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Messages - Beathrus

#136
Quote from: Love on December 21, 2016, 01:45:54 AM
Recompiled Clutter Structures for A16 Release. Barely tested so please report any bugs.

https://mega.nz/#!n1ARnBDK!N4r1nh4RBhA8XoP-M3AORvmqEbBeQRWf4YjnR8hFVD8

Woo!
#137
I need this... please? Update? ʕ•ᴥ•ʔ
#138
Outdated / Re: [A15] DoorMat
December 21, 2016, 03:41:45 AM
I need this...
#139
Quote from: jecrell on December 17, 2016, 01:36:51 AM
These mods are nearly required for the Call of Cthulhu mods. Realistic Darkness is amazing, friend.

I must commend you on this stellar work.
Please do update it for A16 if you could, my good sir / madam.

Oh Yes! This mod is indeed most useful for those who enjoy the darkness so we can have a bit of suspense and worry in games, instead of being able to see the man hunter pack coming at night!
#140
Releases / Re: [A15] Mending
December 21, 2016, 03:33:42 AM
Oh, Very nice! :O I used Mending a few alphas back, I am glad someone is still going with it! And finally it has a cost! Woo!
#141
Its been to long! But I am back! ʕ•ᴥ•ʔ And need neat-o Clothing from Shinzy! Did we ever get hats of big tree eaters?
#142
Quote from: Orion on March 13, 2016, 04:07:13 AM
Breaking down is not the same as "dying". It just means they temporarily stop for a few seconds and continue from there. It's the best way I could think of to nerf their ability to work day and night, without requiring... well.. anything in return for it.

I guess bots repairing bots is acceptable, although probably that would then need to be balanced with something else. Like requiring spare parts for repairs.

Why not require a bit of steel? Depending on the size of the bot that is. And its more the problem that the priority to work on the bot is low. :/ Like, if I could set the bot a charger station like its own 'bed', and then set a 'priority' for when it needs to be repaired, so my crafter doesn't skip them and go back to crafting whatever they were before that would be great. Or if I could click on a unit to 'return crawler to charger station', for when my crafter has time to actually repair it, that would be great.
#143
Support / Re: dropbox
March 12, 2016, 06:19:08 PM
Quote from: jayman123 on March 12, 2016, 05:51:56 PM
OK so when i download a mod from the drop box the mod i not in compressed folder liker other mods and i don't know what do even if i put it in the
mods folder nothing happens i even made me a drop box account to see if that would fix it and nothing happened. help  :'(

You are supposed to extract the folder from the compressed file and place that in the mods section.
#144
Quote from: Grimandevil on March 12, 2016, 03:51:15 PM
Quote from: Beathrus on March 12, 2016, 03:04:06 PM
Or set like, another bot to just 'repair' duty. Maybe a flame bot, modified to be a repair bot.
that is actually a really good idea. bots that repair bots. (unless the ocasiaonal "who will repair the repairer" ;D)

as for me, i usually have Haplo's MAI set on repair duty.

Mhm, doesn't help my bots seem to like breaking down in awkward places. x.x
#145
Quote from: Orion on March 12, 2016, 06:06:05 AM
Quote from: Agalyon on March 09, 2016, 01:09:42 PM
What kinds of things would this mod conflict with?
Anything to do with Mechanoids.

Quote from: Beathrus on March 10, 2016, 02:15:06 PM
Quick question, I use the 'Haul' mod, that allows things to haul using carts... Would that cause the Crawlers to deteriorate faster? Because.. These guys break extremely fast, like... I have had a few up and running for a in game day now, and they already have a 40% crash chance.
I think not. But they're pretty fragile to begin with. They move around the most and have the least hitpoints. So I hope you have someone on repair duty ;)

I do. x.x But yeah, I need to start a new game already; Take out 'auto equip' or something, my colonist drop everything to put on new gear, and for an hour or two ignore other duties to swap gear. So sometimes they just flat out ignore the bots and go about other tasks for crafting. :/ I wish I could update the 'priority' of the repairs for the lil crawlers. Or set like, another bot to just 'repair' duty. Maybe a flame bot, modified to be a repair bot.
#146
Quote from: Toragor on March 10, 2016, 04:25:20 PM
Ok I have a problem. I rescued a visitor after a scyther attack, poor guy lost a leg, but now I am not able to opperate him to give him a peg leg, since no guests have the operation tab under health. So now Im stuck with him in the medbay. Only way to get rid of him is to successfully recruit or kill him ... I thought it was possible to operate guests in vanilla. has this been disabled by this mod?

If you are already in good with the faction (25 Goodwill) You can call them for reinforcements, then they will take the injured person when they leave.
#147
Quick question, I use the 'Haul' mod, that allows things to haul using carts... Would that cause the Crawlers to deteriorate faster? Because.. These guys break extremely fast, like... I have had a few up and running for a in game day now, and they already have a 40% crash chance.
#148
Hnnng. If this updates I am immediately starting a new colony. I miss this mod so much.  :'(
#149
Hm... Do crawlers break faster in cold climates? I mean, Mine were breaking down super quick, repeatedly even when inside on their charger base things?
#150
Quote from: sadpickle on March 07, 2016, 10:26:23 AM
Quote from: IkeaSwede on March 07, 2016, 09:58:37 AM
Yeah, being able to equip everyone with knives + ranged would nullify the idea of melee combatants, which the game is based around having.
Does anyone even use melee combatants? I know there are shields but they only delay death by a seconds if there's any sort of formidable group. I find melee fighters can't be used offensively unless you want them to wind up as a pincushion. Ditto for hunting, of course.

Melee combatants are sort-of effective for me as backup if the raiders can reach my shooters, but if they get that far odds are the colony is doomed.

Melee is also good if you want to arrest/accost people and have the shields and gear for it. I mean, A  mace + good melee skill will catch you a pawn better than shooting them. Just yeah.. blunt force trauma, no blades.