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https://steamcommunity.com/sharedfiles/filedetails/?id=3414421281
Hope it helps anyone!
https://steamcommunity.com/sharedfiles/filedetails/?id=2910219893
you can find my fork here: https://steamcommunity.com/sharedfiles/filedetails/?id=2710751858
But, yeah. Even if I used this mod, I'd still want to set up a honeytrap spot for infestations to happen - with a kill zone - so I could farm them. Obviously, turning off infestations precludes that from happening.
Maybe I should make my own version? I do not like being able to build armored tiles without unlocking them through extra research. And I don't like how there are armored versions of so many different tiles, including sterile hospital tiles and even... carpet?! It does seem OP.
even when you armor up completely, if you don't set up a kill zone. congrats, infestation happens
Tried writing a patch for it but I guess these things are more complicated than copying and pasting some things and changing values.
Going to see if I can write some patches for other mods that add flooring.
I thought it would detour the spawning *of hives*, and force them to the nearest unarmored tile - i.e. that I could armor certain, important rooms (Rimatomics reactor-rooms, research labs, workshops), and keep the bugs to hallways/bedrooms/whatever.
Unfortunately, it sounds like this mod is fairly useless for underground bases, then? As unless you armor *thousands* of tiles, a large enough infestation can still "bleed over" onto your armored sections.
That's too bad! Thanks for the explanation, @Jonny Darko. <3
What he propably ment by that: another tile nearby caused that event and then they spawn around that tile. In your case judging by the picture the event happened on your unarmored corridor to the south! After the event triggered it spawned insectcs closeby, which is inside your workshop too!
I've armored my entire workshop, as well as a couple other rooms; but I just had a huge infestation spawn … in my workshop, dropping hives on top of (and thus insta-destroying) expensive stuff like a Fab Bench:
http://i.ell.io/e7nVhk
(All of the "smooth marble tiles" in that image are "Armored marble tiles", from this mod)
1). XML error: Duplicate XML node name designatorDropdown in this XML block: <TerrainDef ParentName = "FloorBase" Name = "ConcreteFloorBase"> <defName> Concrete </defName> <label> concrete </label>...
2). XML error: Duplicate XML node name designatorDropdown in this XML block: <TerrainDef ParentName = "FloorBase" Name = "PavedTileFloorBase"> <defName> PavedTile </defName> <label> paved tile </label>...
3). XML error: Duplicate XML node name designatorDropdown in this XML block: <TerrainDef ParentName = "FloorBase"> <defName> WoodPlankFloor </defName> <label> wood floor </label>...
4). XML error: Duplicate XML node name designatorDropdown in this XML block: <TerrainDef ParentName = "FloorBase" Name = "SterileFloorBase"> <defName> SterileTile </defName> <label> sterile tile </label>...
They used to work fine together
And a "ugly" floor that is nicely priced for its ability is quite neat!
This way you can better utilize other floor tiles for aesthetics and other reasons.
1) Can you make a medieval-tech version for those playthroughs? Perhaps a higher steel cost to compensate for the lack of plasteel.
2) Can you make the layer for this tile one less than the standard floor, so you can build this on the ground and then other floor tiles on top of it for aesthetics? Could be a separate tile if preferred, and I know other mods like Bad Hygiene do something similar with the layers (that mod's plumbing is beneath the floor by default).
Thanks
Like.. the crude ugly armor plates in medieval, some sort of lighter more durable armor that looks better for industrial, and some awesome "we found amazing new metal properties" version for spacer or so.. each locked behind their own research.
Like in StarTrek, where their windows actually are transparent aluminium ;)
As for your insect break- in, I suspect that there was a single missing piece of floor that allowed them to come in.
Also: Any way to make an Armored Ceiling mod or something to that effect where drop pod raiders can not crash in to your colony? Maybe Colony shields with a certain range around the base?
You could ( "cheat" * ) use the dev-tools to remove the "fog of war"(FoW) so you can see inside the mountains if there is a hiden room, I think you can re-generate the FoW with the same tools.
You enable the dev-tools in the options menu, if you haven't already.
(* I don't considder it as cheating, because the Sappers path-finding actually knows about these holes, while you don't, which isn't really fair. )