Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Ender

#31
Outdated / Re: [MOD] Shields!
June 04, 2014, 07:07:27 PM
Quote from: Jones-250 on June 04, 2014, 03:20:33 AM
Quote from: CmdrQuartz on June 04, 2014, 02:41:02 AM
It's probably seeds from stuff like poverty grass. The little dot they send off to spread apparently counts as a projectile.
We need a mod that makes pollen act like bullets, hurting colonists and such. Hardcore!

So recreate the movie "The Happening"? :P
#32
Quote from: Headshotkill on May 09, 2014, 02:50:38 PM
Looks like the game will now calculate raider attacks based of the colonie's wealth and it's strenth as a secondary parameter, this sounds awefully dwarf fortress-like but I love it! :D

I like it too! no matter how dwarf fortress it sounds, its the only real way of making sure you dont get simply pounded into the ground after a really bad crop harvest messup, and a attack.
#33
Quote from: minami26 on May 10, 2014, 06:42:11 AM
Hey guys, here's an update from my colony the other day, spent a day playing!
I Present to you "Colony Trost" it lives with the definition of its name!


Thats Beautiful man... just beautiful.
oh! oh! you have to name someone Eren!
#34
Quote from: ItchyFlea on April 19, 2014, 02:42:05 AM
I'm slowly putting something together. If I knew how to code in C#, I figure this would be dead simple to accomplish. Since I can't, I'm doing the next best thing, a core mod replacement.
It'll be ready soon:)

SQUEEEEE!!!!

ahem.

I have been looking forward to this for quite a while, i'm happy that there is a slightly faster time table than the end of time.
#35
Quote from: Monkfish on April 19, 2014, 11:00:57 AM
I use graves as a tally of how many have died. I mark colonist graves with a plant pot.

I do the same, except i only make graves for colonists, with a nice plant pot
#36
Quote from: Tynan on April 16, 2014, 10:45:47 PM
Why thank you!

It is getting exciting around here, what with the mods advancing so rapidly and stuff like this fan-made RW intro video.

holy Muffalo! thats awesome! i'm on these forums every day and i haven't seen this its great!
#37
@torgaddon a really well layed out base i must say. though my destructionist side makes me want to see what heppens when a couple raiders get in that big juicy battery room!
#38
General Discussion / Re: The Big Patch Notes Topic
April 17, 2014, 10:08:41 PM
Quote from: bigwolf2101 on April 13, 2014, 06:26:01 PM
ok it don't say in patchnotes but did he add a bunch of pawn names that are new?
and take out salt lol

It does actually say it, "April 8, Integrated new player creative content."
#39
Quote from: Nasikabatrachus on April 16, 2014, 10:38:00 PM
Here's my latest: Little Dhaka.


that's quite the sad story i must admit. But you do know about Molotov's right? burn the bodies with alcohol!   
#40
Quote from: Architect on April 15, 2014, 06:42:36 AM
Quote from: Aenir on April 15, 2014, 01:58:12 AM
Why does an engine falling from space and going critical summon Thor to cleanse the planet in divine fire?  Seriously, why does it spam lightning all over the map?  The entire map is raging firestorms afterwards, it's lagging the game to hell.

Largely because I'm a horrible person :P It occurs so often because it is a slightly incomplete feature, in the sense that there is going to be lots that fall from space, some of which will be one end of the nice spectrum, and some of which will be the exact opposite end of said spectrum. However I realised it was a bit OP atm, which is why it is a building which can currently be deconstructed for resources if you get to it in time, and I made sure that sometimes it actually burns up when it hits the ground :P It will all be a lot more balanced with 2.4.0, I can promise that.

However, to make sure of that I'm not making the same mistakes again where it doesn't get tested properly so, starting today I'm recruiting a more official testing team who will get my releases first to make sure there are no stupid bugs like wire being spawned a million times over, or not being able to deconstruct things. These were unacceptable and unnecessary bugs which i should have noticed, so if anyone here is willing to help me avoid them, I'd mighty appreciate it. :P

I volunteer as tribute! (for testing) and i wasn't being sarcastic earlier i was feeling sad for you having such a hard time.
#41
beautiful. simply brilliant, i think that's why all mine end up looking too bad to post, they are on randy random, therefor are way too militaristic, and always have way too much to do then to try and look fancy.
#42
Quote from: Architect on April 14, 2014, 02:35:34 PM
Quote from: Hrolgar on April 14, 2014, 01:22:06 PM
Quote from: Rex705 on April 14, 2014, 12:36:04 PM
Also light walls can't be sold or repaired.
This!

And I was so badly hoping I had finished bug fixing for long enough to get on with my school work... XD Cheers dudes, I'll get on with a fix ASAP :/
poor overworked Architect :P
#43
so, just a question it seems a fair amount of you don't use hydroponics, how come? personally i love hydroponics, as they make less hassle than being outside.
#44
Quote from: Architect on April 13, 2014, 03:20:28 PM
If I put a delay on the barbed wire so that it can only cause damage to a colonist a little while after it has been created, will that solve the issues you have been having? It would be a save compatible fix too.

whilst i haven't had this issue, mainly because i haven't used the barbed wire yet, that would make sense, as it almost symbolizes the barbed wire powering up, and or simply the fact that your colonist isn't a complete idiot in that you don't kill yourself with your own barbed wire.
#45
Quote from: StorymasterQ on April 09, 2014, 08:55:20 PM
I'd go for husbandry. I want my muffalo burger.
I'm also not averse to some...'colonist husbandry' :D

^^ seconded