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Messages - Geertje123

#1
I kill everyone with a perk that increases mental treshold. I hate the "poor mood" and "terrible mood" messages, so I just euthanize them.
Though if you euthanize them everyone gets a debuff, so I have to put them to sleep in the freezer I built for such cases.
#2
Ideas / Rivers and bridges!
May 25, 2015, 06:20:22 AM
Rivers, using the same water as at the sea. And bridge tiles to create bridges so you can pass rivers!

It will make it a nicer challenge to get to certain resources if you have to pass a river first. You can also set up good defense strategies using rivers against enemy raids.
#3
General Discussion / Re: Is Tynan a robot?
April 21, 2015, 11:47:24 AM
I think Tynan is a bot. He even hacked a red username in for himself. Can we ban this bot?
#4
I only used to edit saves when my colonists got a meal stuck on them and died of starvation. I fixed it by clearing their inventories. Haven't had that bug anymore ever since so no need to edit it.
#5
I used to have that too. I started keeping to some simple rules and it never happens again.

Only build as much sculpting tables as you have artist. So if you have 3 artist, have 3 sculpting tables.
If they start working on a second sculpture, select it and press cancel.
#6
General Discussion / Re: Endless play
March 04, 2015, 08:14:14 AM
Quote from: Kegereneku on March 04, 2015, 04:50:18 AM
Sometime I see Endless Sandbox as a cancer...

Somehow it doesn't matter if the game maker tried to make a suspenseful game with carefully balanced game phase, multiple way for the story to go, critical resources management, multiple ending all with a sense of urgency and survival.
...because people, on the flawed logic that "infinite is better than finite", inappropriate comparison with Minecraft, or the hope that the developers will upscale everything to "the next level"... people will vote for endless play not knowing if it mix well with the gameplay, wreak havoc in the balance or just deny everybody a good end.

We are all forgetting the innate advantage of a story with a start and a end : It allow us to be satisfied after a good game and ask for nothing more than to start again without being handed down an already successful situation.
Alternatively the main way to deal with near-infinite playtime is to have uniformly simple/boring game mechanic that cannot fail on the long run.

So I'm not saying we shouldn't have a "keep playing" option or the possibility to avoid a "End" (spaceship end or else), just that the game shouldn't treat it as normal and should keep putting pressure on the player.
At best I would suggest an "end hook" specific for "endless players" which end the tales, show the credit and THEN give explicitly the choice between a storyteller that will try to annihilate them or one that don't.
[/opinion]

*If you don't understand what I mean, consider the following.
- One player will like to build and launch one spaceship under heavy fire. Like in a epic tales.
- Another however want to build several spaceship of killer cyborg (since they are remembered).
Both demand for the Storytelling AI to know what you want to do, distinct End is a mean to that.

When I play the game I never build a spaceship and go away, simply because I find it too much of a waste to leave my base alone. I like to push the limits and get the most colonists and the largest base possible. I do not feel the need for an 'end'.
#7
General Discussion / Re: Most useless workshops ?
March 04, 2015, 08:07:42 AM
Quote from: lusername on March 04, 2015, 06:55:44 AMthe most useless? The beer brewery. A tiny buff that barely lasts, and it ultimately causes a penalty? What is this good for again? I've never, not once, felt the urge to build it. The production pipeline is too long and labor intensive and it causes a mood penalty, when colonists are flakey enough as it is. Maybe the system is just underdeveloped at present.

A brewery can be good to make beer. If one of your colonists is near a mental break you just feed him a beer, which gives him a +10 mood boost.
#8
General Discussion / Re: Most lucrative item?
March 02, 2015, 03:18:39 AM
Quote from: MsMeiriona on March 01, 2015, 09:30:59 PM
Also, if you can keep your alcoholic little brats from drinking it all before the traders get to you, beer is a good income.

Lock a teetotaler in the hops fridge with the brewing stand and a trade beacon, micromanaging through their production, then letting them out and locking the door behind them.

Maybe have an airlock so you can avoid accidental invasion.

Look, they go for the beer like ants to sugar.

I have bad experience with this. It takes a lot of time to brew and every beer sells only for $1,50.

So from my experience so far it's just not lucrative to sell anything growable. Art is currently still a nr 1 for me
#9
Ideas / Re: Water system (Toilets and showers etc)
March 01, 2015, 11:47:23 AM
I like this idea. +1

The only downside I see to it is that colonist will spend too much time eating, sleeping, showering and going to the toilet, so that there is only little time to do other jobs like building, mining, growing etc.
#10
Quote from: lusername on February 26, 2015, 09:43:27 AMThis seems like a rather curious end-game goal, though. I mean, where would you GO? To go crash on another crappy planet? Why I can't I use the frikken antimatter reactor to power my base? More importantly, I can build an ANTIMATTER REACTOR, but I can't seem to build a GUN?

Lol, this seems like an issue indeed
#11
Quote from: Shinzy on February 26, 2015, 08:55:03 AM
are they both from same material?
stone doors open really slow even as auto doors

Ah snap, didn't know that...

The fast one is from steel, the slow one is from slate. :p
Thanks for the tip mate
#12
General Discussion / Why are my auto doors not working?
February 26, 2015, 08:51:11 AM
I have a line of auto doors at the top of my base (vertical) where they move through really fast, and I have a line of auto doors where they move through really slow, like normal doors.

What is causing this?

The fast one:


The slow one:
#13
General Discussion / Re: Most lucrative item?
February 26, 2015, 08:02:04 AM
Quote from: winnsanity on February 26, 2015, 07:44:13 AM
devils strand make a gigantic grow zone for it and make parkas out of it when its done growing.  It takes a while but your colonist will only need to plant and cut.

The problem I experienced with this is that it is impossible for me to grow them. It takes a lot of days, and I always have a solar flare in that time. And since I grow them in hydroponics it's just one solar flare and all the plants are dead.
#14
General Discussion / Re: Most lucrative item?
February 26, 2015, 07:24:03 AM
Okay, but if you would look at growable items. What item do you think is most lucrative then?
#15
General Discussion / Most lucrative item?
February 26, 2015, 06:28:47 AM
I noticed that you can grow a lot of new things since the new update.
I used to grow cotton a lot and sell it. Are there any new items in-game that sell for more money, or are more lucrative to grow and sell?
I could try it out myself of course, but I'm curious if someone already took the time to look into it.