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Messages - Daimonin

#46
@Songleaves

I believe if an animal as marked for hunting, it will not be auto-forbidden when it dies.
#47
Ideas / Re: Biome changes for rivers in desert
October 22, 2017, 07:47:05 PM
Exactly, that's what I meant.  Anything larger then a stream should overwrite a arid/desert/extreme desert biome to a forest of some sorts. Would make sense, and make the globe look really nice too, with little bands of green along rivers.

#48
Ideas / Biome changes for rivers in desert
October 22, 2017, 07:09:09 PM
Im loving the new rivers, but I feel like there should be a bit of a world gen tweak to go with them. Specifically, the rivers in arid/desert/extreme desert, which should produce... greenery.

I'm thinking streams should have a belt of soil and either tropical or temperate trees along side them. Rivers would of course have a much larger belt, which due to the size of colony maps it would be the whole map, so just say that any global tile that has a river in it should automatically be forced to either tropical or temperate, depending on the condition of the desert it's "overriding".

Think Nile river which is in a desert, but a huge green belt of lush land filling the entire river valley.
#49
Had a pet iguana, can confirm it laid eggs regularly, even though no fertilization.
#50
I agree, I rarely bother with hunting simply because it's so annoying to deal with. Especially since due to the annoyance of finding individual animals to hunt, the best deal is to hunt herd animals like  deer, etc. But considering those have a chance of going berserk, you are really risking just tagging them to hunt. So you still have to take the whole militia down to take them all out in one quick go.

Hunting does need a rework, at the least I'd say prey animals should never attack hunters, at least not the whole herd. The one animal going nuts? Fine. 2 or 3 of it's friends too? Eeeeh.... THe whole herd? No. Or even better, animals that get angry due to hunting should return to normal after disabling/killing the hunter, not go hunting for every human on the map.

The current system is hard yes, but it also doesn't ADD any fun to the game, quite the opposite it just makes a whole branch of play (subsistence hunting) way more micromanagement then it needs to be. And that's NOT fun.

As an side note, I strongly suggest the Wildlife Tab mod (by lincore) in the meantime, as at least it makes finding the small individual animals much easier. It's also saved my colony a few times when I didn't notice an Infestation that had survived my first extermination.
#51
Nice, an update. And one that touches on trap building components too. Alas, there still no love for building traps if you have ammo disabled and therefore can't make mortar shells.  :'(
#52
Quote from: NoImageAvailable on July 20, 2017, 04:09:07 PM
No ammo means no ammo, that includes mortar shells. The trap recipes are an issue I might look at but I'm not gonna change mortars back to vanilla shells for no ammo mode, simply because I'd rather be adding new features or improve existing ones than figure out ways to disable them.

Ah Im ok with there not being mortar shells at all. But if you could change/add a recipe for traps using prometheum/FSX instead of the shell itself... That would be great. :)
#53
I seem to have a slight issue, Running CE with Ammo disabled (and new game). My mortars no longer need ammo either, which I thought was a vanilla thing. Also, mortal shells are not craftable in either the machining table OR the Loading Bench (which has no recipes at all).
This would not be a problem, except the IED and Incendiary Traps still ask for an HE and Incendiary shell to build. Rather annoying to be limited to only deadfall traps.

Is this a bug (known or not? Or should I be looking at other mods that might be breaking this?)
#54
Seconded.
Patient care should also go in the not-so-important-doctoring. It's so bloody annoying when your goddamn dumbass of a doctor goes off to feed patients, while other patients are dying of blood loss, infections, and plague. And you have to SIT on him and force him to fix them ONE at a time. Because the moment he finishes patching up one he will go right on to feeding someone instead of working on the next patient.
#55
Love the mod, though my current game the Federation is spamming Plasma Bomb suicide guys... I'm not even that far in. :(

Just how fast are Auxiliary pistols supposed to be? They have a burst count of 2, but 80 rpm? My last game they seemed to shoot twice in quick succession, my current game they fire a storm of dozens of shots. I think something's glitched?