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Messages - NuclearStudent

#46
I thought this game was a furnishings and haberdashery simulator.

If we're going to add spooky events, I do love the idea of seeing a horde of terrified travelers dash through your colony, followed by an invasion by some freaky giant black ghost whisp that screams like a banshee, doesn't suffer from stun lock, and eats through your walls. Like the It from It Follows.

Or a massive wave of panicked refugees give you a call and want to stay in your colony. If you agree, you get hit by terrifying fucking wave that's an absolute murdersaurus guaranteed to kill many, or even all the visitors. If you refuse that faction hates you now and will send a retaliation raid in a few days.

Or, like, mechanoids decide to be dicks and fire mines down from orbit. If you fuck up and step on one you won't die, but you may be missing a leg or a couple nonessential organs.

#47
Ideas / Re: Big Red Buttons
November 12, 2015, 03:56:31 AM
It should be possible to make something like this simply by putting in a one tile range single use bomb. You could probably jig this up in an afternoon by cannibalizing the Smart Mine mod.
#48
They probably swam off through the deep water.
#49
I can personally confirm that in my games, mechanoids have repaired themselves. I've noticed centipedes and scythers repair gunshot wounds, bow hits,named cracks from mortar shells.
#50
Quote from: Cheshire on November 08, 2015, 12:29:17 PM
Most bionic parts in bionic workbench demands arteficial bones. I can't find a way to create, craft or buy them anywhere. Any tips?

If bionics works like how it does in normal EPOE, then you can make artificial bones in the Chemlab.
#51
Ideas / Broken pawns stripping: Unfun?
November 07, 2015, 09:00:07 PM
As you may be aware, pawns strip off their clothes and dump their gear at random when they are in a broken state. As you may also be aware, pawns do not put their clothes back on. All the dropped gear is forbidden so that the player must manually find and unforbid all dropped gear.  Gear not found on the map due to a lack of visual contrast is lost forever due to deterioration.

I rather don't like this system. I'd personally prefer to have it removed from the game, and have spent about half an hour digging for any file that would allow me to do that.
#52
How about, after your plants die, you can recover some of their seeds?

It keeps most of the system intact. However, you aren't completely screwed every time you have a crop failure.
#53
Quote from: REMworlder on November 01, 2015, 10:06:08 PM
Quote from: Louisthebadassrimworlder on November 01, 2015, 12:19:07 PM
I think it is to make sure you don't miss them, as switching from ultra-fast to a snail pace is pretty obvious as a sign that raiders are coming.


Yeah, this is definitely why. OP, if you turn on dev mode you can probably override the speed restriction.

How would one override the speed restriction?
#54
General Discussion / Re: Looking for Homer
October 28, 2015, 10:40:44 PM
I lost my colony to a homer. He came in with aa prototype laser gun and took down three of my colonists before getting dropped by a shotgun to the head. He wounded so many people everybody died of gangrene.

#55
Ideas / Re: Your Cheapest Ideas
October 28, 2015, 09:56:41 PM
I want a change all allowed areas to X button. Speed things up a little.

I'd like some way to find dead pets on the map. It's impossible to find dead Mosquitos when they auto tame themselves and get killed in the frenetic fighting of a raid.
#56
Quote from: keylocke on October 27, 2015, 11:33:38 AM
Quote from: NuclearStudent on October 27, 2015, 02:07:57 AM
Implement hospitality.

aye with being able to create different zones for visitors from different factions so that they can have trade caravans safely without rival factions attacking each other.

I actually prefer the faction traders murdering each other. It adds meaning to the faction system.
#57
Mods / Re: Floods and Tides
October 27, 2015, 02:59:58 AM
Quote from: tylers2001 on October 25, 2015, 12:20:39 PM
Jaxxa when I say simple mod I mean simple for someone to understand i'm sure no mod unless it is just a retexture is easy to make unless you of course of a lot of time put into modding.

Naw, some mods are easy to make. I banged out a couple of convenience mods for myself with no prior experience in a couple days. Adding medicine, or food, or ordinary weapons is simple.

Anything involving terrain, or changing pawn behavior, or complex production chains is a bitch.
#58
Implement hospitality.
#59
I've only been modding for about a week, but I suggest you take a look at the Norbals! Code and the MD2 Droids mods.

MD2 uses .dll modding to inject code to do artificial AIs with the same skills and personality. I have no idea how .dll modding works, but following the topic link to "slack" would help. ,orders are often on the slack community, ready to help.

This is also a helpful tutorial on modding. https://ludeon.com/forums/index.php?topic=3408.0

To learn the basics of adding new pawn types, I suggest downloading the Norbals mod to get a handle on how new humanoid pawns are added. Spend how time poking through the files with a .xml editor. I suggest using notepad+, because that's my favorite .xml editor software.
#60
General Discussion / Re: New Toolbar sucks.
October 25, 2015, 03:24:03 AM
Quote from: skullywag on October 23, 2015, 12:41:11 PM
I dont understand the screen still moves when you are at the screen edge, that code hasnt changed.

Up/down sensitivity is, I think, somewhat lower. It's sort of noticeable, I guess.