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Messages - LeonKitsune

#1
Outdated / Re: [A16] RimFridge
January 12, 2017, 03:51:02 AM
Quote from: Vendan on January 06, 2017, 09:10:43 AM
Quote from: kardofaces on January 06, 2017, 05:23:57 AM
Quote from: Gajdee on January 05, 2017, 10:55:41 AM
My pawns keep picking up items from the fridge and put it back contuniously. Sometimes pick up one item and drop to the ground, pick up again and drop again and again and again... Idk its because from my other mods installed or this.


Yes I just read this in CombatRealism thread:

Quote from: Devon_v on January 05, 2017, 09:48:43 PM
Quote from: minakurafto on January 05, 2017, 01:39:55 AM
can we have food(/other thing) to be included in loadout? because armed pawn usually cant carry food(auto drop) and sometime when haul food to stockile it may repeat drop and take meal for "eternity"
They're all in the ∞ tab. You can have anything you want included.

I have it too--the issue you speak of and both these mods. I'm about to test things out.

Fairly certain adding food to your loadout should solve this.

It is indeed combat realism and putting one item of food in your loadout fixes it. but you would need to put one of each in their inventory.
However it might be needed to be put on the mods description that this is how you will have to fix this sort of logic-loop until it is fixed.
No idea why they don't treat it like a equipment rack, possibly they try putting it into their inventory causing the loop to happen.

#2
Seems to work perfectly now for me with a new colony.
Even seems to work with existing saves! good work :3
#3
Ideas / Re: Settlement clothing
June 21, 2014, 12:05:48 PM
Quote from: Untrustedlife on June 21, 2014, 09:50:28 AM
Quote from: vagineer1 on June 21, 2014, 02:59:23 AM
I like the idea, just take out the armor degradation.

degredation would work, (just make it slow)

Dwarf fortress does that.

I personally hope he adds a armor system that has a bit more depth then just adding hp.

I was thinking that instead of it slotting over hp it can have its own sort of thing.
So once equipped it gives damage resistance points where the user can absorb an amount of damage from weapons and melee.
So lets say a sniper shooting your guy does 50 damage, with armor it will do 25 damage but degrade it ever so slightly, after your armor gets shot up quite a bit they will be able to do more damage to you (30,35,40,45) Before breaking at its original amount, however this will take a while for it to happen, lets say roughly 500 points of damage before it degrades.
If it is implemented I am sure that the creator of the game would be able to even it out correctly to make sure its not overpowered but its not underpowered and irritating.  ;D

But more importantly it means that you will be able to have not nude settlers walking about with their dangles out (Because you are bound to have them shot off)

This addition to the game will also allow for the trait "Never nude" where a settler always wants clothing and suffers a very slight penalty without armor and "Always naked" where a settler doesn't like clothing and runs around like a naked lunatic dodging gunfire.
#4
Ideas / Settlement clothing
June 20, 2014, 09:44:30 PM
So anyone who has played the game knows that when you get villagers sometimes you see them with what looks like no clothing or not very nice looking clothes, with settlement clothing you will have someone who hunts a muffalo to drop its wool or leather from a rat.

From here it will be taken to a tailor workbench and made into clothing for your settlement.
However it does not stop here, if you choose to make wool clothing it will not protect you much from bullets or damage but if you go one step up and get a good amount of leather you can make slightly more bullet proof clothing, however it will need someone who is better at crafting to perform this task.

Along with this a good amount of scrap could be used to make bulletproof(-ish) armor however it will require someone who is very good at crafting.

The clothing could also take damage meaning it would need to be repaired now and again.
And.. on top of this clothing could catch fire and get entirely ruined, so be careful sending them through fields of fire.

So in short..
Wool clothing: +5 HP / Looks nice and keeps warm.. too warm in fire though. / Wool can be gathered from muffalo.
Leather clothing: +25 HP/ A little heftier than wool but keeps you more alive. / Leather can be gathered from boom-rats.
Scrap armor: +50(or 70) HP/ Quite hefty than wool but keeps you from becoming swiss cheese.  / Requires a good amount of scrap to be crafted.