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Messages - eberkain

#31
Unfinished / Re: (WIP) More Spaceship Stuff
April 14, 2015, 12:27:55 PM
I reworked my conduit idea.

Shield Power Conduit is used to connect the various parts of a high power shield grid, based on the PAL art, does transmit power and cannot be built in the same spot as a PAL.


Control conduit does not transmit power, and must be used to network all the computers to all the other parts on the ship.  (still not sure about the colors on this one)


I also added lights to my wall atlas, and will put it in so you can build it either way.

#32
Ideas / Re: Multiplayer
April 14, 2015, 09:25:36 AM
My wife and I would love to get some multiplayer in this game.  It could be as simple as we each get some colonists on the same map and build together.  Need to be able to make stockpiles shared or private.  Probably a couple other things, can't think of them right now.
#33
Ideas / Re: End game story generation
April 14, 2015, 08:02:40 AM
The mod I'm starting has an ultimate goal of building a more robust end game around the star ship construction mechanic.
#34
Alot of games I play have a UI scale option that simply scales all the UI elements up or down so this kind of thing is a non issue.  It may not look ideal on anything other than 100%, but its better than not being able to play.
#35
Ideas / Re: Your Cheapest Ideas
April 13, 2015, 10:12:32 AM
Quote from: Jstank on April 13, 2015, 09:05:44 AM
change power usage on power plants from X/Y to a power bar.

Yes, the way power generated, stored and used is currently presented is not very intuitive.
#36
Unfinished / Re: (WIP) More Spaceship Stuff
April 13, 2015, 09:47:15 AM
I really wanted to get something accomplished this weekend and explore getting a .DLL setup, but I barely got to sit down in front of my computer.  Did a couple more sprites, but that is about all.  I did look over the xml for how the conduits are implemented and have been thinking about doing it differently, I would prefer to not alter assets of other mods or core if its not necessary.

long range sensor - FTL Core - Airlock Door
#37
Unfinished / Re: (WIP) More Spaceship Stuff
April 10, 2015, 01:09:59 PM
My plans include two new types of conduits, a control conduit that has to interconnect all the ships systems, and a high powered electrical conduit just for shield systems.  And I wanted that to work with the power lines, air ducts and pal conduit.  So I took a stab at creating a new set of atlas textures for each of these, here is what it looks like all combined.  I kept the PAL conduit theme, and just made it thinner, and the yellow line is the new power conduit, the blue pulse thing is my control conduit, and the red and yellow is the shield power conduit, air duct is unchanged.  I scaled this pic up 2x for the forum post.


I also made a couple more sprites, for the Main Computer, Antimatter Pod and Power Core.


My most recent colony starved to death after both the hunter and cook died in a freak electrical conduit explosion, so maybe tonight I will sit down and get some more coding done.
#38
Quote from: Seeker89 on April 10, 2015, 06:37:23 AM
Quote from: just_dont on April 09, 2015, 05:32:50 PM
Regarding Zombie Apocalypse compatibility fix.

You'd want to apply changes only to Zombie Apocalypse mod (overwrite Races_Zombie.xml), get yourself LoadOrder mod, and make sure Zombie Apocalypse loads AFTER Superior Crafting.

The other way doesn't seem to work, Zombie Apocalypse fails to properly start itself up, and you won't see "Zombie Virus Active" notification and won't get proper zombie raids.

Ah... I see what I did there. I'll upload a fix later on. (with better testing)

I was wondering why I have yet to see zombies in the game.
#39
Mods / Re: Mod Request: Xenomorphs
April 09, 2015, 02:50:17 PM
+1 Support
#40
Releases / Re: [HELP] Publish a mod, help and FAQ
April 09, 2015, 02:20:06 PM
I would like to request that the template in the first post gets an added section on compatibility, I, and I'm sure many others, would greatly appreciate a few words from the mod author on what exactly the mod changes and what is going to be compatible with or not compatible with.  Its very difficult to get a good idea if a mod will work with your other mods currently, and I see alot of posts in alot of different threads that simply say, "Will this work with X?"
#41
Unfinished / Re: (WIP) More Spaceship Stuff
April 09, 2015, 02:11:41 PM
Quote from: Berengar on April 09, 2015, 07:26:03 AM
Noo! Your walltexture is just perfekt.. have that classic, 90 gamefeeling.. love that. :D
But you could make more.

I thinking of making a variation with light panels in it.
#42
So what weapon mods will work with SC, any suggestions?
#43
Quote from: mathwizi2005 on April 09, 2015, 01:45:34 PM
I find using EdB ModOrder and forcing SCA9Core to load just after Vanilla Core fixes any initial issues to the point where it loads old saves.

I will add that I was having problems with SC for a bit and everything fixed its self after I setup the ModOrder like this: Core, SCCore, XP1, XP2, XP3, Everything else.
#44
Ideas / Planning Notes
April 09, 2015, 01:57:00 PM
Maybe there is a mod that already does this, but I have not seen one.  It would be awesome if we could make little cosmetic signs similar to the planning tool.  I find that I use the planning alot now to lay out the rooms for my base.  It would be cool if I could slap a label on the planned area that said "Armor", "Medbay", etc...
#45
Funny, my wife said yesterday that she wishes there was a wheelbarrow or something so that people could haul stuff more at a time.  Will have to check this one out.