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There is this lame thing that gives you constructible soil tiles that are double the fertility of the best soil in the game, if you're some kind of pussy and can't handle human flesh: https://ludeon.com/forums/index.php?topic=11009.0 actually you could probably edit one of the xml files somewhere and tune that back to something not cheaty, pretty sure
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# ? Apr 11, 2015 09:56 |
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# ? May 11, 2024 08:16 |
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Tony Montana posted:edit: also how about one to change the colour of the colonist's clothes? I had one, it was just like a dresser you built and they could go up to it and pick from a colour wheel. Can't remember it's name.. That sounds like Snappy Dresser
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# ? Apr 11, 2015 15:10 |
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alternatively you can enable the dev console and use the "random color" feature on the items until they look how you want them, if you don't wanna mess with mods.
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# ? Apr 11, 2015 20:13 |
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Details of some fairly hilarious tricks involving graves: https://ludeon.com/forums/index.php?topic=12098.0 quote:Graves cannot burn, but the corpses inside them can, which clears them out. Toss a molotov on a mass grave field and let the fire do it's thing to clear the graves. Something amusing, corpses can immediately fill graves, so raiders will do you the courtesy of burying themselves every couple blocks when they die. If you seal a room, then you can weaponize graves by tossing fire on them and then getting the gently caress outta there, let that temperature creep up above and beyond heatstroke temperatures. This is rather exploitable at the moment because roofs can be constructed and deconstructed immediately by the player, so as long as you have coolers capable of keeping the temperature down as the heat leaks through doors, when the raid is over, you uncork the roof and pop, 800C goes down to 30C just like that. With such high temperatures, the whole room is also liable to become an impromptu crematorium, clearing the bodies as well, assuming you don't want any loot.
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# ? Apr 12, 2015 01:18 |
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Anything that dies on a grave will bury itself. I saw a mad squirrel do it once.
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# ? Apr 12, 2015 03:49 |
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TynanSylvester posted:Alcoholic animals. This may be my best bug yet. https://ludeon.com/mantis/view.php?id=1743 He'd better not fix that bug, that's awesome.
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# ? Apr 12, 2015 04:49 |
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If desert and arid scrubland biomes felt too easy for you (they did for me) MarvinKosh has expanded his Harsher Whatever package to include those two biomes, which is pretty great. He'll be tuning it over the next few days I'm sure as this is a first release but it's already quite a lot harder, e.g. there is no guarantee you'll have any farmable soil at all in desert and if you do, it comes in patches (like a little oasis). No more giant herds of 50 animals to be vacuum'd up either. https://ludeon.com/forums/index.php?topic=8004.0
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# ? Apr 13, 2015 06:43 |
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I don't think desert and arid settings will ever feel right to me unless water becomes a thing.
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# ? Apr 13, 2015 16:13 |
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Jet Jaguar posted:He'd better not fix that bug, that's awesome. Looking at the bug tracker, it's been closed with "no change needed" as the reasoning, so I guess it's staying. This should definitely be a feature for bears or something, actively hunting out your booze and getting shitfaced. Would be especially appropriate given that I store my booze outside on cold maps, in proud nordic fashion.
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# ? Apr 13, 2015 16:39 |
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OwlFancier posted:Looking at the bug tracker, it's been closed with "no change needed" as the reasoning, so I guess it's staying. Obviously we need to be able to catapult beer into enemy sieges so they all get drunk off their asses before our assaults.
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# ? Apr 13, 2015 18:12 |
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Leave small booze stockpiles outside in areas where raiders are likely to pass?
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# ? Apr 13, 2015 18:18 |
neogeo0823 posted:Leave small booze stockpiles outside in areas where raiders are likely to pass? I leave out steam generators protected by rock walls bristling with sentry guns. That is kind of like beer.
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# ? Apr 13, 2015 20:40 |
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How can you not like this embark
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# ? Apr 14, 2015 08:38 |
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https://www.youtube.com/watch?v=zdNuJ8ESJPIquote:Joy FairyNuff fucked around with this message at 18:40 on Apr 15, 2015 |
# ? Apr 15, 2015 18:37 |
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Well, that was more sudden than I was expecting, updating OP.
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# ? Apr 15, 2015 18:50 |
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Fuckin A, my mods
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# ? Apr 15, 2015 18:54 |
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This update looks really good. The quality sliders and outfits especially. And schedules.
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# ? Apr 15, 2015 18:57 |
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Well, off to make a colony of nudists wearing nothing but cowboy hats I guess. Even better, beer is a weapon, full Australia now. OwlFancier fucked around with this message at 19:14 on Apr 15, 2015 |
# ? Apr 15, 2015 19:08 |
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Conduit walls seem to be missing now. Edit: Apparently you just build them on walls now.
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# ? Apr 15, 2015 19:17 |
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Alaan posted:Conduit walls seem to be missing now. Can you build them on doors? I hated having to build autodoors to keep the network going.
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# ? Apr 15, 2015 19:31 |
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Danaru posted:Can you build them on doors? I hated having to build autodoors to keep the network going. Yes, but that's been in since at least A8 and probably earlier, same with building cable into existing walls. It's just always been a thing since I started
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# ? Apr 15, 2015 19:34 |
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Bondematt posted:Yes, but that's been in since at least A8 and probably earlier, same with building cable into existing walls. Huh, I never actually tried it, I just remember in A8, normal doors had cable automatically, and in A9 they suddenly didn't
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# ? Apr 15, 2015 19:43 |
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Doctors now automatically rescue downed colonists. Countdown to doctors pathing directly to the frontlines.
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# ? Apr 15, 2015 23:16 |
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Heffer posted:Doctors now automatically rescue downed colonists. Yeah that was a good news/bad news update. Countdown to first dead doctor started. Fires during combat were already a great way for your colonists to commit suicide.
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# ? Apr 15, 2015 23:20 |
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Colonists masturbate now, awesome.
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# ? Apr 15, 2015 23:28 |
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Does it improve their shooting skill?
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# ? Apr 15, 2015 23:31 |
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Drunk in Space posted:Colonists masturbate now, awesome. Oh my god. Blood loss affecting consciousness seems like a huge change- torso shots are actually good hits now.
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# ? Apr 15, 2015 23:40 |
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Drunk in Space posted:Colonists masturbate now, awesome. Ugh. Please tell me he didn't implement that lovely "Lord Fappington" sex mod.
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# ? Apr 15, 2015 23:59 |
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Drunk in Space posted:Colonists masturbate now, awesome. Hahahaha yes I just noticed this, saw a guy performing the "having private time" job which i figured meant just getting away from people, but then I noticed it was filling the "lewd" joy category Leif. posted:Ugh. Please tell me he didn't implement that lovely "Lord Fappington" sex mod. Nah, you probably wouldn't notice it unless you looked carefully. Hmm, maybe the update link should have been "get bored and fap about it"
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# ? Apr 16, 2015 00:02 |
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Pornographic Memory posted:Does it improve their shooting skill? No, but I'm wondering now how long it's going to be before someone mods in pools of jizz to go with the vomit and other crap your cleaners have to mop up. I'm assuming enemies will have this behaviour too? Can't wait to crack my first siege while they're all busy beating off around the mortar. Leif. posted:Ugh. Please tell me he didn't implement that lovely "Lord Fappington" sex mod. Sometimes you'll see colonists with their backs turned undergoing the activity "private time." If you go to the needs tab and check under joy, you'll see "lewd activities" going up. The new joy activities are actually a pretty neat idea, and are already making the colonists seem more alive. I just had an eclipse and one of the first things a colonist did was lie down and watch it. Of course when the eclipse ended all three colonists went back to their favourite activity of rubbing one out. One day I caught all three of them doing it in their rooms at the same time. Synchronized wanking. I've gotta buy these guys a TV or something, drat. Drunk in Space fucked around with this message at 00:10 on Apr 16, 2015 |
# ? Apr 16, 2015 00:05 |
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That's pretty hilarious, unlike the Lord Fappington collection of dumb poo poo. So as I watch for mods to update for A10, this one catches my eye Modular Solar Panels 1.9 - 1x1 solar panel tiles placeable however you goddamn want, no more helplessly watching your solar farm burn down because nobody can put the fire out on inner tiles (plus it can be walked through/under)
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# ? Apr 16, 2015 05:45 |
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You're all forgetting the most frontier development: Being able to use beer bottles as weapons!
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# ? Apr 16, 2015 07:58 |
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I hope modders figure out how to make the scheduler more granular so I can tell someone to craft/clean/whatever.
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# ? Apr 16, 2015 08:08 |
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Yeah I'm bit underwhelmed by the timetable because that's what I was expecting it to have, not just the very basic sleep/work/play with yourself/anything options currently on offer.
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# ? Apr 16, 2015 09:13 |
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It's pretty neat if you're into running a large population, i.e. you ignore the ship building/"win condition" aspect of the game, you can operate day and night shifts.
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# ? Apr 16, 2015 11:58 |
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I kinda wish there was more lore-related content to the game. It'd be nice to bits and samples of the Trascendent Tech, or seeing some of the opti-animals that he mentions in the primer. Also, more future weapons, in terms of variety. I'm fine if BFG 9000 spawn rarely, but it'd be nice to have more high tier guns in that tier.
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# ? Apr 16, 2015 13:50 |
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LotsBread posted:I kinda wish there was more lore-related content to the game. It'd be nice to bits and samples of the Trascendent Tech, or seeing some of the opti-animals that he mentions in the primer. Also, more future weapons, in terms of variety. I'm fine if BFG 9000 spawn rarely, but it'd be nice to have more high tier guns in that tier. I get that the idea of the game is that you're playing on a lovely border world that may have been nuked into the stone age at some point, but it is a little sad that it doesn't look like we'll get to see a lot of these things like genetically enhanced people and crazy future tech.
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# ? Apr 16, 2015 14:07 |
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Alaan posted:I hope modders figure out how to make the scheduler more granular so I can tell someone to craft/clean/whatever. Don't the priorities address this for you? click the red cross on the jobs overview.
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# ? Apr 16, 2015 16:36 |
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No, they only range from disabled to 4 to 1, and within each priority they have internal priorities of their own, so basically unless you make cleaning priority 1 (e.g.) then certain tasks just never get done because they're overridden by others in the same user priority. e: my own approach is to set everyone's cleaning to 2 but that only starts to work when you have 5-6 people Flesh Forge fucked around with this message at 17:02 on Apr 16, 2015 |
# ? Apr 16, 2015 16:58 |
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# ? May 11, 2024 08:16 |
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Slime posted:I get that the idea of the game is that you're playing on a lovely border world that may have been nuked into the stone age at some point, but it is a little sad that it doesn't look like we'll get to see a lot of these things like genetically enhanced people and crazy future tech. We better loving get those talking dogs at least.
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# ? Apr 16, 2015 16:58 |