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Messages - O Negative

#31
Mods / Re: Help me.
May 30, 2018, 02:05:20 PM
The translation for the mod should automatically change to the translation you have set for the game. If the mod does not have a translation file for the language you have selected, the content won't be translated. Which mod are you having trouble with, and what language are you trying to set the translation to?
#32
Ideas / Re: Plant Harvesting and Orchards
May 29, 2018, 03:43:46 PM
The problem with the growth % reverting after harvesting lies in the fact that the wood from the tree is basically lost because you've harvested the fruit. A fully grown tree which yields 30 wood might only yield 10 or none at all after the fruit is harvested. To be honest, it's not a deal breaker if the trees revert to their young age when harvested. The whole harvesting fruit without also harvesting the wood at the same time is the thing I was most interested in.
#33
Ideas / Re: Your Cheapest Ideas
May 26, 2018, 04:10:20 AM
Make filth inherit from ThingWithComps instead of just Thing, so that modders can more easily make filth that glows and stuff ;D
#34
Ideas / Plant Harvesting and Orchards
May 25, 2018, 05:56:28 PM
I know 1.0 is probably near release. However, I wanted to make a small suggestion regarding plants and farming.

As it stands now, plants can be cut or harvested from. If a plant is cut, it is destroyed and any defined products are dropped (ie. Wood). If a plant is harvested, it is usually destroyed and products are still dropped; however, some plants such as wild berry bushes drop products (berries) and aren't destroyed. Instead, they are reverted to a lower growth percentage.

If you try to mod a fruit-bearing tree into the game, you end up with a tree that produces fruit AND wood every time it is harvested. PLUS, it is reverted to a smaller, less-grown version of itself.

I'd like to suggest an option for plants to be fruit-bearing and also maintain whatever growth they have when harvested. Similar to how some animals have milk which can be harvested, but don't get younger when milked...

This would allow for orchards as a long-term option for farming. Orchards would add to gameplay in that they don't require re-planting for each harvest, handle temperature events better, and can be cut for wood if needed, but yeild less food per acre per season.

Just an idea. Any other thoughts on the subject are welcome.
#35
Ideas / Re: Gender inappropriate language
May 22, 2018, 03:53:44 AM
When I said "perfectly appropriate," I wasn't trying to imply that the use of "they", "them", of "their" is universally appropriate for any subject or syntax. I was only saying that it wasn't inherently inappropriate for a singular subject... Those pronouns aren't strictly for situations where the subject is plural.

Also...
Quote from: Injured Muffalo on May 21, 2018, 04:49:37 PM
Quote from: O Negative on May 21, 2018, 03:17:54 AM

Examples:
1) "I'm not going to hire someone if I don't know what they are capable of."
2) "Why would I let a stranger into my home? I don't even know them!"
3) "I'm trying to remember their name, but I can't for some reason."


1. "I'm not going to hire my dad if I don't know what they are capable of."
2. "Why would I let Vladimir Putin into my home? I don't even know them!"
3. "I'm trying to remember my niece's name, but their name isn't coming to me for some reason."


That's a bit of a strawman... I won't tell you "the above constructions are technically correct..." They're not even constructions I came up with! You kinda just took my examples and Frankenstein'd them with new parts and arrangments in an attempt to invalidate them. The first example you gave isn't coherent, but it's also just a completely altered version of my first example with a possessive and a gender-determinant noun.

Anyways, I've done a little bit of research on the subject, and it seems there are just a fair amount of people that don't like to see these pronouns used in singular form. Period. There's nothing I can do to change a preference, really. I understand you don't like the way it is. I just don't see anything wrong with it, and don't care to see developer time wasted on the subject.

That's all from me :-X
#36
Ideas / Re: Gender inappropriate language
May 21, 2018, 03:17:54 AM
When referring to any person, it's perfectly appropriate to use "they", "them", and "their" for a singular subject in the English language.

Examples:
1) "I'm not going to hire someone if I don't know what they are capable of."
2) "Why would I let a stranger into my home? I don't even know them!"
3) "I'm trying to remember their name, but I can't for some reason."

There is no real linguistic problem here. It doesn't matter if the gender is known or unknown, because these pronouns are gender-neutral; so, gender existing in the game isn't a sound argument for the suggested change. It doesn't make sense to waste any amount of time or processing power on building logic around individual gender descriptions when perfectly reasonable gender-neutral pronouns exist.
#37
General Discussion / Re: Mechanoid Rant
April 29, 2018, 08:53:47 PM
You might've gotten unlucky. They'll either wait for the ship to be damaged or a hard-coded amount of time, whichever comes first. I know nothing of a mechanic, or lack thereof, where mechanoids will pop out because you're building around the ship.

I've had no issue surround a psychic ship with IED traps, directly adjacent to the ship.
#38
General Discussion / Re: Mechanoid Rant
April 27, 2018, 05:45:07 PM
Mechanoids need a better introduction for players. As it is, they just kind of show up either by crashed ship or through a standard raid. New players are left wondering what they are, and don't understand their abilities (such as the ability to gain immunity to EMP bursts). Players need a more gradual introduction to this enemy type, and I think a few things could help accomplish that.



The way I see it, mechanoids need to be fleshed out a bit further.
As they currently stand, they're just a really annoying enemy with a lack of any real diversity.

I think we need at least 3 types of mechanoids for them to be even mildly interesting. A rock-paper-scissors of sorts.
1) Centipede (Rock) - Rare
- Slow
- Heavily armoured
- Siege unit
- Weak against melee units
2) Scyther (Paper) - Uncommon
- Fast
- Lightly armoured
- Melee unit
- Weak against mid-range units
3) Unkown (Scissors) - Common
- Normal Speed
- Moderately armoured
- Mid-range unit (Charge Rifle)
- Weak against siege units



To take it further, it might be useful to pay some attention so some of the more advanced weapons (charge rifle) available to the player.

For example;
- Charge weapons do bonus damage against mechanoids
- Repurpose the charge lance and charge blaster as advanced forms of automated colony defence
     + Available through either killing mechanoids, research, or quests
- A tamable creature with an EMP death-action (ie. EMP Boomrat)
#39
Negative Event - "We Give Up"

Every colonist on the map simultaneously decides to leave the colony.

Game over.
#40
Releases / Re: O Negative's Misc Mods
April 25, 2018, 01:42:18 PM
I plan on revisiting some of my older mods after this semester has ended :)

I'll probably do them a bit different this time around, but that's because I've learned a few tricks since I made those mods haha. I'd like to get the reworked cirrhosis mod up, tbh. Cirrhosis is this game is absolutely absurd lmao
#41
Ideas / Re: Buildout Flu as a contagious illness
April 25, 2018, 03:03:08 AM
I've been hoping for a communicable disease update for what seems like an eternity. I hope this gets looked at and considered at some point in time. If not, I'll have to take my C# class at university extra serious and just make it happen myself >:( lol
#42
Neutral Event - It's Raining Potato

Pros:
- Free food from the heavens

Cons:
- Serious injuries to anyone who walks outside during the storm
#43
Translations / Re: Official: Italian | Italiano
April 21, 2018, 04:31:32 AM
Hmmm... Penso che tu abbia provato a fare una "pull request" nel tuo "fork" invece che nel ramo principale.

I attached a picture to show how I went about creating a pull request from your fork on the main branch. Because you don't have "write access" you have to wait for approval from one of us who do (per esempio, io).

Spero che aiuti?

[attachment deleted due to age]
#44
Translations / Re: Official: Italian | Italiano
April 20, 2018, 01:51:54 PM
Può andare qui e contribuire con i "pull requests" o provare a diventare un membro ufficiale del gruppo :)

Quote from: Tynan on April 11, 2014, 09:43:08 AM
Email support pro Michael at [email protected] telling him the language and your GitHub user name. He will give you access to the appropriate GitHub repo. Download and install git. Work with the other translators to improve the translation. Please try to contact existing translators before changing stuff.

Notes for translators

Be sure to test your translations in the actual game, with dev mode on. As of this writing, 75%+ of the translations throw errors on being selected because they were never tested.




I haven't been able to do much with respect to translating these past few months due to school. Sorry :( However, it seems the github is a little bit more active than it used to be. I'm seeing activity from other users, which is good :)
#45
General Discussion / Re: Cold snap
April 12, 2018, 01:03:55 PM
Cold snap applies an offset of either -17C or -20C, I can't remember which one it is. The event is only supposed to trigger if you're at or below a certain temperature, that way it's always a bad thing. For instance, if you're living in the desert at a constant 40C+, you'll never experience a coldsnap because that would just be a good thing for you.

Note that this temperature change is gradual, and takes some time to fully come into effect. If the event triggers in the hottest part of the day, the temperature change is going to seem more dramatic than it actually was because the temperature was going to go down as night approaches anyways.