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 - blub01

#256
Ideas / Re: Your Cheapest Ideas
August 30, 2015, 02:16:40 PM
Quote from: Play2Jens on August 30, 2015, 12:57:28 PM
Quote from: manilaguy on August 29, 2015, 11:56:40 AM
How about a new faction? Like Knights with crossbows and heavy armors or vikings with axes and chain mails.. ;)

The problem is that the faction has to fit in the game universe. Factions would adopt to the future technology being available. So I was thinking about it. Maybe it's possible that medieval kingdoms don't want to use technology since they think it's the devils work. And viking raiders wouldn't have that much use for it since they're only looking to pillage some villages and are excellent brawlers anyway.

I think Vikings, Advanced (mining) Corporations and/or an Advanced Fascist City would be a cool add-on for the game.
- Vikings can sometimes use guns (which they found while raiding), but are mainly brawlers.
- Mining corporation is an advanced factions which wants to eradicate you because you settled on resource rich lands
- Fascist City uses soldiers with advanced weaponry. All the pawns look the same (bald head and beige cloths or so). They are ruled by an insane dictator. The player can sometimes take in refugees from the city. It's a faction which survived the downfall of human kind through keeping people poor and a dictatorship for centuries. Only the 1% has future tech and are able to travel to other planets.

the thing is, a faction is a big thing, the equipment and stats have to be balanced, especially when you want to weight item choices, like making most people brawlers or having everybody wear the same. also, the fascist city would require an entirely new incident, which makes it even less cheap.
#257
Ideas / Re: Your Cheapest Ideas
August 29, 2015, 10:28:20 AM
Allowing trained animals to be targeted specifically(like, when their master is drafted, you can, either from the priority right-click thingy when you have the master selected or when you have the animal selected, tell them to attack specific entities). Also, I don't know if that counts as "cheap", but I would like carnivorous animals to go hunting for themselves.
#258
I have no idea if this was suggested previously, but making the heat waves and cold snaps somewhat less.. extreme would be nice. as they are in vanilla, you're dead when you get one and don't have temperature control. cold snaps aren't that bad, you've got campfires, but COOLING something is way harder, and especially in this modpack, so altering at least heat waves so they don't raise the temperature to 50, 60 degrees celius would be nice.
#259
It might help if a very basic part of the game wasn't in "high tech".
#260
I'm somewhat confused. I need a bunch of items like "parts" and "mechanism" and such to make a lot of things, but have no idea how to get them. it is probably just a research that I'm missing(crafting 2 maybe), but i just don't get it.

EDIT:

figured it out, and is there any way to make heat strokes less crazy, or disable them? I just had to abandon a colony because i got a heatwave before i managed to get power going, and got a raid with 3 of my 5 colonists incapacitated, and one died almost immediately fighting a raider.
#261
thanks, it's kinda annoying when colonists get wounded due to running strait into a rimwolf or something like that.
#262
don't know if this is answered in one of the previous pages, I only read this one, but does this mod also alter the pawn AI so that they avoid agressive animals?
#263
Quote from: orUser on July 09, 2015, 04:37:05 PM
Hi,

Thank you for the great mod!  :)

Is there any place, where I can find info on what shields do?

Like,
(1) they simply protect from bullets?
(2) Also rockets and granades?
(3) Only from hostiles or from colonists too?
(4) What happens if gun fired from inside shield?
(5) 2 shield differ only by range and power (while functioning in same way)?

I think they both block bullets going in, but not out. they don't prevent hostiles from going inside the shield, though, so you have to be careful when arranging them. i think they also both can block shells, but I'm not quite sure about that. the CRAM shield can disable the avionics system of droppods, aka intercept them, and the SABRE shield can put out fires.
I think rockets and grenades are handled just like bullets.
#264
Quote from: EdB on June 26, 2015, 01:30:06 AM
Quote from: blub01 on June 25, 2015, 04:30:25 PM
Is that intended to happen?

screenshot

I didn't notice that the points were in one pool for all the colonists, so i was confused when i could get 4 stats to level 20 for one colonist. but i think there still are quite a lot of points, i managed to create 3 starter colonists which had each 1 or 2 stats at level 20, allowing me to go through the tech tree at insane speeds, not need any medicine at all, and be able to create huge builds in a matter of days.
I'm sorry, but it's not clear to me what you're pointing out.  What's wrong with that colonist?
#265
Outdated / Re: [A11] Superior Crafting v0625
June 27, 2015, 06:01:04 PM
Quote from: Abrexus on June 27, 2015, 05:06:45 PM
Thank you Blub01 for helping out with the questions.  Yes, you would want to deconstruct the graves to free the bodies for use in the organ vat.  I also plan on taking a look at the amount of $$$ traders bring with them.  As for crafting the AI Core, I struggled with that and in the end decided that you would have to get them as loot from the crashed ship, or purchase them from a trader.  I may rethink this however.

then at least make bulk goods trader have a little bit more money at hand. i ahve a big devilstrand field which i put rich soild on, and i produce it faster than i can sell it because bulk goods trader only have 2000-3000 silver on them. also, a priority system for bills wood be nice, and maybe the possibility to check for the amount of raw resources required to do a bill? so i could make devilstrand into devilstrand cloth until i have 2000 devilstrand left?

EDIT: do i have any chance of getting more goodwill with the pirates by releasing prisoners, or does it just not work?
#266
Outdated / Re: [A11] Superior Crafting v0625
June 27, 2015, 04:59:14 PM
Quote from: Beathrus on June 27, 2015, 03:22:00 PM
Okay, can someone explain to me how to use the Chemlab and Organ Vat? Specifically, do I need to have on Medical or Crafting; or both? Also, why can't the Organ Vat take bodies from Graves? o.o

i think the graves are essentially stockpiles on critical and autoconfigured to only take corpses. maybe you can't use bodies from critical stockpiles? anyway, you can just deconstruct the graves, too, or change the priority. The chemlab only requires crafting, and at least extracting stuff with the organ vat only requires crafting, too. I ahven't tried making organs though.
#267
Outdated / Re: [A11] Superior Crafting v0625
June 27, 2015, 10:20:04 AM
Quote from: XelNigma on June 27, 2015, 09:55:05 AM
Quote from: blub01 on June 27, 2015, 07:47:07 AM
EDIT: and what does "block direct" and "block indirect" on the sabre and cram shields? and does "fire supression" mean no bullets get through at all, or that colonists can fire out, but it blocks bullets going in?

Indirect destroys drop pods, including ones from trade ships.

so, why does the cram shield have an "intercept drop pod" function?
#268
Outdated / Re: [A11] Superior Crafting v0625
June 27, 2015, 07:47:07 AM
no, i meant is there a way to craft them. i ahve a huge devilstrand field, so big that i can't sell all of it when a trader comes around because the trader doesn't have enough money, i just want to know if i can get persona cores without having to wait for the exotic goods trader.

EDIT: and what does "block direct" and "block indirect" on the sabre and cram shields? and does "fire supression" mean no bullets get through at all, or that colonists can fire out, but it blocks bullets going in?
#269
Outdated / Re: [A11] Superior Crafting v0625
June 27, 2015, 05:57:21 AM
Quote from: XOTatterly on June 27, 2015, 01:56:18 AM
Hello, just wanted to say I signed up to thank you for your work. I'd also like to echo earlier posts - a way to fix 'frail' torsos would be fantastic, whether that's including the 'torso' segment as a reference for Bionic Spines, biomatter slap-patches, whatever. I'm still using version A10, mind, so it's quite possible that you've already done just that. Knowing how hard it is to maintain and work on such things, thank you for your hard work!

I don't think so, but I don't really know all the features. what i know is that there is no bill showing up in the operations tab for frail, for other injuries, it shows up, even if you don't have the required materials.

EDIT: is there any way to make AI persona cores? I'm trying to make all my colonists full bionic right now, and even though i ahve a crapton of devilstrand i can sell, the traders don't ahve enough money on them that i could just buy persona cores whenever an exotic goods trader shows up.
#270
Outdated / Re: [A11] Superior Crafting v0625
June 26, 2015, 11:57:28 AM
nah, I'll just make a full set of power armor and charge rifles, that should do it.

EDIT: also, once i can make plasteel, do i still need steel for anything?