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Messages - Kolljak

#121
Ideas / Re: Food Filter for colonists
April 30, 2015, 09:18:44 AM
Ive had a few good ones following are my ideas

Medical Filter
Food Filter
Rivers biomes [biomes may sometimes have a water river threw them] [and make deep water inpassable]
Adjacent land biomes [similar to coast lines only with 2 biomes instead of water]
Weapon Maint parts [body part def for guns .stock, barrel, receiver, mag, what not. that can be damaged and or broken apart to fix other guns of same type. ex Survival Rifle repairing sniper rifle.]
and last but not least.
More Mechanoids types i love More mechanoids idea's i would love for the little crawler to be in the game.
#122
Thats what hes doing omni making them craftable. or trynig to. he would need Recipiedefs and alter the crafting bench of choice's def alongside the ResearchDef. i beleive. then agian im as an expert of XML as a Toaster Repairman.
#123
Ideas / Re: Food Filter for colonists
April 29, 2015, 09:29:18 PM
on this note i would also like Medical Filters also to save glitterworld for surgery.
#124
Ideas / Food Filter for colonists
April 29, 2015, 08:13:59 PM
Just as the Subject says a filter on what foods can be eaten by colonists. no more will my colonist eat raw potatoes before the cook can use them to make meals..... or eat raw meat because the cooked meals are being used by someone else who is far away and multiple people cant use the same item stack.
#125
Isnt that the blast door from TTM
#126
Outdated / Re: [MOD][ALPHA 10] Seeds Please! (V1.1)
April 29, 2015, 07:50:04 AM
Ive gone and removed your seeds mod for now after testing other then that 1 pick up bug. its pretty stable.

The i recommend you find a way for players to get seeds w/o needing communication so it is friendly with other mods

My recommendation is make it so bushes drop random seeds when cut down
[berry bushes dropping strawberryseeds at least] [Agave from agave plants] [and wheat from grass in some biomes.]

in order to level out the gameplay i found myself using a radio beacon from Clutter to drive the animals on the planet mad so i could kill them all for food :D.
#127
Honestly both would hurt like a bitch but the main diffrence is

7.62
72% armour pen on standard kevlar
90% on Kevlar Helmet
Kick's like a mule so accuracy is down

5.56 Standard nato

20% pen on Kevlar
20% on Kevlar Helmet
Lower Kick higher marksmen ratings.
#128
Outdated / Re: [MOD][ALPHA 10] Seeds Please! (V1.1)
April 28, 2015, 07:07:34 PM
Guess i gota stock up winter came and destroyed my crops and i lost all my seeds :D
#129
Outdated / Re: [MOD][ALPHA 10] Seeds Please! (V1.1)
April 28, 2015, 04:01:46 PM
Seeds are not droping from the plants on harvest other then = to the amount planted do i just have to do with this limited amount until coms? or is this not right?
#130
Outdated / Re: [MOD][ALPHA 10] Seeds Please! (V1.0)
April 28, 2015, 01:34:46 PM
I also came across this. had 20 seeds picked up 8 ... only got 8.
#131
I cant read that error can you copy and paste what it says into the post.
#132
Quote from: Kolljak on April 28, 2015, 02:40:37 AM
Not dead its Shelfed... honestly i do agree it should probably be taken down until minami is done with her life stuff. but i thought this mod was handed over to Want_Some did he go off and play something else?

Yeah it seems want_some went off to other things. that or is busy with school.
#133
Not dead its Shelfed... honestly i do agree it should probably be taken down until minami is done with her life stuff. but i thought this mod was handed over to Want_Some did he go off and play something else?
#134
I think the lag issue might be their map size if you play on any size that has the warning on it when you have a full fledge base and their is fire or rain it might have huge fps reduction ive been having this not persay with this mod but with the core game in general. with any 1 mod installed
#135
Quote from: Crimsonknight3 on April 27, 2015, 10:08:13 PM
If anyone is interested (I still need some finishing touches) I have made all of the (currently downloadable) Enhanced defence mods (apart from vents) compatible with Superior Crafting, and tried to balance them in the tech tree based on how hard/easy each tech would make the game. For example, the stargates, I have made it so that with every new colony 1 stargate will spawn somewhere on the map and it is your duty to protect it, until you can power it up, and use it. IF it gets destroyed (I am considering lowering its hitpoints by a lot) then you will have to research Crafting, power and constructing IV THEN research the stargate tech in order to build subsequent stargates. I think I'm going to try and go more balancing with the other sections but for the most part, tech tree is out of the way (I added TemperatureI and II but for some reason temperature I is spamming errors at the moment so ill figure it out tomorrow night :) )

I can do minor fix's and minor compatability setups if you would like it sounds easy.

1 question when powered does the stargate sometimes spew out enemies?