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 - Spoonikle

#1
Mods / Re: [Request/Idea]Tofu
January 01, 2015, 09:00:03 AM
yes please, synth meat is dead, i need tofu!
#2
I generally just shot the thing from a distance with a fire team until part broke, then retreated back to my main defences because once the ship part is destroyed the mechs charge your base.

I am forced to do this because at my point in the game I am facing 30+ mechs every time.

Yet I think I will try the method of building around the part and dropping the roof on it, not sure it will work. I have had colonists survive roof collapses before.
#3
General Discussion / Re: The beauty of Art
December 31, 2014, 03:59:09 PM
Quote from: Chibiabos on December 31, 2014, 05:00:04 AM
I wonder if uranium ore or items (art, weapons, etc.) should carry with it a risk of cancer, given its radioactivity?

lol, no. the decay of uranium is weak and is easily absorbed by the dead skin on your body or the clothes you wear. The only danger uranium poses to you is if you ingest it or inhale it ( say you were cutting it with a hacksaw and tiny particles of uranium dust were introduced to the air)



#4
Fire in general.

Colonists "reserve" a fire when they are like 40 min away preventing colonists on the scene from putting it out.
Plus we need extinguishers, make a gun that removes fire.

Colonists pathing through flames like complete doofuses and then they catch fire and run around like they have a death wish.

Nobody has a lunch box!

colonists starve to death in 2-1/2 ingame days without food :/

No colonist gets happy about not dieing to raiders and successfully defending without casualties... they are obviously not human because humans love killing people and getting away with it.
#5
General Discussion / Re: HVAC Layout Examples
December 31, 2014, 03:37:19 PM
I use a simple tunnel leading to a chimney on the exterior of my base, with some access doors located all around.

in case of a fire ( super rare ) i would just deconstruct a door and expose the inside to the outdoors to prevent heatstroke killing the fire stomping buffoons.

To anyone afraid of batteries its a simple thing. Short outs happen to all electrical devices, but in a battery room you have the largest concentration of things that could trigger a short out event all in 1 spot so its very likely an event will happen to a battery or near it causing sudden Michael Bay syndrome. To completely eliminate any issues with batteries simply use them everywhere far apart. Any fault or explosion is likely to be small and inside a conduit or something not a battery.

#6
Mods / Re: [Request] Remove roofs
December 30, 2014, 09:13:36 AM
I suggest you try common ventilation tunnels.

Simply make a walled off chimney on the outside of the base with no roof. then the entire vent system can be closed off and still be "outside".

keep digging the vent around your rooms and be careful not to circle your base with the vent blocking off expansion. I normally make 2 vent systems, one left and one right or top and bottom to prevent boxing in my mountain base with vent tunnels.

you can double or triple wall off the chimney if you are paranoid, but it will never come under attack unless you trigger raiders to destroy everything ( only happens when you completely wall off your base with no doors )
#7
Ideas / Re: Mental breaks VS breaks
December 28, 2014, 05:19:39 PM
love it. Always wanted these slackers to slack off more, lol.

At least, they would get a big mood buff when they got nothing to do.

Would make my 2 designated cleaners quite happy :p
#8
Ideas / flee, flee you fools
December 28, 2014, 05:15:16 PM
Every time there is a firefight there is always that 1 dumb colonist who runs out into the middle of the battle,
its inevitable and worse, when colonists catch fire they become complete morons. When the AI takes over, these guys should run AWAY from the bad guys that wanna kill them.

Fear. Thats what colonists need and they need lots of it. When bullets fly, colonists should drop what they are doing, shit themselves and run.
traits to modify the behavior ex; fearless, scared stiff, nervous stomach

end.
#9
Quote from: abelsavard on December 14, 2014, 02:59:53 PM
To grow them I think you need a modified greenhouse.   That is you inclose some soil with a wall to form a roofed room then place a heating unit set to 20 degrees or so and then add the growing zone with the devil strand and a sunlamp.  If a solar flair hits your stuff doesnt die due to no electricity and you can de-roof the room in a pinch to provide sunlight if your plants are in danger of dying.

100% best way to make the stuff. yet it takes so long to grow its faster to make money other ways, like making wooden long swords.
#10
General Discussion / Re: Smithing is SOOOO profitable
December 15, 2014, 01:19:33 AM
Quote from: woolfoma on December 14, 2014, 06:01:53 PM
I can smith 2400 silver into a 28800 silver value sword with my lvl 19 crafting guy, after selling the sword it comes out to over 10k profit per day (he makes about a sword a day). can't wait to get my hands on 2400 gold *drools*

gold items are not as profitable as silver, stick with that.

Wooden swords are also a great value, 120 wood = well over 600 silver with only level 10 crafting. Great way to level up smithing too.
#11
The best way to handle heat when building an underground base is a ventilation tunnel connected to a roofless room on the side of the mountain.

This "chimney" structure can be well protected with many layers of walls and the vent tunnels can connect all of your geothermal power plants and air conditioners. Just keep snaking the vent tunnel around to all the rooms, or make more "chimneys".

add doors leading to this vent network form inside your base for easy maintenance and fire suppression ( if a huge fire breaks out in hydroponics or power storage, the only way to safely put it out is to break the vent tunnels and expose hydroponics to the outside else it will be 400 c in the room )

#12
Tools / Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
April 24, 2014, 12:18:59 AM
dont know if requested or planned, but maybe the option to revive colonists? corpses still retain the colonist tag, so it may be possible... not sure if old attributes are saved ( like skills, but you could always re-roll )

Or just the ability to make new colonists at the original drop zone? Clone current colonists? Convert non-raiders?
#13
Outdated / Re: [MOD] (Alpha 3) More Floors (v0.4)
April 24, 2014, 12:08:32 AM
I have always been thinking... how about a floor that transmits power? Maybe even one that lights up ?

just, thinking out loud.