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Messages - erdrik

#586
Ideas / Re: Parka = winter cold is meaningless
January 06, 2015, 07:04:25 PM
Quote from: Mihsan on January 06, 2015, 06:31:23 PM
P.S.: By the way, why not make a wardrobe for each colonist in his room? So that he could completely undress before going to bed. ...
^This is actually exactly what I was suggesting for the current equipment racks.
Two equipment racks should be enough for a personal 'wardrobe'.

A new stacking system specific to a larger rack would be used for public storage and placed at primary entrances.
#587
Ideas / Parka = winter cold is meaningless
January 06, 2015, 05:34:04 PM
Those parkas doe.

Got one for each of my colonists and suddenly Im questioning the need for heaters.
They should have some other penalty to give a reason to take them off and use temperature control.

Ideas:
-New negative thought/memory: "Slept in winter gear. It was uncomfortable."
-New negative thought/memory: "Cooked in winter gear. It was uncomfortable."
-New negative thought/memory: "Smelted in winter gear. It was uncomfortable."
-New negative thought/memory: "Used the crematorium in winter gear. It was uncomfortable."

-20% reduced productivity during delicate jobs like crafting, cooking, and art, ect...

-ability to flag an equipment rack as a 'closet'. Colonists will take off winter gear when entering a room with a 'closet' that has a free inventory space.
-maybe the inverse when entering a cold room? grab a parka when entering a walk in freezer, ect
#588
Quote from: Vonholtz on January 06, 2015, 03:22:24 PM
Power armor dose not realy help counter for damage eyes or limbs. Give him a bionic eye and a arm. He will be kick ass after.  I have found the bionic bring back my best people. I alway keep a few on hand when I have the money to buy them. Anyway I hope it give you back your your best fighter.
Never claimed it did. (tho a targeting helm would be a pretty badass glitterworld gear. )
I was mostly just wondering if the powered component of power armor would help with taking a hit or countering the frailty of old age.
(manipulation / mobility / general durability ect...)

@REMworlder: ok so blunt weapons are good at breaking armor... I could understand breaking armor vests, but glitterworld power armor?!
Is this intended or just a balancing issue that hasn't been gotten to yet?
(Halinder had a nice bit of info, but he isn't the dev... )
#589
I always put him behind cover.

I just checked, yea he is missing a finger and got a crushed eye.
I guess that accounts for his bad shot.
:(

Still don't know why power armor sucks so much tho.
How can a neolithic club take out a dude in power armor?
Is 47 really too old for power armor to be effective?
Where is the 'powered' part of the armor if it can't make up for that...
#590
I have an ex-marine with a full set of power armor, an M-16, and an 11 rating for shooting.
Son of b*tch still can't hit the broad side of a barn, and is constantly getting knocked the frack out by the likes of stone clubs.

I have failed(and reloaded the auto save) the last 3 raid defense attempts because of this.

Does power armor not actually provide decent protection?
Why is his accuracy 95%+ and he still can't hit anything? (also why is everyone else's accuracy 93%+ when they have a shooting rating of 3?!)
Please tell me what I am doing wrong... :(
#591
Ideas / Re: Thin Walls
January 06, 2015, 12:10:34 AM
Sorry for not responding sooner.
@JonoRig: No. The mod seems to be half walls that can be passed over. Basically re-skinned sandbags.
I want fully impassable walls, just thinner.

@ZznoonzZ: Yea. I would be fine with only center aligned walls, but it would be cool to have edge aligned walls too.
#592
Ideas / Re: What do you want in alpha 9/10?
January 06, 2015, 12:06:22 AM
Saw a lot of combat/defense related suggestions but didn't see this specific one so:

1: "Stuff" related turret construction:
No I don't mean building stone turrets or wood turrets.(we can already do that, oddly enough)
I mean being able to grab an Uzi and make it into a turret, or a LMG or Minigun and make them into turrets.
Basically the armament of the turret should be variable based on the ranged weapon used.

2: Non-Powered Mountable turrets:
Like the mortars, these turrets require a colonist to control it but don't explode.

3: Different explosion for turrets on death:
I get the explosion is there to prevent spam, but I just don't like how utterly deadly and destructive it is.
I can't see anything a turret could possibly be made of that could explode in a way to take down even wood walls, let alone stone walls. The radius is fine for balance reasons, but it should be softer in the sense it can't destroy harder structures. (other turrets not counting as harder structures)

4: Air Tight Doors:
Unlike regular doors they do not allow the transfer of heat/cold.
(should probably be expensive and time consuming to build)

#593
Ideas / Thin Walls
December 15, 2014, 08:31:20 PM
Fairly self explanatory, thin walls are cheaper weaker versions of walls that can built swiftly for early game, emergencies, or in areas where durability is not needed.
I suggest:
25% of the health of a normal wall(of the same material)
50% of the build time of a normal wall(of the same material)
~50% of the build cost of a normal wall(of the same material)
50% of the insulating effect of a normal wall(of the same material)
Slightly negative beauty.

Should allow conduit versions, but the metal cost(for the power transmission) is the same as any other wall.
Should still count the same as a normal wall for things like being indoors/spacious interior, ect..
Maybe conduit version have a risk of explosion in rain?

Obviously the "thin-ness" of the wall should be represented visually as well.
#594
General Discussion / Re: Butchering rotting corpses?
December 11, 2014, 05:56:03 PM
Ah. Ok then. I knew it was rotten, but I didn't know if you could butcher rotting stuff.
You could the last time I had played.
Thanks for the quick reply.
#595
General Discussion / Butchering rotting corpses?
December 11, 2014, 05:49:57 PM
Is it possible? Because I have 2 squirrels in a designated drop zone, but none of my colonists will butcher them.
They've been dead for 7.5 days. Is that too long?
I have a butchering table set to butcher all creatures forever.
Ive removed all other jobs except cook and suspended the stove bills.
They just idle like a bunch of idiots.
I need that leather damnit. >.<
#596
Work around found. (would still like a directly coded solution eventualy)
Set food quality of the wood log to Plant.

Animals probably can still eat the logs, but humans will not.
Humans will eat the resulting meals just fine.

Thanks for the help.
#597
That was the first thing I tried. It does not work.
It makes the meal fine, but throws an error when the colonist tries to eat the meal.
The error prevents the colonist from receiving any nutrients and remains hungry, the meal is still lost.

EDIT:
To clarify, my problem was not being able to make the meal.
Rather getting the colonist to be able to eat it, but not be able to eat the wood.
#598
How to make a food only edible after it has been cooked?

I want to add woodlogs to a food recipe for a wood stove, but it only works if the woodlog has food entries.
But now colonists will eat wood logs. How can I stop them from eating woodlogs but still eat the resulting cooked meals?
#599
Unfinished / Re: Hunter Animals Mod [A5]
July 14, 2014, 01:44:39 AM
Yea. I probably still need to do some balancing.
I forgot I had them currently balanced against a stronger set of Muffalos.  :-[

Ill edit the opening post to reflect how I would balance them against vanilla animals.

EDIT:
Also, as mentions in my plans, they are going to mostly flee from armed humans.
#600
So my first step into DLL modding has been getting a new carnivore animal to spawn, hunt, and eat other animals.(and yes, even humans)

So far it is a success, though it still needs plenty of tweeking.
At this moment I don't feel the mod is ready for release.
But I will post this to prep for a future release, and to let you guys drop opinions on the info so far:
EDIT: Also as a place to leave a to-do list. :P

So far the mod adds:
-new animal:
    Wulf
        Health -              70
        Walk speed -       1.15
        Melee damage -    15

-JobGiver Class:
    JobGiver_HuntAnimals
        When Urgently Hungry will seek out a corpse and butcher it on the spot.
        Corpse can not be another Wulf, unless Starving.
        Corpse must be 'Flesh'.(no mechinoids)
        Corpse must be within X squares.
        If no corpses are within X squares the Wulf will hunt the closest living animal.
        Prey must be within Y squares.
        Prey must be 'Flesh'.(no mechinoids)
        Prey can not be another Wulf, even if Starving.
        Prey may be Humanoid.
        Attack and Butcher positions are reserved so the Wulves will not stack on the same square.

-JobGiver Class:
    JobGiver_RangedDefense
        When Health is >= 65% will seek out and attack targets. (meant to be territory defense)
        Targets must be withing X squares.
        Targets can not be incapacitated.
        Targets can not be another Wulf.
        When Health is < 65% will evade nearby Enemies.
        Wulves do not count as Enemies.
        If the Enemy is an Animal, it must be within X squares.
        If the Enemy is a Human or Mechanoid, it must be within Y squares.
        If the Enemy is a Human or Mechanoid, it must be in 'Line of Sight'.
        Each Evade Destination is reserved so the Wulves will not stack on the same square.

Plans:
-Implement a 'disengage attack' if enemies in JobGiver_RangedDefense get too far away, or too low on health. -Targets below 45% health are ignored. Needs testing
-Implement 'Flee when Attacked' mentality in other animals. -Muffalos now flee when attacked.
-Fleeing from humans will depend on if they are armed.
-Better evasion from an enemy when fleeing.(currently they just wander at sprinting movespeed) - second pass on fleeing away rather than fast wander
-Implement pack mentality. - framework in place. Herd's/Pack's Alpha is generated and recognized
-Expose variables. -9 expose variables, 6 used
-Whatever else I can think of.

Changes 7.14.14-
-Targets below 45% health are ignored when defending territory. Needs testing
-Muffalos now flee when attacked.
-First pass on fleeing away rather than fast wander
-9 exposed variables, 6 used
    JobGiver_RangedDefense
        territoryRange - unused
        personalSpaceRange - max range to check for encroaching enemies
        fleeFromThreatRange - max range to check for enemies to flee from
        fleeFromArmedThreatRange - max range to check for armed enemies to flee from
        evasionRange - unused
        fleeToDistance - max range to flee to when fleeing
        shouldEvade - should evade? or flee

    JobGiver_HuntAnimals
        huntForCorpseRange - max range to check for corpses
        huntForAnimalRange - max range to check for prey
   
Changes 7.15.14-
-Second pass on fleeing away rather than fast wander
-New Map Generation Step to support spawning Herd/Pack Animals
-New ThinkNode for Herd/Pack Animals