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Messages - TheVoidDragon

#1
Quote from: b0rsuk on September 03, 2018, 12:01:08 PM
I mean there are more possibilities, especially putting more emphasis on the mechanical aspect of mechanoids.

- a mechanoid which mostly hangs back and scavenges parts from downed (destroyed) teammates to repair and/or upgrade itself. It's interesting because it's something no organic enemy could convincingly do.
- a mechanoid which can take over colony machines, especially turrets, and possibly tap into energy grid.
- making mechanoids short circuit in the rain, but only if they're past certain damage threshold. When their external shell is damaged.
- giving centipedes amazing FRONTAL armor and reducing elsewhere. Up to a point it would make fighting them more interesting (and then you can transition into EMP / explosives).
- a mechanoid which attempts to ram into enemies at great speed, but is fairly easy to dodge. If it misses, it continues until it hits an obstacle. This could soon put the said mechanoid behind enemy (your) lines and you'd have to fight at 2 fronts.
- making Centipedes shoot while moving. This would make them a bit more terrifying and less dumb. At times they're too easy to distract.

I've posted all of these and more in various suggestion threads.

I think you're missing that the reason the mechanoids were split into two sorts wasn't simply to create more enemy types. It was to balance the one that was there, stopping there being 1 mechanoid that had no real specific function and could do everything pretty well - the change was to make them a bit fairer and make the options available to players more apparent, now there's 2 types with each having a more defined role.
#2
Are there any plans for additional new items with this update? Furniture, security items, non-melee weapons/equipment etc are areas that seem a bit lacking at the moment, really.
#3
I think waiting until more content is ready would be the best choice. For a lot of people the updates are fairly big things to look forward to, and while bug fixes and rebalancing are nice, in a way it would sort of come across as slightly disappointing. Alongside the fixes something that focuses on the smaller features of the game would be nice - e.g. more weapons, clothing, furniture, food etc added to the game.
#4
General Discussion / Re: A16 Hype
November 05, 2016, 10:16:44 AM
The new features that are implied look like they'll be amazing, but i hope that there will be a few more items added as well. New furniture types, for example. I think some of the item categories seem a bit empty at the moment.
#5
General Discussion / Re: How do the dispensers work?
September 14, 2016, 11:04:30 AM
Quote from: SpaceDorf on September 14, 2016, 10:43:11 AM
Can you post a screenshot ? maybe the hopper is facing the wrong way.

I made this mistake more than once. :)

It has to be facing a certain way?



He's just grabbed that out of the hopper.

Edit: Ah! seems you're right, it works now i've turned it around!
#6
General Discussion / Re: How do the dispensers work?
September 14, 2016, 10:26:04 AM
Quote from: Mkok on September 14, 2016, 10:14:05 AM
What food are you putting into it? As I said, some foods dont give mood debuffs when eaten raw.

It's raw meat.
#7
General Discussion / Re: How do the dispensers work?
September 14, 2016, 10:12:14 AM
Quote from: Mkok on September 14, 2016, 10:08:32 AM
There are few thinks I can think of:
1. The dispenser tile must be empty (the one where they pick up food).
2. Nutrient paste tastes terrible, if you have decent quality raw food, maybe they prefer to eat it raw (berries and corn taste better raw)
3. a bug?

Maybe it should be possible to force colonists to eat nutrient paste, instead of raw food? if you have a bunch of tasty berries, and you need them to last you entire winter, it might be necessary to turn them into disgusting paste to avoid starving.

I built it specifically because it uses less food than normal and it gives a slightly less worse mood than leaving it raw, doesn't it? The tile is empty so i really have no idea why it isn't being used.
#8
General Discussion / How do the dispensers work?
September 14, 2016, 09:52:31 AM
I've built the nutrient paste dispenser in the dining room area near a table, it has power and it has a hopper next to it with some food in. Rather than using it, my colonists will either get raw food out the freezer in the next room, or grab the food out of the hopper itself. Can someone explain why this is happening? I can't figure out why they aren't using it.
#9
Support / Re: Duplicate key
July 17, 2016, 08:06:38 AM
Got it now, thanks for sorting this out Tynan!
#10
Support / Re: Duplicate key
July 15, 2016, 04:47:08 PM
Quote from: Tynan on July 15, 2016, 04:14:39 PM
Yeah, so far it seems like the system is mixing up sessions.

So one code is assigned to one person, but sent to two people.

So in some cases this will be fixable by just getting another key.

Please let me know how this works for you!

Gave me the same key unfortunately.
#11
Support / Re: Duplicate key
July 15, 2016, 03:13:29 PM
Quote from: Tynan on July 15, 2016, 03:09:30 PM
So far, all the duplicate keys have been activated AFTER they were assigned. So they're not getting stolen from our database.

It's possible that with high traffic the system is issuing the same key twice. I thought we'd avoided this but possibly not.

In any case, everyone will be made whole, it'll just take a bit of time. Sorry about that. This stuff is difficult! I'm just a game developer!

Are you not able to check the time when a certain key was first assigned to see if it's giving out duplicates?
#12
Support / Re: Duplicate key
July 15, 2016, 03:04:02 PM
Quote from: Tynan on July 15, 2016, 03:00:26 PM
It means someone accessed your email and got your key.

Unless there's something else afoot, but I've talked to the Factorio devs who had a similar system and as far as we both know this is the only attack vector.

I don't see how that could have happened, though. It would only have been 1-2 minutes between the time i requested the key and tried to use it, and as far as i know it doesn't allow multiple logins to my email at once and tells if someone else has tried to login from elsewhere.
#13
Support / Re: Duplicate key
July 15, 2016, 02:55:24 PM
Quote from: Tynan on July 15, 2016, 02:52:50 PM
Duplicate keys seem to be caused by them getting stolen from insecure emails and such.

In any case, I'm going to investigate this. Keys that were duped will be disabled, and new keys issued in their place.

Unfortuantely this takes significant administrative effort so there might be some delays. I'm very sorry.

You can always play on DRM-free, the save games will transfer right to Steam when it's installed.

Thanks for looking into this, Tynan! What do you mean by insecure emails though?

#14
Support / Re: Duplicate key
July 15, 2016, 02:49:23 PM
Quote from: Yakeru on July 15, 2016, 02:48:14 PM
Does that mean, Steam Keys were already sent via e-mail for older customers? Or did you just buy it via Steam?
Because I still havent received a key via e-mail yet.

You have to claim it via the link on the site, in the latest blog post.
#15
Support / Re: Duplicate key
July 15, 2016, 02:26:54 PM
Quote from: Tynan on July 15, 2016, 02:24:12 PM
Please email me - [email protected] - with they key you got. I'll investigate.

Alright, i've sent it.