Creating new geysers is kinda too powerful imo, which is something coming from a madman, who uses Rimatomics, to flood his grid (greed) with limitless powah. I do agree though, that if i ever used such a building, that makes geysers, making it work without any power would feel even more ridiculous.
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#137
Releases / Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
November 16, 2018, 04:26:03 AM
Are we talking about same thing here? I am talking about a Mining Turret. So please specify whats it got to do with geysers? Drilling new geysers is the thing you should go "hell no!" about.
FYI i was posting opinion on this post:
FYI i was posting opinion on this post:
Quote from: Rikiki on November 09, 2018, 01:35:19 PMNot the last one.
This is hardcoded I am affraid. But the mining speed is really low when unpowered.
Is the construction cost not high enough? I felt that the research requirements were limiting enough and laying cables a bit too boring just for it to work.
I may add a modOption to disable it.
Would a turret only working when either manned or powered be better? I am open for suggestions.
#138
Releases / Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
November 16, 2018, 03:09:48 AM
I quite like mining turret's efficiency depending on being manned or not. You could make it also mine much slower without a stable power grid connection, using small built-in solar generator instead, which doesn't provide quite enough power for 100% speed. So for full profit it should be both operated and powered, but otherwise it d still do its job, albeit at a much slower rate.
#139
Releases / Re: [1.0] Better Workbench Management (QoL mod)
November 14, 2018, 08:51:23 PM
Thank you for your time!
#140
Releases / Re: [1.0] Better Workbench Management (QoL mod)
November 14, 2018, 01:00:45 PM
In fact i would like to expand on that topic - it would be also nice to have an option for a bill to automatically delete itself upon reaching either required number of specified quality items, or doing it x amount of times. Considering that i heard even currently inactive bills are being checked by pawns and lower overall performance, this would be a useful feature if its not too messy to implement.
#141
Releases / Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
November 13, 2018, 06:03:48 AM
No prob. Its was a really useless change, to be fair, so of course people will forget about it.
#142
Releases / Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
November 13, 2018, 05:59:45 AM
Research treesowing. Everything is there, once you research it.
#143
Releases / Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
November 13, 2018, 05:56:27 AM
Mod options for the win
#144
Releases / Re: [1.0] What the Hack!? - Huge update - Added Rogue AI - Nov 12th
November 13, 2018, 05:37:25 AM
Nope, it doesn't respect humans enough to let them name it.
#145
Releases / Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
November 12, 2018, 07:25:59 PM
Add to that ugly walls, no proper windows, no Clutter floors... His structure stuff really makes your colony look properly nice.
#146
Releases / Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
November 12, 2018, 06:27:21 PM
@Mrofa, please... clutter... withdrawal... Extreme break risk!
#147
Releases / Re: [1.0] What the Hack!? - Huge update - Added Rogue AI - Nov 12th
November 12, 2018, 06:02:47 PM
Yes you do get a harsh mood penalty for experimentin on live humans. And AI core can utilize various abilities, such as being able to direct your turret's fire, hack enemy mechanoids, control your own ones and etc. You might wanna keep it happy though. Its hilarious in its rage mode.
#148
Releases / Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
November 12, 2018, 11:29:55 AMQuote from: UnlimitedHugs on November 12, 2018, 07:42:35 AM
Seems reasonable. What if, however, after being moved by your display of forgiveness, they send you a friendly delegation and you proceed to gas those guys?
Well gassing any kind of friendlies is a really dick move (as any hostile action vs a guest delegation, unless someone got a pyro mental break or something, where you just forced to wreck the dude). To a point that if you made it -40 per person, not -20 - i won't say anything. So you gas enough guys - good luck ever being friendly with that faction again.
I however see where you going - so you gas an enemy raid, send it home, they become friendly, send a trader - and you stab them in the back by gassing and robbing them, then you gas next their raid or two to get neutral again, since while hostile their relations don't go rapidly down from gassing. Maybe you could add some background ticking cooldown check, so if you gas a non-hostile faction after gassing them as hostile (or just a cooldown on any gassing, regardless of relations) it multiplies the penalty by x2 from -20 to -40 if its within some fairly lengthy period of time. If thats feasibly to code.
That way you can mend relations by releasing a group of people you put to sleep to show you're friendly, but if you try to backstab - you ll be super hated for eternity.
#149
Unfinished / Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
November 12, 2018, 05:16:21 AM
Sure, have fun and rest well, CP))
#150
Unfinished / Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
November 12, 2018, 05:02:45 AM
You know i am worried about them not running from ME, when they will raid ME, right? Why would i care if they leave or not in non-combat situations?)
Humans fear death and suffering. And when they see their brethren slaughtered ruthlessly en masse right before their own eyes - epicness, bravery, loyalty, training - none of that matters before bestial survival instinct that tells you "RUN!". Only drugged to oblivion idiots can ignore it. Well and depressive suicidals too.
Humans fear death and suffering. And when they see their brethren slaughtered ruthlessly en masse right before their own eyes - epicness, bravery, loyalty, training - none of that matters before bestial survival instinct that tells you "RUN!". Only drugged to oblivion idiots can ignore it. Well and depressive suicidals too.

