branch" that is used to make bows? A greatbow, for instance, could take 2 branches...
#26
Maybe we could have Plant24h next? Let's be frank, that is, like, the only mod that makes the way sunlamps work acceptable. Either they need to function 24/7 or they need to shut off automatically once plants start 'resting'.

Also, trade caravans actually kinda make MORE sense to be able to call. Heck, you shouldn't even need a special structure for it, just the same old thing you use to talk to all the facs.
#27
Hey, any plans to make ranged damage infusions? *shrug* just a thought. Could be % or +.
#28
Why are figurines a Crafting job if they give art XP and presumably use art to determine quality?
#29
+1, and also shift-clicks to move by, say, 5 and control clicks to push all the way to the top.

Or click and drag.
#30
How about simply dropping the prices of organs? It's nice to be able to replace limbs rather than merely organs.