Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Extra question, is there an item, that makes your colonists stop losing XP? I found mods for that, but I would feel a bit better if it's from a brain implant thant a game cheat. Like if your builder has nothing to build for a while, because of materials or you juts finished most of the building works, but want to replace things in endgame made of jade or even gold, then you look at the colonist and find that it went from 20 skill to 18 and almost 17...
Please again, make a smaller version, with only normal bionics and syn-organs (+spine and stuff), without advanced things. I think the closer a mod is to the core game, the better it is, also it would be easy to do for you, since you just copy your whole mod and delete the advances stuff from it, and nerf the syn-organs a bit (they're at 20 or something % currently).
For the XP, currently I'm using Mad Skills, the other mod id Static Quality Plus (this merges a lot of mods and enhances them, including mad skills, but uses a different method to modify XP loss, also has a different static quality system, so I'm using No Random Construction Quality instead)
Currently I'm experiencieg some weird things, probably because one of the tons of minimods I'm using.
I've disabled raid, because of the insane storage dependant raid difficulty, but I've let random people run come for help at my base, so I can accept (and euthanise) them, and have some action, when I feel myself ready for it.
But now, there are only 1 man raids with no equipmet at all or some weak craps :/
So I have a 5 year old base with almost maxxed out superhumans with bionics (10 in total) and a god thrumbo horde (even managed to train them to max). But I can't get some attacks to my base.
Moving out is just not profitable unfortunately.
Tried it out for the first time at a "precious lump of tressures", which was a simply heavily guarded gold teller.... I get more gold from a 2 unit deep driller... and it was guarded by around 8-10 relatively well equipped people. (but I've massacred them)
I feel the resource system realy unrealistic to be honest.
You can build a unit of wall out of 5 bricks, but you need 25 bricks for a door, which is actually weaker, than the wall, if it's automatic, you need another 40 iron, which can be 8 units of wall... it's just feels very, very weird. I would realy reccomend a mod, where resource costs are more realistic, and you need ♥♥♥♥♥♥♥♥ of resources for building up your actual base, but not that much of those materials to craft some stuff, however, there should be some other way to nerf the resources too, make iron and other resources "raw", that needs to be refined, so like you can mine out now 30-35 iron from one unit of iron mine, but you have to refine it, so you will get about 2-3 steel out of it only, AND you need (since you can stack 75 steel into 1 spot) around 40-60 steel to build up 1 unit of wall and would need a lot of time to actually build up your base.
In this way, people would think about being time and resource efficient at start and they will do small caves for early survival with only the doors built, and thenwill they build up their actual base. However, the items should need much less resource to craft.
The crafting system is also weird, you get a 0,5 or 0,6 kg component out of 25 unit steel, which is 25x0,5 kg what?? Are the colonists eating the other 23-24 units of steel, while they craft the component?
Things like these are, what concerns me, but the game has the potential to be the best game in it's category if it's not that already.
Also, I'm writing these in hope that once you will make a mod for this type of gameplay :D
- Only prosthetic digits, no Aerotech/Bionic counterparts
- Would only be equal to, or slighly worse than organic digits
- Allows you to fix a pawn without replacing an entire hand
- If prosthetic fingers are slightly worse, still gives incentive to replace with bionic hand if all fingers are missing on a hand.