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Messages - Girlinhat

#76
Mods / Re: Request
June 22, 2014, 03:35:32 PM
Quote from: mrofa on June 22, 2014, 03:26:38 PM
So they basicly work like pistons, without a piston itself ?
I guess he could do it like convoyer belts, only the item that they would carry would be a bigass pice of steel :D
Well, in terms on Minecraft, pistons just push/pull whatever is in front of them.  Frames would connect to each other frame (up to like 512 blocks, or whatever) and form a single large unit that would move at once.  I had built whole buildings which would descend into the ground at night while bringing up lamps from underground, covering the farm with a large roof, and close a big obsidian gate, and in the morning it would all reverse.

Basically, imagine if your base's preparation for battle wasn't merely to turn on the guns and get behind the sandbags, but to actually change its structural shape.
#77
Mods / Re: Request
June 22, 2014, 02:48:45 PM
The Redpower frames he's referring to are a quite amazing mod for Minecraft.  They move a block, and any attached block, one square over.  Instead of making doors that are a single functional tile, you could make stone walls that change location.  I would LOVE to see such a thing.  Being able to make vault doors that slide into the walls would be one of the simpler things to produce.  If turrets, lights, or even furniture could be attached, combined with timer switches, you could make a base that reshapes itself every night, and reverts during the morning.
#78
Quote from: Jerethi50 on June 20, 2014, 10:41:14 PM
Raspberry's were spawning in the wild, not strawberry's.
Ah, that's my mistake.  Multi-selection would only show 'berry's' or somesuch.
#79
Quote from: WolfgangPolska on June 20, 2014, 02:50:53 PM
So, the mod spawn farmable plants in wild?
The same way Agave plants spawn, potatoes will too, it sounds like.  Strawberry bushes were already spawning in the wild.
#80
I'm not really sure what this mod does...
#81
Quote from: Encode on June 18, 2014, 01:08:41 AMBut the skill degrade was really bad with higher levels so still need quite some time to get to lvl20 then. Not sure if it still locks at lvl20 or continue to degrade with Alpha4F now...

Cheers!
You get up to like 99% of skill level 21, but it never rolls over to 21.  So your colonist won't degrade from 20 to 19 while they sleep, and I have several growers that stick at 20.  Having the 1.5x skill rate interest level helps tons in staving off skill decay through practice.  I wish there were some method to slowly raise the decay cap... like at skill 5, it doesn't decay at all, and if there were a method to raise that to 15 without decay, that'd be really fun.
#82
Quote from: ghandhi_rules on June 17, 2014, 05:10:20 PM
In response to the guy asking about adding this as a very low priority task, what would be the feasibility of adding in the ability to mark it as a hunting target?
This is what I'd like to see.  I know that you can spawn creatures (see: mechatronics mod to produce mechanoid colonists) so maybe you could place an item that spawns a creature with like 1,000 health and is stationary.  They colonist would shoot it to death, gaining skill, and would also 'kill' it and would either have to build a new one, or the structure could spawn another one.
#83
Outdated / Re: [MOD] Shields!
June 14, 2014, 04:41:21 PM
Quote from: Minato on June 14, 2014, 04:59:51 AM
Yea, but there is that problem with grass... I've solved it by cutting all the grass. But it's really embarrassing.
It's not just grass.  My shields are far and enclosed by hundreds of tiles of concrete and still bork.
#84
Outdated / Re: [MOD] Shields!
June 11, 2014, 06:00:33 PM
Quote from: superpirson on June 11, 2014, 05:18:05 PM
is anyone else having the problem when the shield gets hit and the projectile stay in place, and continually damage the shield?
Yes.
#85
Outdated / Re: [MOD] (Alpha 3) IronWeed
June 10, 2014, 07:35:38 AM
Just gonna pipe in and say one interesting thing, and perhaps more reasonable, would be to make it closer to trees than crops.  Ironwood has a bit of a nicer ring to it.

Also on the comment of 'you could make plants that drop weapons' I do kinda like the idea of, say, plants that could be harvested for meat, or even silver.  Might also be neat to make a plant that drops biofuel, and a generator that burns it for power...
#86
Outdated / Re: [MOD] (Alpha 4E) Artillery v1.3
June 08, 2014, 01:32:53 AM
I'm curious, could you do something similar to a 'controlled lightning strike' where the turret fires, no projectile is generated, and 1 second later it causes an explosion at the target location?

Or for that matter, could you make a Weather Control Weapon that calls down lightning?