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Messages - Zafety

#1
Ideas / Re: Grass Growth
January 17, 2018, 05:58:38 PM
Quote from: jamaicancastle on January 17, 2018, 07:58:46 AM
Quote from: Zafety on January 16, 2018, 11:38:31 PM
Can it be possible to make grass grow without the presence of other grass tiles nearby?
This isn't a simple fix, but it is on the list of things to be changed for the next release.
Didn't realise. Thanks for letting me know.
#2
Ideas / Grass Growth
January 16, 2018, 11:38:31 PM
Can it be possible to make grass grow without the presence of other grass tiles nearby? I feel like in most of my worlds the first winter kills all the grass on the map then fails to spread back to anywhere but the edges of the map again before the next winter occurs. It's nothing that keeps me from playing the game it is just weird to only see dirt and trees in the majority of my map.
#3
Ideas / Multiple Colonies and Management
August 28, 2017, 12:26:57 PM
I recently learned you could make multiple colonies despite having about 200 hours on the game but found it was very hard to manage. In an effort to quell this difficulty of switching back and forth between colonies to make sure each has food steel etc. why not generate each day at a time for each colony. For example, I would complete a full 24 hours in one colony then "go back in time" to manage the same 24 hours in the other colony I have. Obviously once the 24 hours is completed in one colony you shouldn't be able to alter the same colony on another colony's time frame. I know that this to a small degree ruins the RTS factor of the game but what are other people's thoughts?
#4
Ideas / Re: Frequent Suggestions Topic!
February 09, 2017, 11:22:48 AM
I would like to see a possible drug to help with withdrawal. Something that reduces the negative effects of addictions slightly and speed up the recovery a bit. You could also consider adding LSD as another psychedelic drug. I'd imagine it would have a euphoria higher than marajuana but have the same lower risk of addiction. The way if this is added I would like to see it function like a mental break wanderer but after the break is over they get a positive boost more than catharsis. The negative effect would be say if the colonist wanders into a grave yard the you could have a bad acid trip because they hallucinate and see monsters maybe even go beserk for a short time if they see a desiccated corpse while wandering. After the trip is over instead of having a positive mood boost they would have a negative mood boost with the description of had a scary trip or bad trip or something. or you could even base the trip's positive effects on the beauty of the area. He more beauty on average over the duration of the acid trip the higher the positive effects afterwards. It could range proportionally from a negative value If the beauty of the trip is ugly from Maybe -20 to a positive 40 if the area the trip occurred was breath takingly beautiful