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Messages - Monkeysaur

#1
General Discussion / Re: Alpha 13
March 06, 2016, 09:32:40 AM
This is not your average "6 months, no update" situation. Sure if it was I would be worried too.

This is a "6 months, no update", with advanced notice, an explanation, and reports on progress in the meantime.

Perhaps you missed it, but it was explained that Mr T was going on holiday, and having a (well earned) break.

Frankly, for me, this has been handled very well. I am desperate for an update, but as others have said, we know where things stand, we are staying informed, we know what to expect, and roughly when.

I am seriously impressed that we have had the progress reports we have had, and they point towards a lot of work being done, even while he's on his holidays.

I'm eager to know exactly when we can expect the next Alpha to drop, but I have zero concerns about the development of this game going forward. This game has had (and I am sure will continue to have) one of the best development cycles I have seen from any Indy developer.

We should all be very happy with what we have had, and what we can be confident that we are yet to get.

I hope Tynan is having / has had a top holiday, he's earned it. I look forward to the next update, and I'm happy to wait until he is ready.
#2
Will this mod work with Alpha 10?
#3
Support / Re: The new Alpha10 .Exe won't run
April 16, 2015, 03:43:40 PM
Anyone?
#4
Support / Re: The new Alpha10 .Exe won't run
April 16, 2015, 01:42:08 PM
Is nobody else getting this problem?
#5
Support / The new Alpha10 .Exe won't run
April 16, 2015, 11:25:37 AM
Windows SmartScreen prevented an unrecognized app from running. Running this app might put your PC at risk
#6
General Discussion / Re: Mundane wildlife?
April 08, 2015, 12:37:16 PM
This has given me a wonderful idea.

Maybe in the future we can engage in the genetic manipulation of species.

We could make a super species with the head of a colonist and the body of a Muffalo to create a Mufflator.
#7
Ideas / Re: Fishing.
March 16, 2015, 10:37:32 AM
Quote from: BetaSpectre on March 15, 2015, 07:53:08 AM
IMO the option to merge would be fine, but we should have a window that we can configure if we wanted to do so. More options the better, just add another tab to the interface.

Water only animals would be fun, but how to reach them would be problematic IMO. Though I'd love to see mostly water worlds with lots of pirate ships going about killing things xD!

The way I was imagining it, if it were to be simply added as a mod for example, would be that I create a zone on the water, connected to the shore and to a maximum of 2 squares away from the shore, and each of those squares begins with an empty net texture, and this remains until "harvesting" time. At that point the colonists goes and "plant cuts" the nets. The resulting item, rather than being a harvested crop in a basket, is textured as a basket (for example) of fresh fish.

So it's basically "growing fish" using close to shore water tiles with the nets being the "plant" and the fish being the "fruit/veg", using the current crop system.

It's very simplistic, but I basically I just want to see fish, maybe some baskets of small fish, maybe a few big individual fish, in my freezer with my other meats. I like varied resources. :)
#8
Quote from: MisterLock on March 13, 2015, 05:34:27 PM
Quote from: Rikiki on March 13, 2015, 04:36:16 PM
Quote from: Fox on March 13, 2015, 05:45:50 AM
new colonist texture - 100% shit
Could you explain this sentance?
It seems to me you are insulting JabbaMonkey's work. >:(
If you don't like it, nobody forces you to use it. As this is not constructive criticism, keep this post for yourself.

While he was an extreme ass about it,which I do not like,not one bit,I must agree that the humanoid textures are...let's say not optimal,I for one don't want to go snooping around the whole game texture's folders to replace everything except the Humanoid's,so that kinda prevents me from installing this texture pack.

In general, re-texturing humanoids in the game hasn't been done as much as I would have expected, I'd love to have a few different choices, don't think I've seen any other mods to change it other than this one? Are there any?
#9
Ideas / Re: Ice Biome ideas
March 13, 2015, 03:51:49 PM
Quote from: Mathenaut on March 13, 2015, 03:46:34 PM
Actually, you can put a heater in an igloo. Not exactly a sauna, but raising the temperature from 'frostbite' to 'uncomfortably cold' wouldn't hurt the integrity of the structure. It's still below freezing.

Good point!!
#10
Ideas / Ice Biome ideas
March 13, 2015, 03:41:03 PM
I was thinking about fishing, and it made me think about ice fishing, and eventually I was thinking about Eskimo clothing, Igloos, Polar bears/Seals and stuff like that. In such a biome maybe Ice could be mined and used as a construction material, super warm clothing would be essential though because you can't put a heater in an igloo!

Just some ideas, maybe not well thought through, but I like to share anyway!
#11
Ideas / Re: Fishing.
March 13, 2015, 03:35:55 PM
Yes it's a decent suggestion.

I think if it's not feasible to implement in the core build at the moment, someone could maybe have a stab at a less than perfect mod. Your nets idea was really good, that would allow them to be treated like growing so could be simple to do, even if not a fully fleshed out fishing mode.
#12
Ideas / Re: Fishing.
March 13, 2015, 12:58:52 PM
So, forgive me for the bump, but can someone tell me if fishing is intended for a future build?

Would be delighted to add fish to my colonists diet.
#13
I like this idea. I prefer to bury raiders out in the wilderness, but I like to bury my colonists close by. It would also be nice if your colonist graves included nice(r) head stone, and perhaps are even visited by your other colonists each year on the anniversary of the death, to lay some flowers.

It would also be great to actually construct tomb for a very important colonist, and if I was going to make a gold tomb for my colonist I don't really want to bury them in the ground, I'd like to have a floor, and lay them to rest in a specially crafted gold sarcophagus. The place could then be a place of worship for future colonists. I might even build it somewhere away from my base so it is peaceful/secluded, and have my colonists carry out a pilgrimage across the map once a year to pay their respects.
#14
I want aerial drones!!
#15
Quote from: jabbamonkey on March 11, 2015, 01:13:45 AM
Or, too many drugs could cause pirates to attack more (cause they want the drugs).

I really like this idea, protect the crop!

Eventually I hope to be able to build a drugs cartel colony which can get mega rich and I can use my prisoners to do all the work while my kingpin gangster colonists get nice meals made for them and gold rooms and furniture! XD