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Messages - IncognitoMode

#1
Ideas / Re: Additional penalties for extreme room-sharing
February 25, 2014, 06:38:22 AM
Good point.
#2
Ideas / Re: "Go to bed early"
February 21, 2014, 01:02:46 PM
I agree with the setting of shifts... This ties in so, so nicely with the idea of guards.
#3
Bugs / Re: Geothermal generator bugs
February 21, 2014, 09:54:40 AM
I was simply playing the game and now using dev mode to get through the game quickly to find the problem by bypassing resource collection, starvation and raiders killing me. I have played around another hour in mostly full speed and have not it the problem again. So far there has also been an eclipse which didn't prove a problem.

I deleted the save of the original game due to rage. And I would not know how to anyway... As I said I will keep you posted with my findings but I have an extremely basic knowledge of script/programming.
#4
Bugs / Re: Geothermal generator bugs
February 21, 2014, 06:34:34 AM
Sorry, I assumed I didn't need to as it has been reported already.

Version Found - 0.1.334

Title - Geothermal generators do not produce power correctly after save

Summary - When I return to a saved game (via a save generated by me) my geothermal generators only produce power equal to the amount produced when I saved the game. If I reconnect anything to the generator the generator proceeds to produce the amount of power that that item(s) needed less than it was producing before.

Steps to Reproduce -
1. Entered game and changed to dev mode wit god mode on and built a battery room, a generator and a dispenser.
2. Left game running at full speed to allow batteries to fill a little. (built some bedrooms while I waited)
3. Save game.
4. Quit to OS
5. Reloaded the save game and looked at power at generator and in batteries.
6. Power worked fine


Expected Results - The above is what I expect to happen in a "healthy" game, however this is not what I expected to happen in this test, I expected the power to fail as noted earlier.

Actual Results - Power worked fine

Notes - Previous experiences have been on a game that has been played for hours which has included several events including raider attacks, Solar flares, storms and short circuits. I believe the problem originates from either Solar flares or short circuits. I will continue to test if I can.
#5
Bugs / Geothermal generator bugs (need info)
February 20, 2014, 02:47:31 PM
I know this has been said before but I just wanted to point out that I still have a problem with these working when I load a game. Very, very, very frustrating.
#6
Ideas / Re: Your Cheapest Ideas
February 17, 2014, 02:01:13 PM
Autosave on/off function (if this exists already then I cannot find it)

Thumbnail of map on the dimensions pop up (like on C+C games) <<< might not be cheap enough but not worth new topic.
#7
Ideas / Re: On Demand
February 17, 2014, 01:57:58 PM
I personally think there should be some kind of lesser door that doesn't require power (wood, if that is implemented) and the current doors should be called powered doors that need power to work but only consume power when used.

Also I think there should be motion sensor lights that light up when someone gets within their radius.
#8
Ideas / Re: Manufactured Rock Walls
February 17, 2014, 08:29:40 AM
Maybe the brick walls cannot be repaired, only deconstructed (leaving the raw material for bricks) and then rebuilt. It will add diversity.
#9
Ideas / Re: More Threats for the Colony
February 17, 2014, 08:22:51 AM
The Brotherhood

Even though quite rare, the The Brotherhood are a threat to be wary of. These people are more organised than raiders. When they first land they will not attack, but will begin to build an outpost. Although, at first, they are harmless given time they will  try to capture your men for ransom, recruit raiders and steal your resources.
#10
Ideas / Re: Circuit Breaker structure object
February 17, 2014, 08:01:04 AM
+1

Yes! I don't think there would be much need for any other power options with this. It is so simple too.
#11
Ideas / Re: Guard stance
February 14, 2014, 12:16:25 PM
The grouping system would be very nice.
#12
Ideas / Change to Blight
February 14, 2014, 09:05:26 AM
I have been playing a colony and everything is perfect, a few colonists unhappy about recent raider attacks etc but on the whole it looks like I will be tending to some happy colonists for a long while. No... blight happens and, even though I have stockpiled food after a few minutes of playing my growers can't keep up and everyone starves. I know this is meant to be difficult to handle and everything but I have had two individual areas of crops before and the blight has wiped them both out.

I would like to suggest (if this doesn't come with the cooking update) that we have multiple crops that are planted in different growing areas (marked like storage). Then, just like IRL tomatoes and potatoes get real bad blight but then other plants like onions and cabbages are fine. On the flip side of this there could be messages saying "The ground was too wet, all your onions rotted" and "Although 100's of butterflies are a pretty sight, they have wiped out your cabbages."

Also the variety of different veg would make recipes in cooking more interesting. I am assuming these are being implemented.
#13
Ideas / Re: New Job suggestion: Pet Tamer / Herder
February 14, 2014, 08:24:21 AM
Nice idea.
#14
Ideas / Re: Guard stance
February 13, 2014, 09:49:49 AM
Was literally about to post this in cheap ideas but then I realised it wasn't cheap.

I think instead of patrol routes there could be guard towers that increase line of sight and allow shooting over walls.

Also, guard cabins that would be a place where guardsmen would go to sleep and eat without heading all the way back to the main colony. In guard mode they could also fire at boomrats and squirrels.
#15
Ideas / Re: Building a new ship.
February 12, 2014, 07:08:09 PM
Sorry for the clutter... Although you cannot expect me to read all the forums, they are rather extensive.