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Messages - WinterFlare

#31
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 17, 2015, 12:26:15 AM
As far as I can tell mechs are supposed to be overpowered because of combat realism, you essentially need to have a decoy who sits behind a high health wall while other people toss grenades at it, if it stops firing make sure it initiates its attack against your decoy again. It being a minigun with such a long range though (considering the centipede is a fucking tank) is pretty lame though.

I need to know though, is there a way to replace or repair a colonists shoulder? I've tried looking for a harvest option, but I can't harvest shoulders. I also can't attach arms (I only mention this because Ultimate Overhaul let you fix shoulders by replacing arms, you could also make artificial bones with plasteel to fix shattered bones.)

I have Medicine 3, and have checked the Prosthetic Bench, Bionics Bench, and Organ Vat for a way to fix my colonists, but I've had no luck.

As a note, I have -NOT- upgraded to v.1.22 just yet (Only 1 version behind), but from the patch notes this isn't addressed.

TL:DR, Some jerk shot/cut my colonists shoulder off, and I can't find a way to fix him (Medical 3, checked Prosthetic Bench, Bionics Bench, and Organ Vat)


I found out that prosthetics and bionics attach from the shoulder, but regular arms do not. The only thing I wasn't able to find was how to fix my colonists shattered clavicle, but unfortunately after getting brain damage (I gave him some bionics to make up for the speed loss) he was KIA by a triple rocket launcher, I buried him in a tomb of silver.
#32
Outdated / Re: [A12d][ModPack] The ModVarietyPack
December 15, 2015, 09:20:53 PM
Sorry if this sounds like a stupid question, but I made a pier and it has no crafting options / bills, where would I go about making a fishing rod or harpoon?

EDIT: Nevermind, found it in the weapon crafting station.
#33
Unfinished / Re: [A12] TheGentlePack (UOP REBOOTED)
November 05, 2015, 10:11:25 PM
The biggest thing with it was probably storage and the crafting time / ratios at which things were crafted, you'd have people working around the clock cutting clothing into textile strips, or you would have them making batches of 10 materials at a time when they could easily double that and not have to run around your base as much to drop it off over and over again.

IE: They would make 20 steel and 20 copper into 10 gun parts or something.

I'm just voicing my concerns as how the pack handled before so it doesn't get ridiculous this time around. It seems like it was made in mind for colonies that had no problems with defence and 10-20 people managing it, but I tended to keep my colonies small, and I'd rarely have turrets running.
#34
Unfinished / Re: [A12] TheGentlePack (UOP REBOOTED)
November 05, 2015, 07:38:43 PM
My main problem with the pack was Nine introducing too many crafting gates instead of sticking to raw materials. Basically all of the guns in the game were changed to a new system that required loads of crafting instead of using raw materials, and he was going to extend it to everything else when crafting already took way too much time.

His system went like this:
Steel Ore > Steel Bar
Copper Ore > Copper Bar > Copper Wire
Steel Bar + Copper Wire > Gun Parts
Gun Parts > Gun of Choice.

Copper Wire was also introduced to most electronic, lighting, and power systems, which with the limited early game storage options (and PA/ Apperalo filling every storage cell) made base creation difficult, considering it was a non-high stack item. (75 instead of 250-500)

Basically as I understand it, he was steering it towards Hardcore SK where crafting takes forever instead of focusing on bug fixes and compatibility issues.

My question with this, is that once you fix the research tree, are you going to revert this change, or keep it. My issue wasn't as much with the Copper being introduced as much as it was the guns being increasingly difficult to craft (along with primitive weapons needing to be researched before you could get ahold of them), which made zero sense to me. I also found that bludgeoning people to death with sticks/logs was more effective than crafting clubs / shivs / anything from the primitive table.

TL:DR, Are you going to tone down the focus on crafting, and as a side note, will being able to craft primitive weapons IE: Bows, arrows, and clubs, be easier?
#35
Unfinished / Re: [A12] TheGentlePack (UOP REBOOTED)
November 01, 2015, 09:07:07 PM
Been awhile since I've been here, kinda took a break after the all of Nine's stuff disappeared and I decided to google Ultimate Overhaul (Finding this.)

Its nice to know Project Armory and Apparelo are getting the axe, as they added way too much clutter and lag to the pack. As a note to this, are you planning on adding any weapon mods to mitigate the removal of PA? I know there were several different weapon packs in UOM, but I can't remember all of them.

Also, forgive me for not reading through everything, but are you going to do a similar sourcing style to what ninefinger did? IE: Listing all mods and providing links to said mods on one of the original postings / reserved spots? It was really nice to have them all in one location to look through.

As for the research tree, the only suggestion I had to it when Nine was still working on it was that the researches for certain things should be spread out more. The only one I can think of right now in particular is storage. IE: All storage research was locked behind Construction 4, when it would have made much more sense for the research to be staggered. I made a similar suggestion for medicine but can't remember my formatting for it aside from fixing some of the prosthetic stuff. Example Below.

Construction 2 = Storage 1
Construction 2 + Storage 1 = Storage 2
ect.

EDIT:
Oh wow, I only have this post because all of the ones I made on the old page were removed, I look like a newcomer now lol.