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Messages - khearn

#31
Releases / Re: [A17] A Dog Said... Animal Surgery
June 07, 2017, 07:37:21 PM
Quote from: spoonshortage on June 07, 2017, 06:41:03 PM
new   scytherblade as tail replacement and powerclaw as leg replacement   new

I would certainly *not* want my Real LifeTM labrador retriever to have a scytherblade in place of her tail. She's a very happy dog, and her tail is dangerous enough as is. :)
#32
Releases / Re: [A17] TropiCKAPP Rainforest Mod
June 07, 2017, 01:55:43 PM
I started playing a "rich explorer" game  in a tropical rainforest with this mod, and it certainly makes things harder. I've finally got a freezer and kitchen/bedroom set up after 10 days. It didn't help to get an escape pod when I only had one room set up, and I made the mistake of capturing the survivor, leaving my colonist with noplace to sleep. Then a couple of raids came in, and the pod survivor escaped during one of them.

Raids that would be easy to deal with normally (charge rifle vs. clubs) are much harder because of the heavy cover. You just can't shoot them down before they close to melee range.

All movement is really slowed down by the vegetation. Slogging through the jungle to collect the starting steel/wood took a while. Setting up a network of paths made of wood floors helps a lot, and is worth the time investment. At least now movement between fields, buildings, and mining area is easy.

I got stuck with a Yorkie as my starting pet, which is a bit of a liability. :-P I've confined it to stay indoors at all times, for fear of the multiple large cats roaming the area. Can't afford the mood hit if it gets eaten. Only having one pawn, I'm pretty hesitant to try and kill the predators. Heck, I was afraid to kill off the panda that was raiding my survival meals before I got my freezer completely walled up.

The various trees are kind of hard to tell apart. I noticed my pawn cutting down coconut palms a couple of times while building walls/paths, when I hadn't noticed they were there. It would be nice to be able to spot them a little easier for harvesting purposes. But maybe I'll get better at spotting the various plants as I get more experience with this mod.

So far this mod seems pretty good. Thanks for making it, and I'm looking forward to seeing what else you do with it.
#33
Quote from: jecrell on June 05, 2017, 03:29:37 PM
[4:12 AM] Jecrell: (A17) (#TheForce) Mechanoids no longer are chokable ((I mean, what if it's a car guys....))

My first car had a choke.

You had to pull the knob out to start the engine when it was cold, and gradually push it back in as the engine warmed up.

;)
#34
But if you make stonecutting so that only high skill builders can do it, you can't have your pawn with a double-flame passion but low construction skill do it to level up.

Skills that use/exercise a skill, really need to be seperated in the work tab from skills that use/exercise a different skill. Stonecutting is a construction skill, drug making is an intellectual skill, bowmaking is a crafting skill. They shouldn't all be in a work category that is gated on crafting skill.
#35
Yeah, but without other engineering, just sticking a pump in a river or ocean shouldn't be expected to accomplish much.
#36
Shouldn't there be a lower tech alternative to bionic reproductive organs?

"Install peg leg (middle leg)" ;)
#37
General Discussion / Re: The Promised Land
June 02, 2017, 01:53:23 PM
No marble?
#38
And it becomes loads of fun when a pawn is at the edge of the map mining or taming when a raid arrives and has to get back to the armory, switch weapons, take off their cowboy hat, put on their helmet, take off their duster, put on their power armor, and get to their fighting position before the raiders are in firing range.
#39
Live and learn.

Or in this case, die and learn. :-/
#40
General Discussion / Re: A17 Events
June 01, 2017, 08:00:07 PM
Makes sense. If the quest originates from a village that is 2 days travel away, you should get the notification 2 days later if you don't have a comms console. If it's 10 days away, you get the notification 10 days later. A nice bit of window dressing would be to have a visitor arrive on the map and make his/her way to one of your pawns, and when they meet, you get the notification of the quest.
#41
Let's see, 36 - 10.78 = 25.22 points available in addition to the Gunshot (charge lance).
25.22/36 = .7005555556, which rounds to 70%.

So while it was displaying 70%, the internal infection value was actually something between 70.0555556 and 70.5.

The lesson from this is that you should look at the body part's efficiency, not the infection level. If the efficiency starts getting low, break out the best meds you have.
#42
It would be interesting if there were crop-specific blights. So you might have a potato blight that wipes out all your potatoes, but not your rice. It would give you more reason to diversify.

As it is, everything is so close that I mainly go with rice because it's quicker, so less vulnerable to blight/fire/raiders/grazing herd of boomalopes/whatever.
#43
I've read that incendiaries are good against siege raids, because the raiders will spend a lot of their time/effort fighting the fires in their camp area. Haven't ever had a siege when I had incendiary mortars available to test it out myself, though.

Incendiaries do have a slightly larger blast radius, but I've never seen a raider go down to just one hit from them like I've seen from explosive mortar rounds. It certainly is fun watching raiders run around on fire, even if it's not as effective as fragmentation rounds.
#44
Wonderful mod! I've been wanting this functionality.

One word of warning: I added it to an existing save, and didn't see the new sliders on my existing bills. Setting my existing bills to "Do X times" and then back to "Do until you have X" also didn't help. But when I created new bills and selected "Do until you have X", they appeared. So don't dispair if you add this to an existing save and it doesn't seem to be working, just create new bills and you'll see it. It's a small price to pay. :)

#45
So if I understand correctly, the existing pawns have no "manager" work type, so the work tab starts with the first pawn, prints the value of each work type, but when it doesn't find a value for Manager when it gets to the end of the pawn's data, it throws an error. Thus, I only see one pawn on the tab.

Makes sense.

So just adding a zero value for the manager work type to everyone should fix things. I'll make a copy of my save and give it a try. But I'm starting on a road trip tomorrow morning, so it may be a few days before I can do it.

Thanks, Pichu0102.