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 - drakemasta

#16
Outdated / Re: [A15] Hauling and cleaning enabling mods.
September 22, 2016, 05:06:30 PM
i like the suggestion about mood debuffs for forcing to clean or haul but im not really sure theirs any realistic functionality in it.

maybe add a prefferences system to it where you can tell them to do these things but as for prioritizing you cant put it to a "1" but maybe have it stuck at at "3" or its the last thing they think about doing if they got nothing else to do
#17
could you add insulated winter or arctic versions of the clothing?
#18
Releases / Re: [A15][MODLIST] Glitter Tech
September 09, 2016, 05:09:33 PM
could you add some epoe stuff to the mod? or a compatability patch.

when i use epoe and glitter i cant do the rib implants or take advantage of epoes limb harvesting (depending on wich i have first in load order)
#19
i would like to see a bit of variety in the secondary crashes that occur after the main crash has finished

crash incidents

wreakage search (away from colony)
a ship is breaking up in re-entry and drops parts of it near your colony send some people to check the debris for usefull items. ->
rewards -> componets, animals, colonist or two, faction boost for rescue survivors.
hazards -> other debris looters follow you back, ship contained insect hive and they follow you back, mechs defend their crashed ship and kill one or multiple of the looters

would also like to see the different parts of the origional crash (animal pod, cryo pod, prisoner pod, etc.) be added to the trade goods pod occasional drop incident list.
#20
Mods / Re: [mod request] [new biomes] caverns and others
September 08, 2016, 01:21:25 PM
lets bring this back up to the top and see if we can get more ppl voting
#21
please update to a14 - a15 this mod looks awesome and wanna try
#22
can you please update this mod to a14 or a15?
#23
Mods / Re: What would make the game easier to mod?
August 25, 2016, 02:22:23 PM
i would like to see the ability to add more biomes to the game
#24
thought i would add a poll to the thread to possibly bring a bit more interest into the topic.
#25
could we get fireplaces?

or methane fire places (uses biological waste to produce a longer lasting flame)
#26
any plans to update this mod to a14 or later?
#27
had a few problems tho i think most of them are cross mod compatability seems like a great mod and its got awesome additions to the game.

but i got spammed by an error after a prison break. managed to grab a screenie before i quit if you wanna check it out.


http://steamcommunity.com/sharedfiles/filedetails/?id=750366771
#28
could you do a mod that allows you to remove bionics from corpses?
#29
first off awesome mod been playing with it for a while now.
but....... it could use some improvements like everything in this world lol.

animal prosthetics.

epoe style advanced organ harvesting and repairs or synthetics. (or maybe a compatability patch so your mods dont fight lol)

boosted bionics - after applying so many bionics to a person the line between man and machine gets faded and gives raise to a new form of life.

bio-mechanics - a even higher version of bionics that truly blurs the difference between organic and machine containing self repair aspects letting a person self-heal almost instantly and increase their production ratios even more. maybe have these people have a visual change on their actual pawn (or with alpha 14's pawn images)
#30
Mods / Re: [mod request] [new biome] caverns
August 22, 2016, 08:54:00 PM
other biome ideas would be

ocean - very limited build space without research to reclaim/rehabilitate land, incorperate ocean flora/fauna, different water depths with possibility of transversing shallow depths. (note this has already been made a mod but it hasnt been updated to a14)

micro islands - a cluster of very rocky islands dot the map mostly containing mountains for you to dig out and make home, little surface building area, like ocean you could incorperate ocean flora/fauna and transversing shallow depths. maybe have raft construction.

crashed ship - survival inside a crashed ship with the possiblity of digging through massive amounts of metal and componets instead of rock, maybe incorperate different parts like a bio research facility containing growable land with new flora/fauna, security areas containing mechs.