Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Ashiver

#16
Mods / Re: Mod requests for vanilla
July 02, 2016, 08:17:50 PM
I'd like to be able to designate my hospitals higher priority for cleaning duties.  I don't care about the mess around the sandbags after the raiders attacked.  I care about the hospital full of blood being clean so we don't get infections or can fight them off if we do.  I care about the prison being clean for the same reason if I just captured anyone. 

There are work arounds right now, but they require significant micromanagement.  I always wind up recruiting someone, locking them in the room I want priority cleaned, relieving them of duty, and then unforbidding the doors once they finish. 
#17
General Discussion / Re: Best use of devilstrand?
April 20, 2016, 04:02:07 AM
Quote from: Mathenaut on April 18, 2016, 11:54:39 PM
Technically Hyperweave is the most powerful, but that stuff is so rare that I haven't seen or heard of the game where someone actually did much with it.

You basically would have to be running mods that let you make it directly.
#18
Quote from: mumblemumble on April 19, 2016, 03:54:24 PM

By the way,  does anyone miss the social chat mood buff? Just me?

I miss it, I feel like having someone with high social skill now is a lot less rewarding especially considering how tough it is to develop.  It actually just got harder to develop this patch because of prison breaks and their increased likelihood if there are a lot of prisoners and is now it is less rewarding because ground traders aren't as good as orbitals but seem to take up some of the trader traffic we got before.  We have more a lot of inferior opportunities to trade, buying actual medicine seems a lot harder to do now.  It's also less rewarding because as mentioned it doesn't give mood boosts.  On top of that having good friends doesn't seem to make you happier (which is dumb), just upset if they die.

When you take into account the prison break system and the fact that all skills now decay out of 20 after reaching 20 (previously they froze), you can't just max social with a bunch of prisoners and then never worry about it again.  Plus underground prisons might get infestations where all the prisoners get immediately murdered.   
#19
Just make repairing require 1 component.  That would make people micromanage it, you would never just leave it on auto repair.  That's because the component making device at the top of the tech tree currently sucks, it takes 30 components to build and 400 steel, then produces 1 component for 30 steel.  The market price of 30 steel is way higher than the market price of components (which already feel good at around 14 silver). 

Alternatively, I think you could make the mending bench task separate into several tasks, each with higher and higher minimum crafting skill required and each allowing you to repair the item more fully.  The first task requiring 14 skill, or somewhere around there, would also be balanced I think.

As a third option I think you could have it be linked to colonist backgrounds as a totally separate mending skill like it was originally.  Instead of having backgrounds that sometimes disable something you would instead have most backgrounds disable it, and only allow it for stuff like blacksmiths, mad Scientists, engineers, etc.
#20
Mods / Re: Mod Request Bugs nerf
April 16, 2016, 09:30:48 AM
Myself I don't have a problem with the bugs early on, I have burned them out and I have just straight up fought them.  I however do want to be able to control where the infestations will happen better though, because late game you get a bunch of hives at once and I am really tired of that more or less telling me "You can't have colonist bed rooms that are underground."  I feel like they shouldn't occur as often or at all in well trafficked areas, especially lit ones.  I would definitely settle for a mod that gave me some kind of sub sonic vibration device that made it so infestations were prevented, or prevented in a radius around it.
#21
I had some mechs arrive and I shot them with a variety of Gauss weapons and didn't see any EMPs.  Here's the Youtube link.

https://youtu.be/tPQBO_AXx5I

I am going to try installing all the other gun mods and turn off all my other mods, make a new colony, see if that changes anything. 
#22
I want to do some more testing, but I have noticed I am usually getting superior out of my godlike constructor when making beds.  I get some good, a lot of superior, occasionally I get excellent.  At some point shouldn't you be able to trust a crafter to make stuff out of expensive materials and not have it likely be mid grade crap worth less than the materials?  I wonder if that wiki page is out of date, maybe Tynan has adjusted the numbers.
#23
Interesting, well I will keep testing myself.  Maybe I have a conflicting mod, but none of my other mods deal with mechs or guns as far as I know.  Mostly I have been using the precision rifles, I will have to test charging them with the shotgun and pistols I have. 
#24
Do I need to have all the weapons installed for the chance effects to happen?  I tried just having Gauss weapons but I have never seen the EMP stun on mechanoids.  Is it dependent on one of the other weapon mods?
#25
Bugs / Background conflicts
May 02, 2015, 07:39:57 PM
Not sure if this is intended or not, but there are still some background conflicts.  I just got a caveworld tunneler who worked as an inventor as an adult.  The first disables research and crafting, the second only gives bonuses to research and crafting.
While partial conflicts wouldn't be so strange, total conflicts like this are pretty strange.  If a total conflict occurs it could say "charlatan" in parentheses  :D