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Messages - hector212121

#211
I don't suppose you could put all of this into 1 mod that you update as you update the others? It's a bit annoying to both clutter my mod screen and download all these things. :O that said cool mods!
#212
Quote from: BinaryBlackhole on April 21, 2016, 05:43:56 PM
One piece of vanadium takes nearly a thousand silver worth of materials to make advanced components take 5 I can't afford bionics in the 10 thousands.
Could you please reduce the gold required to 1 as it is small volume and not enough traders are selling it or remove advanced components and instead just use vandicum

I recommend buying items with Poor or lower quality made of vancidium and smelting/deconstructing them.
#213
Oh--I'd like to point out that stacking a shield under a energy shield *should* result in full damage from ranged attacks to the energy shield until it's broken, then absorbing with the physical one, while melee would still be absorbed only by the non-energy one. In case the mechanics you mentioned are why you don't think it'd be balanced.
#214
Maybe make the better shields not shield-compliant, but make the light shields cover a different 'layer' than energy shields?

BTW, what do you need to get higher blockrate? Does manipulation boost that? I'm wondering if I can get a Beta Poly kite shield to go with a Beta Poly Vibrosword to make a unkillable menace in a Glittertech/Rimsenal game.
#215
Mods / Re: Mod request disable Mechanoid in ruins
April 19, 2016, 08:45:57 PM
Quote from: Nebbeh on April 19, 2016, 02:08:08 PM
Quote from: dragoduval on April 19, 2016, 12:26:35 PM
I think that if you edit the mapgeneration def you could do it easily (i think), but yea its possible.

If you want (And if no one better propose himself), i could try to do this tonight. Funny but i would like that too if they where gone, or weaker.

I'm going to need to look into this.

Quote from: ConnivingCougar on April 19, 2016, 12:27:53 PM
Whenever I see a large ruin I build a bunch of turrets powered by a separate system and get a single colonist to deconstruct the wall. The turrets should be spaced around 4 apart and about 4 of them should work. This is how I do it but there is a chance that someone could make a mod like the one you wanted.

This is kinda hard to do when you dont know if its a ruin or just a random wall when digging inside a mountain.

Quote from: hector212121 on April 19, 2016, 12:33:26 PM
Two words: EMP grenades.

Well EMP would be fine and dandy, if I just had any, I'm not talking about 4-5 hours into the game, I'm talking about fresh colony that has barely started.

....

That isn't a time to DO anything with ruins. The most you should do is order someone nearby.
#216
Minor complaint--why can't you use a shield and a shield(energy and plank of wood that is)?
#217
Might I suggest having multiple options? Human 'leather' being superior to or inferior to(as the mood strikes you) devilstrand?
#218
Mods / Re: Mod request disable Mechanoid in ruins
April 19, 2016, 12:33:26 PM
Two words: EMP grenades.
#219
Mods / (Request) Disable Hives/Add 'tame' hives
April 19, 2016, 12:32:52 PM
Two ideas in one.

A simple mod that disables insect hives completely, and a seperate one that allows you to create artificial hives friendly to you.
#220
Ideas / Re: Your Cheapest Ideas
April 19, 2016, 11:39:55 AM
Pff, you don't think they'd have genemodded the crap out of those?

Maybe if it can be made tribal only.

Anyway, my own idea? Poison.

For instance, cobras should have poison. Because cobras are poisonous snakes.
#221
Heh, I guess worst case we can wait for MAI. Then we can have a...

MAI-NING robot.

...

I appear to have caught the punner's curse...
#222
Releases / Re: [A13] Glitter Tech v1.0
April 19, 2016, 10:20:43 AM
Quote from: macbuk on April 19, 2016, 10:17:23 AM
Quote from: hector212121 on April 19, 2016, 09:33:53 AM
Quote from: macbuk on April 19, 2016, 09:30:15 AM
Quote from: hector212121 on April 19, 2016, 07:55:16 AM
Quote from: macbuk on April 19, 2016, 04:02:53 AM
How is it possible to get electrolyzer and robotic assembler which create silicon and computer components if you need actual computer components to create those?


Black market traders.



Haven't seen any of those.

That's because traders are so rare. :P

Are these only on caravan traders? I've been using the "replace all trade ships" option constantly and no black market trader appeared for a while.

Nnnnnot that i know of. :P
#223
Maybe stick them under Misc, then? :P

Oh! Is the Titanium Glittertech compatible?
#224
Releases / Re: [A13] Glitter Tech v1.0
April 19, 2016, 09:33:53 AM
Quote from: macbuk on April 19, 2016, 09:30:15 AM
Quote from: hector212121 on April 19, 2016, 07:55:16 AM
Quote from: macbuk on April 19, 2016, 04:02:53 AM
How is it possible to get electrolyzer and robotic assembler which create silicon and computer components if you need actual computer components to create those?

Black market traders.



Haven't seen any of those.

That's because traders are so rare. :P
#225
Might I suggest a research that creates autonomous mining things? Even at 10k research to get it it'd be worth it.

Maybe seperate buildings that tick down to mining, so you could have a Steel Mining Bay, a Cobalt Mining Bay, etc.