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Messages - Fisty

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Miscellaneous tab, build them like tables.. when they're done select it and click detonate.  Usually have to set the zone as no roof afterwards.

Wouldn't it be awesome if tamed cats would randomly pick up items and leave them somewhere else in your base?  (says the woman who tripped over a plastic bag that magically got transported into her bathroom last night...)

Releases / Re: [A14] Area Rugs (also A12 & A13)
« on: July 21, 2016, 12:38:14 PM »
Trying to get a thumbnail image to display on the workshop..  if anyone knows how to do this for an existing mod please let me know.  Google hath failed me.

Releases / Re: [A14] Area Rugs (also A12 & A13)
« on: July 21, 2016, 04:52:04 AM »
Updated for Alpha 14, also added to Steam Workshop.

Outdated / Re: [A11b] Animal Hide Working (v2.07) (Upd: 9th July)
« on: July 17, 2016, 06:13:40 PM »
Just wondering if you or anyone would be willing to make textures for some or all of the added animals from my modified biodiversity

I did these..

[attachment deleted by admin - too old]

Releases / Re: [A12/13] Area Rugs
« on: May 04, 2016, 06:50:35 PM »
Files updated on Nexus, minor fixes, change log in 1st post.
I'll stop spamming the thread now.

Releases / Re: [A12/13] Area Rugs
« on: May 04, 2016, 06:30:21 PM »
Okay, went through and tested every rug in the mod, they all give back about 75% of their original material cost when deconstructed.
(I tested the A13 version, if you're using A12 let me know.. they should work the same but who knows.)

Edit- quick check on A12, works the same, 75% return.

Releases / Re: [A12/13] Area Rugs
« on: May 04, 2016, 05:47:45 PM »
er scratch that, I was reading the work amount by accident.

So 5x5 rug takes 375 cloth and gives 281 back.

Releases / Re: [A12/13] Area Rugs
« on: May 04, 2016, 05:40:58 PM »
Okay, finally figured out what you meant.  So I tested on a 5x5 rug.. should get 250 back when deconstructed but it gives 281 instead...  all qualities and all colors.
We have no idea why it's happening, give us a bit to track it down.. if anything it should give like 125 in that case, there should be a penalty for recycling to get the best quality like that.

Releases / Re: [A12/13] Area Rugs
« on: May 04, 2016, 03:58:16 AM »
It should be a 1 to 1 conversion of default cloth into colored cloth..  and forgot to fix the work amount needed on the colored cloth when we fixed it for the rugs.

I'll poke at it tomorrow, sorry about that.

Releases / Re: [A12/13] Area Rugs
« on: May 02, 2016, 03:36:10 PM »
Issue with tailoring skill being required has been fixed, also fixed the work amounts so they are more realistic (I had figured out what I wanted the work amounts to be early on but didn't realize the number had to be multiplied by 60 in the code to be correct in game.)  New files on the Nexus

Does this mod offer any practical/strategic gains over vanilla?

The colored cloth actually sells for a bit less than default cloth, no idea why but no money to be made there.  The rugs themselves offer beauty and can be sold, so basically they're like sculptures that you can put under furniture.  If you consider that cheaty or balance breaking since cloth is not a finite resource like stone is up to you.  The higher your artist's skill is the better quality rugs they will generally create and the higher the value/beauty, just like sculptures.  The balance comes in the same way it works with vanilla sculptures.. more pretty rugs around your base or more silver from selling them will mean bigger/harder raids.  So your first freeby colonist join may have 10 artist skill and you can spam rug making but you will be slammed with raiders if you do it too soon.

Edit: to answer the carpet flooring question directly - yes, because you can make the floor of a room carpet for the beauty it offers and then also put an area rug on top of it.

Releases / Re: [A12/13] Area Rugs
« on: May 02, 2016, 01:29:53 PM »
No, definitely not intentional.. having Darc look at it.

Releases / Re: [A12/13] Area Rugs
« on: April 30, 2016, 05:19:13 PM »
<3 <3

I know roof bombs are most usefull for sealing of choke points but I'd love to hear someone tell thier tale about the one awesome thing they did with them.

Last game I played through in A12 I had a big mechanoid room right in front of my base that I was slowly chipping away at but there were lots of very hard mods in the last room and every time I tried to open it I got my colony wiped out, even with embrasures and lots of turrets.  So I put down a roof bomb right next to the wall and waited for a particularly painful looking raid of transcendents, locked my colonists safely in their kitchen and set off the roof bomb which blew up the wall to the mechanoids and the two groups fought it out.  My turrets were enough to take out the couple remaining centipedes.   It was great.   ;)

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