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Messages - andriusha

#1
Support / Map size
December 15, 2013, 04:25:33 AM
Good morning, is it possible to reduce the size of the map? I made a colony, but it started to lag (I am playing on a large map) And i dont want to start a new colony, because im quite settled there. SO, would it be possible to cut a part of the map?
#2
Help / Colonist skills
December 14, 2013, 01:43:04 PM
What part of save file do i need to change, to make a colonist skill available? (The one that is greyed out)
#3
Ideas / Re: AWP PLease
December 12, 2013, 04:39:33 AM
Nooo, this would be way too OP.
#4
Mods / A request
December 08, 2013, 05:26:41 AM
Would be very nice, if someone would take time and create a no bad weather mod. Or maybe oly bad weather and so on.
#5
Help / Colonist's health
December 07, 2013, 02:58:48 PM
Is it somehow possible to adjust how much health can citizen have?
#6
Ideas / Some suggestions.
December 07, 2013, 12:13:58 PM
Mobilized defence:

Sentry turrets that can patrol around the map, and be controlled by the player, it would make it possible to fight off riders with them, without any colonist casualties. Each turret could be controlled by a colonist on a control panel or something. While the colonist is controlling a turret, he will be unable to do anyhing else. If the controling colonist leaves the control station, the turret will return to its default location, or wander/patrol around. When the turret is destroyed, the colonist could get a mental debuff. A turret must be refueled at a cistern or a cannister. (Read below).

Fuel:

Maybe some oil puddles around the map, that could be collected with a special building. The oil would travel inside Pipes (Like electricity in power conduits) to a procesing building to make it into fuel. Then, the fuel could travel with another pipe to a canister or a cistern (Like batteries for electricity).

Fuel Generator:

This one is simple. It would convert fuel (read above) to electricity. Easy as can be.
#7
Ideas / Re: Raiders
December 05, 2013, 11:15:52 AM
I agree with todofwar, maybe the raiders that are negotiatable would have a yellow name, and marauders - red, as it is now.
#8
Ideas / Raiders
December 04, 2013, 08:47:17 AM
It would be great to somehow pay off the raiders. With food, money etc. Maybe after some time you could recruit the group, and hold it untill next raider group arrives, so the ones we pay for, defend the colony and after the raid, they leave.
#9
Help / Re: Installing the mods
December 03, 2013, 02:07:03 PM
Thank you, i hope we can use more than one mod soon!
#10
Help / Re: Installing the mods
December 03, 2013, 01:34:35 PM
Oh, but that means i can only run one mod at a time? Or is it possible to use more than one?
#11
Help / Installing the mods
December 03, 2013, 01:19:28 PM
Hello, im kinda noob at this stuff. I want to ask You, how do i install the mods? I downloaded a few DLL files from the mods thread, but i dont know where do i need to put them or activate it and so on.
#12
And how big must a building be so a colonist wouldnt get a debuff? I have a 10x11 house for each of my settler, which is quite big, but they still get the debbuf.
#13
General Discussion / Re: Preventing fire
December 01, 2013, 03:50:01 PM
Thank you, i didnt know that batteries will be safe inside. But my Panels are exploding every 15 seconds.. Is there any way to stop the rain? Like DMX - jk
#14
General Discussion / Preventing fire
December 01, 2013, 02:16:18 PM
Hello, i dont know if this has been posted already. I am new to the forums.

Is it possible to prevent batteries and solar panels from getting on fire?