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 - CosmicKobal

#16
Quote from: Tasher on September 02, 2014, 07:54:43 PM
Is there some way to prioritize the crafting? Say I want to make wood more than I want stone blocks - is there an easy way to set them to do wood before stone, without having to micromanage and suspend the other crafting types?

At the moment, I don't believe so. In the future the UI might change so as to allow that, but for now you just have to Micro it.
#17
:D :D :D :D


It's so cool to look at the updates for this mod and see my input and suggestions becoming a reality!


... It's like it's my brain baby... ;)
#18
Is there anyway to make Hauling and cleaning into a level-able skill? Something like, the higher the skill level, the faster the colonist will move while hauling. up to 2x speed at level 20.

Maybe add a Punching bag to train Melee. It could be associated with 'Warden'. I figure a warden would need to be capable of pacifying his charges.

CPR dummy to train Medicine.

Once Art is used for something, you could make an Easel or Piano or something to train Art. at the same time it would provide a mood modifier to anyone withing hearing distance named Pleasant Sounds/'Soothing Sounds'/'Beautiful Sounds' in that order with a different modifier level for each level of enjoyment.

#19
I appreciate the thought :). If you're at all serious, I would love to be a part of this mod.

Something that I think would be relatively quick and easy to implement(with my limited knowledge of the games systems); a Battle Serum that rapidly coagulates blood when exposed to atmosphere (prevents bleeding out), Increases movement speed by Hyper-oxygenating the blood and tissues, increases Melee damage and increases percentage of crippling hits(and Headshots) with melee and shooting by inducing a primal Rage.

Ingredients could be 1 mushroom, 3 agave gel, 20 silver, 5 Soylent green and the pink flower thing used to make medkits whose name escapes me right now, lol.

The capabilities of this Battle Serum could be balanced by the fact that most hits are more fatal and less debilitating than without the serum. this would mean few(to no) prisoners in exchange for actually surviving the battle. The affected colonist wouldn't be able to be undrafted until The Serum wore off; Itwould only last 3 minutes of game time, so stockpiles would need to be strategically placed to maximize effectiveness. There would also be a Negative mood modifier after coming down off of the Serum. possibly even have 'Serum Poisoning' as a medical condition that needs to be treated after using the Serum.

Quote from: Abrexus on August 29, 2014, 12:11:57 AM
Quote from: CosmicKobal on August 29, 2014, 12:00:41 AM
I'm sure that I'll think of more. If you think this has any merit, let me know and I'll keep a running list of new traits/implants/ etc

I should get you to write my flavor text :)

We actually considered a missing parts replacement system for version 2, but it appears that alpha 7 is going to include cybernetics and body part replacement.  Currently the list for a pawns missing parts appears to be read only, and we tried for 3 days to see if we could get it to remove or replace missing parts, but eventually gave up.  I would at this point wait to see what alpha 7 brings us.
#20
What about Gear that increases a trait only while worn? A power armor helmet could increase shooting by 2 or 3 due to a HUD. or maybe even Cybernetic implants that require 18 crafting and a certain amount of 'downtime' for the colonist to 'recover' from the installation surgery. this way you could add a trait or two to a colonist. you would need a colonist with a HIGH level of medicine as well to do the surgery and it would also occupy a Healing pod for say... 5 days of game time. These implants would count as traits and would be limited to no more than 3 per colonist. 1 trait and 2 implants, 2 traits and 1 implant, etc.

'Happy Chip' - when stress levels reach critical levels(i.e. when a mental break is imminent), this implant releases Oxytocin,Seratonin,Dopamine and endorphins into your colonists brain.

'Bionic Legs' - 50% percent increase to movement speed.

'Bionic arms' - 25% increase to melee damage and 20% faster constructions.

'Automated metabolism' - Colonist needs 20 percent less food.

Integrated tazer - 30% higher chance to incapacitate.

Night Vision - No penalty to being in the dark.


I'm sure that I'll think of more. If you think this has any merit, let me know and I'll keep a running list of new traits/implants/ etc
#21
Due to the Poll being closed, I'll answer it here if that's alright. I Absolutely like the shooting range. Once I have my production optimized, there isn't a whole lot of excess hauling going on and a base can only get SO clean before my colonists have nothing left to do. The shooting range helps with that. It would be great if there was some kind of leisure activitie for your colonists. A basketball court or something. It could fulfill the same purpose as the wine in that if your colonist is having a REALLY bad day, he can go blow off some steam.It would balance in that, instead of needing to be crafted and take up a small amount of storage space like the wine, it would instead be a 1 time construction that takes up a decent amount of space but requires no crafting or upkeep after that. or maybe some kind of books on tape could be played at the desk just like the skill tapes. only difference is that instead of it training your skill it will give you a mood modifier.

While on the topic of the tapes, I've never ONCE gotten a crafter high enough to be able to make power armor. I think the tapes should provide more than a measly 1000 exp points. The only power armor I can ever use is what I'm able to salvage... One last thing. It would be convenient if your colonist would automatically strip a corpse before turning it into soylent green. I accidentally wasted a power armor before I realized this.


ooooooone more thing. It would be nice to be able to lockdown my base somehow. if there could be an option to LOCK Blast doors for example, so that colonists can't go out and attract raiders, or friendly visitors can't swarm my base and start dying all over the place, that would be great.

some kind of passive offense like electrified doors would be pretty cool as well. say for example a boomrat goes insane, it can kill itself against your electrified door instead of having to send a colonist out to get burned.
#22
Quote from: Abrexus on August 28, 2014, 11:10:24 AM
Thanks for the bug report!  The brewery is indeed broken, and to fix it you can add

  <WorkGiverDef>
    <defName>DoBillBrewery</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Cooking</workType>
    <priorityInType>100</priorityInType>
    <workTableDef>Brewery</workTableDef>
    <verb>cook</verb>
    <gerund>cooking</gerund>
  </WorkGiverDef>

to the end of the BaseWorkGivers.xml file.  I'll have an updated version out later today with a few quality of life improvements as well.  That may also account for colonists standing around as they may be trying to work the brewery but can't.  As for the shroom-stim bug, I'll have to test that and figure out what's going wrong.  The Agave Tank is now the Medical Pod.  It works in a similar fashion, except it also is like a regular bed now, but if you put a hopper next to it with Agave Gel, it heals amazingly fast!


ooooh. I guess I must have been having a blond moment as far as the Healing Pod is concerned... Am I the only one having trouble figuring out how to work the learning tapes? I have several desks connected to power and a bill set up but I cant seem to get colonists to use it.
#23
First, I just want to say that I love this mod :). I'm glad to see you merging it with select features from others.

now that that's out of the way, I've noticed a couple problems so far.

1. Sometimes, when I draft my colonists, have them fight for anywhere between a couple seconds to a couple minutes, once I undraft them, only a few of them will go back to their lives. the rest will just stand there with their thumbs up their A**. sometimes one or two of the colonists WILL break away from the 'stupid ball' and go back to doing stuff, but that seems to be the exception.

2. Whenever I try to set a bill with the chemlab, If I have the supplies to make 10 shroom-stims for example, I will see five actual, and separate options to click to make it. like this;

             Shroom-Stim
             Shroom-Stim
             Shroom-Stim
             Shroom-Stim
             Shroom-Stim
             Shroom-Stim
             Shroom-Stim
             Shroom-Stim
             Shroom-Stim
             Shroom-Stim


Eventually, it will push things like the med kits and agave gel off of the screen so that I cant select them as a bill.

3. After researching EVERYTHING available except the shipbuilding section, I still was unable to find the agave tank in the architect menu.

4. No matter what skills I enabled or supplies I had on hand, I was unable to make any colonists work at the brewery.

5.Not sure if this is a bug or not, but when my colonists are mining deep into a mountainside, they keep stumbling on empty room with crafted stone walls and floors. I can understand this if they had been near the edge of the mountain, but finding one more than 75 blocks in just seems weird. like, "HTH did that random room just appear there?"*scratches head*


I think That's all for now.

#24
Quote from: Abrexus on August 19, 2014, 10:33:54 AM
You have to take control of the colonist and then right click the tank and man it.


I've already tried that.
#25
This COULD just be me making a stupid mistake and over looking something, but I cant seem to get the Agave tank to work. I have the tank set up like this:

|XXXX
|OTHX
|------

the X's are empty space, the dashes and pipes are power line(also empty space). the O is the part of the tank that is circular and tan/green and dark grey. the 'T' is the part that has the red cross on it. the 'H' is the hopper filled with 30 something agave gel.

any suggestions on how to get this this to work? I can't select it as a command and My colonists don't seem to head to it when they get injured.
#26
Just like the title, I didn't get any slave ships, wanderers, wounded from dropships, or any pirate captures after about day 20. I'm almost at day 100 with only 12 colonists and the only reason I survived is because of lots of blasting charges, lots of rocks and slag that I put in front of my base as a killing field, and the fact that almost every single raider carries an M24/M16/Pulse Rifle that I sell from more metal to make more blasting charges.

build 0.0.254 running 64 bit windows
#27
Bugs / Re: Can't remove animals from gibbets
November 08, 2013, 08:46:07 AM
I've done that. they just seem to leave the animal in there indefinitely
#28
Bugs / Can't remove animals from gibbets
November 08, 2013, 12:49:20 AM
Sometimes, I'm not paying attention after setting a build order for gibbets, and my colonists will fill them with dead animals instead of dead raiders. I cant open any right-click windows to remove the animals though. Maybe this is by design though?

build 0.0.254 running 64 bit windows

[attachment deleted by admin: too old]
#29
Bugs / Re: Can't build on a tile surrounded by sandbags
November 07, 2013, 08:31:28 AM
Quote from: Lechai on November 07, 2013, 03:36:10 AM
Although this is quite annoying, I'm pretty sure it isn't a bug. Colonists need to be standing on a adjacent tile that is unoccupied. As all the adjacent tiles aren't empty of structures they can't build there. Sell an adjacent sandbag and they will have room to stand there and build it.

     XXX
->  ooX
     XXX

thanks, that makes sense... kind of kills my idea to create a killing field filled with sandbags where enemies can't take cover or shoot though... :(
#30
Bugs / Re: Lightning bolt icon apearing over a fire
November 06, 2013, 08:42:59 PM
ahh, kk