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Messages - Bones

#46
Did a mod that changes the color of minerable deposits. Thanks for bumping this post.

https://ludeon.com/forums/index.php?topic=42064.0
#47
Releases / Re: [1.0] Colorblind Minerals
June 27, 2018, 01:19:03 PM
Other screenshots.

[attachment deleted due to age]
#48
Releases / [1.0] Colorblind Minerals
June 27, 2018, 01:16:39 PM
Don't know if it already exists, tried looking for it but couldn't find.

This is just a couple of xml patches, had to change the texture of the compacted machinery to be able to change it's color by code.

Github:
https://github.com/purpleorangegames/ColorblindMinerals/releases/tag/colorblindminerals

Steam:
https://steamcommunity.com/sharedfiles/filedetails/?id=1424338139

I'm not color blind so let me know if this needs adjustment.

The idea is to help players to be able to find minerable deposits faster.


[attachment deleted due to age]
#49
I'm on Cassandra Hard and 17 raiders just came from pods, 15 of them have either grenades or molotovs. Bye bye colony.

EDIT: Got it somehow, they spent more time blowing up my wall rather than trying to attack my pawns.


[attachment deleted due to age]
#50
Releases / Re: [1.0] Wall Light
June 26, 2018, 03:49:02 PM
Looks great, thanks for the mod!

#51
Quote from: Ambaire on June 26, 2018, 01:45:08 PMAlso, perhaps let pawns use multiple leather types for one clothing piece?

But you can, there is a bill to patch different leather together, it's called make patchleather, requires 50 if other leather types of I'm not mistaken.
#52
Quote from: Yoshida Keiji on June 26, 2018, 09:25:10 AM
Just noticed this new problem:

Characters are now self-overdriving my own player command "Rest until healed", I got Lercha, both with Fibrous Mechanites & Malaria, he is 48 years old and my main builder, I watching him like a pro-stalker. He is also one of my medics, he just got up to try to patch up another colonists...this is worst than auto-undraft. Which still wasn't completely removed from the game...

My plague guy stayed at bed all time, my rescued from a pod guy kept getting up all the time.
#53
Just noticed this now, I got plague and the letter told me so that it affected one colonist.

Later I noticed one of my huskies was not moving from the rest spot, it got plague as well, it would be nice if the letter informed affected animals.
#54
Has cleanness and how pawns produce dirty changed? Loaded a save on the last version and now everything is really dirty, can't clean it as fast as it becomes dirty and even when I clean the whole room manually it still says it is dirty even if there is just one hospital bed and the floor is made from silver.

EDIT: It seems there was some dirty under the bed and I could select it.

EDIT2: One suggestion would be to have an option to 'clean the room', so the pawn won't stop until the room is really clean, it would even be better if their work would prioritize that, instead of cleaning single patches of dirty, try to clean a room and then move to another.
#55
General Discussion / Re: give some love to melee
June 25, 2018, 09:51:11 AM
Quote from: Rincewind on June 25, 2018, 09:42:18 AMi know about this button and how exactly it will help in siege? do you know what range to trigger this? do you played a melee colony at least once? i think you don't.

I was just informing and if you already know about it then it's ok, I even told you I used it with ranged weapon. No need to be rude.
#56
General Discussion / Re: give some love to melee
June 25, 2018, 09:24:44 AM
Quote from: Rincewind on June 23, 2018, 04:12:17 AM
At current state playing as melee is super boring, you have to do a ton of micromanagement during battle. Please add at least simple button with 2+ states :
- Hold position
Current game behavior. Melee able only stand to death
- Attack anything hostile on sight
Default raider's behavior, pawns controlled by player currently don't have even this. Even if this behavior will be able to use as player i already will be happy.
- Defend position
Pawn holding position, attack anything hostile on sight in small radios, if nothing hostile left he return to default position

there can be more functions similar to RTS, but even 1 button which switch pawn behavior from hold to attack is already will change gameplay drastically.

Currently it's superboring to play as melee only colony. You have to click targets for each pawn. And Even more boredom since only one melee able to attack target, so if you are misclicked - ....


sorry for crap english


There is a button that you can choose what to do when attacked, the default is flee and there is attack and another I don't remember.

I set everyone to attack and gave them weapons. Once when I was hunting a warg when I started firing it became hostile and come towards my pawn and another pawn that was near and hauling immediately started shooting the warg as well.
#57
Releases / Re: [1.0] [KV] Path Avoid
June 24, 2018, 06:48:16 AM
Would it be hard to make a new mod or an option in your mod to increase the tick just for colonists and then make it to be configurable in the settings?

That way we could increase the 'intelligence' of the path code and probably better utilize the avoid grid.
#58
Releases / Re: [1.0] [KV] Path Avoid
June 23, 2018, 05:50:23 PM
Kiame, have you checked what would have a 255 value? Maybe the game is coded in a way that a high enough value is used to determine a threat instead of just a very costly path and so using a value so high for the higher tier of this mod might not be the best since it could cause pawns to not only avoid the tile but around the tile as well. That's the only explanation I could think of.
#59
Releases / Re: [1.0] [KV] Path Avoid
June 23, 2018, 07:20:28 AM
Can't the value be less than zero?

EDIT: If everything starts with zero, then the only way to make a path that the pawn will prefer is to have a value below zero.

One hack would be to put the whole map on a given number like 50 or 100 for example, and then you remove the path you prefer, this way you can have a 'use this path' using this mod. It might confuse the pawn however on paths that costs a lot since the max is 255 so a lot of things could reach the max now when they couldn't before so the pawn won't differentiate them.

EDIT2:



#60
Thanks!