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Messages - DrPacman

#1
Everything deteriorates if left outside, slowly losing health. If you put the wood under a roofed area, it wont keep deteriorating. Its red because its relatively low on health. thats all
#2
april 18th, show me the money!
#3
Ideas / Re: cleaning, plant cutting, hauling
March 22, 2016, 09:14:13 PM
The description for the smithing bench does say it is used for weapons AND tools, so maybe we could get some mileage out of that
#4
Ideas / cleaning, plant cutting, hauling
March 20, 2016, 03:24:53 PM
cleaning, plant cutting, and hauling are all associated with a skill value (3). but these values never change at all, resulting in even the most amazing farmer taking forever to cut a tree down, and a dedicated cleaner taking ages to sweep up the same dust day in and day out. Could we have these jobs grow over time like the rest do? for instance, someone hauling for ages would slowly be able to carry a little more at a time (nothing huge, maybe +5 to +10) after getting used to it, or having plant cutting scale with the growing trait.
#5
Ideas / Re: Your Cheapest Ideas
March 20, 2016, 03:18:53 PM
gravel floors? another use for the stonecutting bench, grind up some stone, make gravel, place like regular flooring, and it gives the worst possible growable terrain. it would help make maps like ice sheet survivable during solar flares, it wouldnt be cheap to make material wise or labor wise, and gives no great help to farming other than making it possible in an area.
#6
General Discussion / Re: bodies don't rot in graves
March 20, 2016, 03:08:00 PM
i can verify this, i had put out a bunch of open graves so that when raiders come in, i can kill them and quickly get rid of the bodies (this was before i ever got a hold of a crematorium), and nearly 3 years later, i wanted to clean up my map so i removed all the graves, but i took all the bodies out. All the bodies came out in the same condition they went in, no rotting, no damage to clothing they were wearing or anything. its a pretty useful system actually
#7
General Discussion / Re: How do you guys make money?
March 19, 2016, 11:55:07 AM
i get a colonist going with crafting, and make surplus clothing from cloth, whenever a trader come around i sell all my cloth clothing (i keep anything made with good material) or i get a dedicated cook and sell surplus simple meals ($6-$7 each, better than raw food if not using meat)
#8
General Discussion / Rebalancing Skills/Experience
January 28, 2016, 08:44:57 AM
hey, does anyone else think some skills (namely animal handler or social) could use some sort of buff to leveling up? ive had over ~25 huskies with all sorts of other farm animals and a singe dedicated animal handler who could barely maintain his own level let alone level up. Same with the social skill, full prisons barely give enough experience.
What does everyone else think? is it balanced enough? do we need more exp per task?