Transhumanist trait is not giving a mood buff for a bionic body part.
Sarcophagi no longer gives mood buff to burying a colonist.
Are these intended?
Sarcophagi no longer gives mood buff to burying a colonist.
Are these intended?
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Show posts MenuQuote from: Greep on July 12, 2018, 12:54:52 AM
Blugh. Apparently the 50 poison radius WAS reverted... or it just never worked to begin with maybe. plants ~65 tiles away getting poisoned :/ At least the caravans killed all but the centipedes.
Quote from: Oblitus on July 11, 2018, 01:38:03 AM
Trying to do an arid shrubland run.
- Extreme wood shortage. Have to build with steel early on.
- It is very hot there. Without wood, passive coolers are out of the question. Electricity is essential.
- For the same reason, can't use fueled generators. Now, without early access to solars and batteries, watermill is the only way to reliably produce energy. Starting without a river is very difficult. Well, you can try to tame boomalopes, but...
- While the description says it is not dry enough to become a true desert, it is. Wild herbivores are sweeping the whole map clean from any plants and leaving a map due to starvation. Any animal farming requires haygrass. Any growing zone must be walled off.
- It is sometimes hot enough for boomalopes to get heatstrokes.
- Raiders are coming without proper apparel for the hot weather.
Quote from: jchavezriva on July 10, 2018, 10:45:20 PM
Looks weird how they can chit chat in middle of a insulting spree.
Quote from: Tynan on July 10, 2018, 03:09:47 AM
How are you guys getting million+ wealth levels? What do your colonies look like? How are you playing - just to grow indefinitely?
Quote from: Greep on July 10, 2018, 12:30:32 AM
One of my pawns also hit a trap. There was a note about traps being changed again, but was left vague.