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Messages - LittleGreenStone

#211
Quote from: TimTumm on May 13, 2015, 12:21:18 PM
I can answer that.  The stonecutter bench can make sand out of any rock.

Now, my own question:

How do you repair your droids?  I had some deer crack some droids up.  The droids are walking around fine, but I am annoyed by the message that says "colonist needs treatment" and want to get rid of it.

You don't. Mipen have not implemented repair yet. As far as I know, he's working on it/planning on working on it. As of yet, they'll heal slowly, unless they are damaged badly. Then you'll have a cripplebot to send to explode in front of your enemies. ^^
#212
Quote from: NotAnHiro on May 13, 2015, 02:53:20 AM
Quote from: Xiupan on May 13, 2015, 01:57:09 AM
Can someone please change "Saki" to "Sake"? And "Whisky" to "Whiskey"? Why hasn't anyone else said anything about this yet? I can't possibly be the only one who is bothered by this... right?

Don't get me wrong, I love the concept and the variety of this mod, but this and the textures make me cringe.

I kind of...have to agree. It's OP's privilege to name his creations whatever he(?) wants to, so I didn't say anything about it, just changed it for myself. But if anyone could throw a few textures at him, that'd be great. ^^

Also, I might have missed it, but is there a reason to have a pack of "cigarsomething" and "cigarsomethingelse" too? What is the difference aside from the pack of cigarette giving less mood bonus than the Cuban cigar looking thing? Same goes for the coffee and...expresso, was it?

I fail to realize why I should ever consider making those, anyone knows?
#213
Quote from: Matthiasagreen on May 13, 2015, 08:25:27 AM
I, for one, want my crops to be harvested and replanted as fast as possible. If they keep stopping to haul back my crops, I will never get a decent food storage built up. If hauling the crops was my main priority, I would have hauling set higher than growing.

The only viable times I see adding an extra check for hauling jobs would be when:
-The colonists is going for a meal and is not starving.
-The colonist is going to bed and is not exhausted.

Even these really depend on how a colony is set up.

THAT! Exactly that. I'd rather make pawns haulers and plant non-stop rather than have them haul back each and every plant they harvest. That'd take weeks in-game for larg"er" colonies, 100+ tiles of plants.
It'd be bad.
#214
Quote from: Smikis on May 12, 2015, 04:19:36 PM
Constructing a building and hauling just required number of materials instead of full amount worker can carry, rest could been dropped next to constructed object which usually is about 50 times closer than that vein you had on other side of the map.

That works as long as you have the desposit "on the other side of the map", and only then. If you have it closer and your construction site farther, cononits hauling full stacks of items would only make for more hauling back, from the construction site to the stockpile.

I see your point, but while solving your problem, it would create another problem to solve.
I think it'd be best to look for a solution without creating more problems, even if they are less problematic. :)
#215
"11 or higher", and I don't even bother with sculptures unless I have loads of free time. Big rooms, nice floors, flowers and some pretty furniture is all it takes. Oh, and regular cleaning. Cleaning's good.
#216
Quote from: Shinzy on April 25, 2015, 07:05:57 AM
Anything with X in the start has to be pronounced as you would pronounce Xena the Lucy Lawless or you're wrong
and 'as you would' doesn't mean you're free to take any liberties on how you'd say it!

Kse Ridge I uhm
'I' be pronounced like how knights of Ni would pronounce it (NI! with silent N!)


Also Gif if Gif! you heretics!

That! Words with -ium tend to be of latin origin anyway, more so when it comes to plants. That's how you do it.



By the way, "gif", not "jif" -is what you wanted to say, right? RIGHT?
#217
Ideas / Re: Ammunition for weapons?
May 13, 2015, 01:41:32 AM
Quote from: JimmyAgnt007 on May 12, 2015, 12:16:28 PM
personally i find mortar ammo tedious enough as it is.  ammo for guns would be terrible for micromanaging.  if we only controlled a single person then sure, but not when we can have a dozen or so. 

that being said, an item like an 'ammo pouch' that a pawn can wear, would let them fire faster without any penalty.  keeping it more abstract.  though i wouldnt want to sacrifice the armor or any other clothing slot for it.

Or the slot shields go. Neither clothing, nor armor.
#218
General Discussion / Re: Psychic slug thing
May 13, 2015, 01:39:26 AM
As others too said, you can build cover to help your colonists (best looks like: one sandbag, two walls, one sandback, two walls, sandbag, and so on -have colonists stand behind the walls)
it'll help a lot, as it is the best vanilla cover there is.
If you have sniper, that helps too. Killboxes with a few turrets and grenadiers work miracles as well.
Abuse weapons with good range or rate of fire,
I've killed centipedes using a single colonist with a pistol (though it sure took some time); send colonist behind a wall, centipede can't attack, send colonist to the edge of the wall so he can shoot, let him(/her) shoot, then before mechanoid starts firing at your colonist, send him back behind the wall. Centi now will not fire, as your colonist is behind an obstacle and cannot be targeted. Repeat until centi is dead.
You can combine this tactic, send the other colonists with weapons (again, behind walls where they can NOT be targeted), draw fire with once colonist, watch if the mechanoids actually start attacking the colonist, then come out with the rest of your colonists while you send the one drawing fire behind a cover. If you are doing it right, you won't even have a wounded colonist, however it requires a lot of micro-management.
#219
Quote from: kidmo32 on May 07, 2015, 10:03:27 PM
I had my entire colony wiped by a Muffalo revenge. All of them lie dying as visiting colony after visiting colony walk right over them. What is the point of a visiting if they wont do anything to help a ally.

Visitors attack their enemies, unfortunately that seems to exclude mad animals, unless they attack said visitors.
I had not one gangwar unfold in front of my colony, visitors killing each other, they also helped many times fighting off raiders.
Also, I've had friendlies coming to my aid (without asking) a few times as well.
It's working, just not perfect yet.
#220
Quote from: Adamiks on May 12, 2015, 08:47:14 AM
Quote from: LittleGreenStone on May 12, 2015, 08:35:39 AM
Quote from: Adamiks on May 11, 2015, 06:37:59 AM
Here, my friend :) I created a fix for the EPOE and also added some stuff like natural foots (so installing foots have some sense now), advanced prosthetics foots, hands, natural spine (so now you have spine for installing bionic one), and now you need surrogate organs for organs in the organ vats so surrogate organs aren't useless now (before you might have organ from one body...)

And i also added some items like couch (2x1 and 3x1), new floors, some recipe balance, glass recipe on the end-game level. Only problem is that i don't know if you save even can load this :D If you will have any problems i will try to create a fix.

https://www.dropbox.com/s/sxpqv73xczqudn4/ExpandedProsthetics%26OrganEngineering%20%2B%20SC.rar?dl=0

Hmmm.... I think that you will can have problems with researchDefs. If you researched bionics table i think you game will just crash. Anyway this will be easy to fix so no problem, mate :)

EDIT : I forgot about BodyDefs that i have in another mod.

EDIT 2: I found a bug - foots and hands can't be installed. Fix is here. Ok, maybe not here but somewhere under this.

Yey!
These are to replace EPOE's  defs, right?
And what of SC's? Do I just delete them, leave them, or the mod order thingy will take care of it?
If this works, I'm gonna find you and give you all my cookies.

If you don't changed anything in SC or EPOE, just delete SC folder and EPOE folder and copy my files. And remeber about this 2 files that i also send. Just extract bodypartsdefs folders and thingdefs folder into SC folder or EPOE - this isn't really matter, because these files are shared.

I'm an idiot. o_o Yes, I kinda missed that big yellow link poking my eyes out in the middle of your post, thus my confusion...
I...ugh. Yeah.

But it is working! I've not yet tested all its aspects, but as far as I can see, it is! And it's awesome!

Thank you!

Quote from: Ykara on May 12, 2015, 01:13:31 PM

I'm sorry, I don't know if there will be an official fix. I can't make it, because - as you said - you need to remove the prosthetics part of SC, so I can't just create a fix. I've already asked Abrexus if he could release an EPOE compatibility version of his mod because many people requested it, I think he just needs some time.
But you can use Adamiks' fix, it should work ^^

I don't know about that. That's about all I'm capable of, if I want stuff to be compatible, I use one and remove the other. It is not exactly the most delicate (or stable) way of forcing mods together, but to my surprise, it works more often than not. ^^
Anyway, thank you for answering, and for the mod!
#221
Quote from: Adamiks on May 11, 2015, 06:37:59 AM
Here, my friend :) I created a fix for the EPOE and also added some stuff like natural foots (so installing foots have some sense now), advanced prosthetics foots, hands, natural spine (so now you have spine for installing bionic one), and now you need surrogate organs for organs in the organ vats so surrogate organs aren't useless now (before you might have organ from one body...)

And i also added some items like couch (2x1 and 3x1), new floors, some recipe balance, glass recipe on the end-game level. Only problem is that i don't know if you save even can load this :D If you will have any problems i will try to create a fix.

https://www.dropbox.com/s/sxpqv73xczqudn4/ExpandedProsthetics%26OrganEngineering%20%2B%20SC.rar?dl=0

Hmmm.... I think that you will can have problems with researchDefs. If you researched bionics table i think you game will just crash. Anyway this will be easy to fix so no problem, mate :)

EDIT : I forgot about BodyDefs that i have in another mod.

EDIT 2: I found a bug - foots and hands can't be installed. Fix is here. Ok, maybe not here but somewhere under this.

Yey!
These are to replace EPOE's  defs, right?
And what of SC's? Do I just delete them, leave them, or the mod order thingy will take care of it?
If this works, I'm gonna find you and give you all my cookies.
#222
Ideas / Re: Smoothing Stone Walls
May 12, 2015, 01:39:54 AM
Quote from: Veyda on May 11, 2015, 10:33:53 PM
Quote from: Lerxst on May 11, 2015, 02:12:01 PM
I might be missing the point, but doesn't building a stone wall inside the cave wall accomplish the same thing you're looking for?

It accomplishes a similar result (negating the beauty penalty), but it is not "the same thing".

Firstly, it takes a lot more Work - the rock tile in question has to be Mined out, then the rock chunk needs to be Cut at the stonecutter's table (if you're lucky enough to have researched stonecutting by then), then, finally, the wall needs to be Constructed.
Secondly, we already have both the Smoothed and the Constructed floors. If Tynan thought that constructing is enough, he would have left Smoothing out entirely. So why not walls too?

Agreed. It is kind of strange how beauty works ATM. If my memory serves right, even stone (marble, for example) walls have 0 beauty rating, while rock walls (as in the "mined-out-hole") has a negative beauty rating.
Even if smoothing would just increase its beauty to 0, it'd be better than nothing, while (in my opinion at least) walls should have a minimal beauty bonus.

Another point, aside from having to mine/craft/construct said walls: 9*x (where x is equal or more than 9) is the maximum space where two walls can support a roof, any more and the roof collapses. If someone has mined out a 9*x space, he(/she)'d either need to carefully mine out the 10th and 11th lines of walls, leaving single blocks behind to support the roof, or construct additional pillars -if that makes any sense to you folks.
Anyway, it can be extra annoying. ^^
#223
Say, Mipen, droids have a lv15(?) skill, and they have a 1.5 multiplier for the certain works they are built for, if I'm not mistaken.
I've noticed I cannot open the info tab of droids and see how much they have improved. The reason I wanted to do that is because I might have also noticed droids losing xp and de-leveling, if there's no task to perform. At least my medical droid's skill appeared to be 15 at first, then only 14. I will do a more thorough test soon, if you'd like the results.

Anyway, is it intended, us being unable to see the droids' skills?

Thank you.
#224
Ideas / Re: Cleaning Robots
May 12, 2015, 12:59:15 AM
Quote from: stefanstr on May 11, 2015, 04:36:52 AM

I was seriously contemplating reporting this post of yours. You are acting rude and dismissive for no good reason.


Please, by all means, do that. And while you are at it, look up the definition of AI.
Kisses.
#225
Quote from: Adamiks on May 11, 2015, 06:02:20 AM
Wow. I didn't know that anyone can don't know what EPOE is :D EPOE is Expanded prosthetics and organ engineering. (https://ludeon.com/forums/index.php?topic=10571.375;topicseen).

Yes, I've already found it, sounded too good.
Unfortunately it is not compatible with...some of the other 20-30 mods I use.
I'm a saaaad stone.