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Messages - MerlosTheMad

#1
Ideas / Re: Mining Bases
September 01, 2017, 01:03:08 AM
You can already do this though. o.o
#2
Ideas / Re: Your Cheapest Ideas
September 01, 2017, 01:02:31 AM
Steam geysers should have varying levels of strength, to add a bit more rng and fun to those desperate cold climate starts. ^^ Nothing says fun like slowly freezing to death.
#3
Ideas / Re: Your Cheapest Ideas
July 16, 2017, 08:49:50 AM
Quote from: Pirate333 on July 11, 2017, 10:41:43 AM
Hi! My idea is so cheap, I doubt I am the first one with it, but I couldn't find anything on it.

The Problem:

Transport pods suck. You need to invest quite some material to build them, which is ok, but you can only do half a journey. Means you are stuck a long range away from your village. So I tried to take enough material to build new pods, but the steel is too heavy. So I mined it at the new location. But I didn't manage to do it in time before forced leave (don't understand the logic of these either). Anyway, even if I would have made it, it sucks. Especially if I raid other towns, I may have injured pawns. Also I don't want to do a lot of micromanagement, just to get them back without starving in the nowhere. From an economic perspective a raid like this does not make sense at all.


The Solution:


Make Transport pods 2 way vehicles. So after landing somewhere, you can load them again and return to your village.
This would make especially raiding much more profitable and end game more interesting.

No, the solution is to just found a temporary colony to build your new pods. You can have multiples by going into the options and turning that feature on. It's off by default because it's still being tested. This way you shouldnt get kicked from an area after three days.
#4
Ideas / Re: Your Cheapest Ideas
July 13, 2017, 10:40:36 PM
We need a mechanoid version of a siege, but instead of them mortaring you they just periodically replicate and send a few mechs at your base.
#5
Ideas / Re: Your Cheapest Ideas
July 09, 2017, 03:03:35 AM
How about a rat infestation event in your freezer/base? Kind of make it a lesser insect hive event for earlier in the game or on lesser difficulties.
#6
Ideas / Re: Your Cheapest Ideas
April 03, 2017, 09:55:36 PM
A health condition that basically amounts to a settler being infested with aliens. If you fail to treat them fast enough they explode and megaspiders poor out.
#7
Ideas / Re: Your Cheapest Ideas
March 31, 2017, 10:06:32 PM
WE NEED SHEEP. THERE'S EVERY KIND OF WOOL IN THE GAME BUT SHEEP WOOL! lol
#8
Ideas / Re: Your Cheapest Ideas
March 20, 2017, 07:18:50 PM
I reaaaally need horses, sheep, and shetland ponies to be added. >.<

Hey, and a double door, for my inner OCD when designing a base. omg I want to use even number rooms again...
#9
Ideas / Research tree shortcuts
March 11, 2017, 12:22:42 AM
I've noticed with a lot of mods some of the research gets shoved to where you can't click on them. A solution to this would be to make the research tree navigable to some extent through the names of the techs on the left. Being able to select them that way would fix the issues introduced since the recent design changes.
#10
Ideas / Re: Your Cheapest Ideas
December 08, 2016, 06:38:24 PM
Quote from: Konscience on December 07, 2016, 07:17:23 AM
Quote from: toric on December 04, 2015, 11:19:38 PM
solar flares do not effect electronics under mountain roofs.
This. I do believe there is already a trigger reacting to "Under thick roof" zones (Infestations?)

On a side note, why can't we no longer plant Devilstrand in hydroponics?
While it is immune to blight, we can't no longer grow Devilstrand in arid or mountain biomes, due to the lack of >70% fertility ground (Devilstrand die before maturity in this case). Hydroponic was the only viable way to grow it : /

Almost everything you said was a double negative or backwards. lol I think I follow you though.
#11
Ideas / Re: Your Cheapest Ideas
November 29, 2016, 07:32:22 PM
Make it so animals can mutate in nuclear fall out and become mega versions of themselves. a Mega-hive of radioactive rats would be fun to take on. lol
#12
Ideas / Re: Your Cheapest Ideas
November 11, 2016, 04:33:20 AM
TYNAAAAAN

Please add sheep. Thank you. :3
#13
Ideas / Re: Your Cheapest Ideas
September 12, 2016, 07:19:57 PM
Instead of compacted machinery inthe sides ofmountains, how about we get some models for old broken down mining and construction equipment left out in the wild, old parts/junk piles in buildings, and junkpits that colonists can scavenge around in.

The junk pits could even add in a new disease! Tetanus! ^^
#14
Ideas / Re: Your Cheapest Ideas
September 09, 2016, 01:37:45 PM
Here's a couple easy changes that would benefit the game's immersion.

Cargo Pod change: Instead of every drop always simply being the same item in every pod... how about some of the drops have variance to them. Make them half corn and have eye patches, instead of just 9 eye patches I have to deal with. : P

A fallen tree model. When trees get damaged in a firefight rather than disappearing  or turning into logs, how about they tip over and become deadwood/a trunk? It'd make the map look a little more interesting to look at too when zoomed out.

Better technology blurbs in the research menu: this might be mostly the mod technologies, but some of them I've noticed don't list what exactly they unlock.
#15
Ideas / Re: Visit/Attack npc colonies
September 08, 2016, 05:54:13 PM
I dunno, I'd be fine with it looking like a fully built area, as I doubt you'd want to stay there and leave your old stuff behind. But hey, having the option to would still be nice.