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Messages - OldVamp

#31
General Discussion / Re: Desert Biome
January 25, 2015, 03:01:30 PM
native scarabs
so many lost appendages on a psycho attack
#32
General Discussion / Re: Refrigeration?
January 25, 2015, 02:46:46 PM
My kitchens tend to look like this.
I set the coolers to around 0*F

It is -40 on this map, but also gets pretty warm in the summer so I have to run heat and cooling.

Note the 'airlocks' on the areas, 2 doors leading in/out to mitigate temperature loss through opening doors.

( those bottom 2 rows of food are tofu )

[attachment deleted due to age]
#33
Ideas / forbid and unforbid paintbrush, diagonal drag
January 24, 2015, 09:32:53 PM
I think a 'paintbrush' for forbidding and forbidding would be super useful for large piles of corpses and items.


Also if I could hold down a modifier key, ctrl, shift, alt and have the wall / floor brushes draw diagionally, that would be fantastic.
#34
its been tweaked in the next alpha, but it may be a ways off
#35
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.01)
January 24, 2015, 07:37:04 PM
i'd like to see some mechs that act like the alpha beaver event but with exposed metal pockets.
maybe they could even multiply if they get enough metal.
#36
i find if you draft them and stick them by the fires they will put it out everything they can reach.
#37
Bugs / Hat stacks
January 24, 2015, 10:26:32 AM
on rare occasion raiding pawn groups will spawn with multiple hats:

see post
https://ludeon.com/forums/index.php?topic=5192.msg95961#msg95961
plus 4 more
#38
yeah they were fine in a climate controlled mountain.
It was around -33 f

biggest hat stack:

[attachment deleted due to age]
#39
I got the message a pirate siege was beginning their attack. I set my colonists in their defending positions, and waited. and waited. and waited.

Finally i look and they have frozen to death.

They must have been a poor group of pirates that could only steal from haberdasheries because all they were wearing were hats. (likely due to a bad mod combination).
3/4 of the party had hat stacks like this.

I just imaging pirates with Kevlar helmets over their naughty bits and fuzzy hats sewn together over the rest hehe.



[attachment deleted due to age]
#40
Bugs / second siege operating claimed mortars
January 23, 2015, 03:37:25 PM
I claimed mortars from the first siege and left them.
A second siege came and started operating them.
I pointed them at some unclaimed structures and they kept using them until the attack.

They should likely:
not use the claimed mortars
or
reclaim and re-point them
#41
maybe we need a 'dye station' so that the colors of clothes can be customized.
There is something similar in the Edb prepare carefully mod where you can set clothes to custom colors.
synthread can be something other than the minty blue for example.

bill, dye powerarmor, set color, ingredients: power armor, berries
#42
Mods / Re: [Need Ideas] Food Mod
January 20, 2015, 08:31:25 PM
a meat alternative (soy like plant) so fine meals can be grown.
its a real pain when there are no animals or they only spawn on the opposite diagonal of the map.
#43
General Discussion / Re: Equipment racks
January 20, 2015, 03:40:39 PM
tables, and equipment racks do not provide any cover. once the turrets are down, the raiders can shoot / throw rite over them too  ;)
#44
Support / Re: Forum ID
January 20, 2015, 03:05:42 PM
if you would rather not wait, and the 15 other posts you made are not that important, you can delete the account under profile, actions, and make a new one.
#45
and place your trade beacon(s) outside your base