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Messages - Nickvr628

#1
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 31, 2017, 10:57:03 AM
MFW I realize that the food rations spoil if not refrigerated...

Welp this colony is dead.

#2
Only if we can build mortars and bombard the enemy from orbit. MUHAHAHAHAHHAHAHAHA!!

Get hype
#3
I just sent a random person about 60 stone chunks.

MUHAHAHAHAHHAHAHAHAHA.

I can sense the trolling coming when I send all the crappy clothing from the last raid to my neighbor.
#4
I think it would be cool if they built small structures like this, and to store their food/shells/etc.

#5
They are not redundant. Quality determines the stats of an object. Stats are things like accuracy, heat/cold modifier, armor percentage, etc. So a legendary sniper rifle is going to be god-tier for accuracy.

HP determines how pristine the items are, and as they take damage (clothes take damage when shot, items take damage when left outside, etc) they start to deteriorate. HOWEVER this does not mess with the stats of the object, the only time durability matters is for clothing. Once clothes drop below 50%, you start to get negative mood buffs.

TL;DR: Quality matters more than HP, but low HP clothing will give mood debuffs. 
#6
General Discussion / Re: Steel Shortage [Solved]
May 13, 2016, 09:27:50 AM


I didn't see that first one, but yeah, I have a bit over a season to grow a year's worth of food. So to answer your question, yes, I love corn. And rice. Because not starving is good.

http://i.imgur.com/bmyvER0.jpg

And I have huskies for hauling, just for the record.  ;D
[/quote]

Is that, a human body buffet for you animals?
#7
General Discussion / Re: I killed my father XD
April 23, 2016, 12:10:58 PM
Put the dad's organs in the son, and the circle will be completed.
#8
Quote from: Kegereneku on April 20, 2016, 02:58:39 PM
Different idea :
Have the Manure used to create dirt soil.

As someone whom colony is a cold desert with barely any farmable land, I would gladly like to create some. Even if it take a loooot of Manure per square meter.

That is a great idea. Especially for deserts or ice sheets where there is hardly any workable soil. Maybe for balancing we can have it only give a 90% growth rate.
#9
Elephants because they can carry a TON of stuff and are deadly in a fight.

Too bad a full meal for them is like 30 kibble. I need to have a dedicated elephant feeder since I have 4 adults.
#10
I feel that the pacing is good, but there are too many mad animals. It seems to happen too often. Also, I will have periods where Randy lets me live peacefully for a few weeks then BAM! A raid which I defeat, then immediately drop pods right on top of me, then a fire in my workshop (fire is deadly inside a mountain base, temperature spikes to over 1000F very quickly) all within a few days. I like the crisis management of it all, but sometimes randy acts a bit weird. He will let you have your sweet victories but later he will swat you down with no remorse. I like it.
#11
Mods / Re: [Mod Request] Play as Mechanoids.
April 14, 2016, 10:19:40 AM
The pawn info tab in-game that displays all the statistics and values mentions what race they are. Can you make it so the colonist generator can produce a mechanoid colonists? You would change the values so that hunger rate would be zero percent, you could change the diet so they eat nothing (maybe they eat batteries with a charge level instead of hunger). I think it would be really cool to have one of my starting colonists be a hacked mechanoid.
#12
Ideas / Re: flora rebalancing
April 14, 2016, 10:11:06 AM
I like the seasons idea. Plants growing faster and spawning more in spring would be a good way to counteract the devestation that elephant herds cause. Seriously, I watch a single elephant eat 4 tiles of grass and still not be full. I have to grow a TON of hay to feed my 4 war elephants.
#13
Ideas / Re: Shellshock
April 14, 2016, 10:08:58 AM
An "We are under attack!" mood debuff would be sufficient, and colonists with psychopaths/bloodlust could get a mood gain from it!
#14
Ideas / Re: Combat orders, groud orders
April 14, 2016, 10:01:30 AM
You can do both of these things by selecting multiple colonists and right clicking an enemy. They will move into range and start shooting.
#15
General Discussion / Re: Melee soldier?
April 14, 2016, 09:23:02 AM
I had a melee 12 brawler join my colony and all I had was the plasteel knife I got at the beginning of the game. I got my best crafter (skill 8 at the time) and had him use all the plasteel from a recent mech attack to produce a longsword. Surprisingly, it was good quality, and it kicks butt. I think it got 22 DPS. One or two hits is all it takes to take down a unarmored enemy.