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Messages - AlwaysBugged

#1
Just ignore it and move on.

You're not a cop, you're not the IP holder. Tynan probably knows exactly where he got it and he can't do anything about it either. You can't fight piracy. Entire multi-billion dollar industries tried and failed miserably.

If you want to do something about it, tell him to just advertise the game, maybe he'll generate some sales.
#2
Quote from: SpaceDorf on October 17, 2017, 06:46:25 PM
Awwwwwww.....

Here ya go ..
[A17b]Rimsenal Security Pack
[A17] More Vanilla Turrets (v1.8.5 29/5/2017)
[A17b] Extended Turrets Mod --Alpha 17b Update--
[A17] eatKenny's Turret Collection : Tesla Turret & Naval Gun! [2017-06-01]
[A17] Brunayla's Security Co (5/25/17)

[A12] Manual Turrets (v1.0.0)--- got an A17 version of that one as well, but hell if I know where I found that ....

to lazy to find more ..

Well thanks. Now i'm questioning the reliability of the search function.
#3
Quote from: megatech2795 on October 17, 2017, 03:07:34 PM
I want this mod to add things most gun mods don't.

That's why i asked for manned heavy machine guns.....i mean, i know of exactly 1 mod up to date that adds something like that. I miss the extended turrets mods.
#4
This game desperately needs more shotguns.

Spas-12 and Pancor Jackhammer please?

Also, some variety in the assault rifle and machine gun department wouldn't hurt either.

Famas, L85A2/A3, Ak 5 for assault rifles.

If you're comfortable with making turrets, manned 14,5mm KPV, 12,7mm M2HB and 12,7mm DShK emplacements would be great.
#5
Ideas / Re: Colonist: Taste and Dislike
October 16, 2017, 09:13:43 AM
Quote from: SpaceDorf on October 16, 2017, 06:18:13 AM
The good thing is .. all those Traits are perfect examples why your Idea is awesome  ;D

As long as Tynan doesn't add even more possible negative mood debuffs sure.....otherwise I don't even want to imagine how many colonists would just barely go into a daze because their bed ain't silver, jade or their table is limestome instead of sandstone.
#6
I've encountered a quite amusing bug with the turret add-on.

I received a weapon stash event and saw it included the automated sentry gun and rushed to grab it (because a 20k silver turret is worth it).

Turns out that it was NOT the turret, it actually gave me the bloody turret's weapon in portable form for a pawn to use.


#7
Ideas / Re: Your Cheapest Ideas
October 15, 2017, 09:16:43 PM
Add reputation for your base, at least for traders and orbital traders.

Y'know, if i'm emptying the cargo hold of almost every trader that passes by and selling them excellent quality stuff without fail, word should spread around you can make money at my place.

What pirate merchant wouldn't visit you if he has a 100% chance of succesfully selling all slaves and buying 10000 joints?

Or at least add a way to make orbital traders appear more often.
#8
Long story short, i'm looking for something absurdly cold and i'm wondering if i can force the game to spawn me a mountainous ice sheet 7000 meters above sea level above 80ºN

I found some very cold tiles averaging -76ºC but they're not mountainous and quite frankly with the addition of megasloth wool clothes -76ºC just ain't what it used to be.
#9
Quote from: Dspendragon on June 05, 2016, 09:56:42 PM
Xenos? Am I going have nuke my colony from orbit? :-\

GlitterTech should be compatible with USCM, so while not exactly nuking.....you could always launch a huge salvo of cruise missiles.
#10
Just asking, any chance you could maybe add options to make better armor with plasteel maybe?

And i think i'll just start using dev mode to call in traders, i got enough mod conflicts as is.
#11
I don't know if this is a feature or a bug.

When i try to craft devilstrand USCM armor i often end up with both steel and devilstrand varieties.

Turns out steel is the better one even tho there's no direct option to craft it: how comes?

BTW, i love this mod, only gripe i have is that the surplus sellers tend to bring almost only awful and shoody quality guns and when they by some fluke bring excellent or above they only got 1 or 2 at most. Am i just really unlucky or did you code it that way? I'd love to be able to spend my silver on a bunch of masterwork or legendary USCM weapons.
#12
I don't know if anyone else has this problem, but Glittertech seems to break a tiny feature from CCL's Vanilla tweaks.

As soon as glittertech is added to the running mods i lose the ability to synchronize hydroponic growers introduced by Vanilla tweaks.

Is there a fix to this? It's a tiny little incompatibility in the grand scheme of things but it seriously harms the quality of life if you depend on hydroponics to grow stuff.
#13
Outdated / Re: [A13][Storyteller] ZeRoW (1.0)
May 22, 2016, 09:21:53 AM
Quote from: RagingLoony on May 22, 2016, 08:52:15 AM
So just out of curiosity whats the vanilla cap to the amount of colonists you can have? kinda new and havent had anyone join after about 8 lol

Depends on the story teller.

Cassandra's desired population is between 4 and 13. At 18 she considers the population critical.

Phoebe's exactly the same.

I don't remember Randy's and can't look him up since i modded him to have higher caps.

There is no concrete real cap: as long as you can survive ever bigger threats you could easily work your way up to 1000 colonists (altho your PC would probably shoot itself at the prospect).
#14
Mods / Re: More Traits (Taking suggestions)
May 22, 2016, 01:56:44 AM
Any of mine getting added by chance?
#15
Mods / Re: More Traits (Taking suggestions)
May 19, 2016, 09:49:06 PM
Agoraphobic: doesn't like being outdoors, doesn't suffer from cabin fever.

Handy: +20% base manipulation.

Vegetarian: gets bad moods from eating meat, can cook fine and lavish meals with vegetables.

Easy: will "Get some lovin" with pawns of the appropriate sex at random. Small chance of sleeping with gay members of the wrong sex: gets "Big mistake" debuff for 5 days, -20 mood, everyone else gets a +5 boost of "LMAO". Conflicts with Nun/Priests.

Nun/Monk: +3 social, can't "Get some lovin", deep talks give bigger boosts to all parties involved. Conflicts with "Easy".

Priest: +4 social, can't get lovers or get some lovin', he gives mood boosts when burying people, cheering up patients or conducting marriages, deep talks become "confessions" with bigger boosts. Strongly conflicts with "Easy".

Volatile genius: +150% learning speed, -25% break threshold, - 15 base relation will pawns that aren't "Too smart" or fellow geniuses, - 15 mood if there are no other "Too smart" or geniuses pawns in the colony.

Mysophobic (Phobia of germs): will always clean the room they're in before doing anything else if it's dirty (Basically he's got a priority 1 cleaning for the room he's in, always)

Pig: will create more dirt than other pawns, will randomly drop stuff around the base instead of the proper stockpiles. Conflicts with mysophobic.

OCD: will finish any task at hand before doing anything else (excluding food and sleep), gets mood buffs for finishing tasks, gets mood debuffs while having unfinished tasks (the longer a task is delayed the worse it gets).

Attention deficit: will randomly switch tasks with others he's allowed to do, for example, will stop making a parka to haul some steel or clean his room. (Doctoring is disabled for very obvious reasons)

The ass is fat (The abs are hard): +100% attraction for the right sex.

Good looking: +10 base relationship for other pawns.

Creepy: -10 base relationship for other pawns.

Anal: deep talks can give negative moods, deep talks can improve other pawn's skills if her skill is higher.

Knife club: sharp meele weapons get +50% damage and 50% hit chance, gets a mood debuff for having any other weapon. Stacks with Brawler.

Clubber: same as above but with blunt weapons.

Party animal: attended parties give every attendee improved boosts, huge debuff for missing a party, has a random chance to severely damage furniture during parties.

I can churn out a lot more from where these came from if you want OP.

Also, about the Knife Club and Clubber traits, i just want to finally have pawns who are actual masters of melee weapons able to consistently win engagements, brawler right now is underwhelming since they still only do the base damage which heavily depends on the weapon.