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

Topics - dosemeter

#1
Ideas / Chemfuel thoughts
December 28, 2016, 04:47:47 PM
Molotov Cocktails = chemfuel + cloth + beer (for the bottles).
Incendiary Launcher = make at machining table. chemfuel required.
Incendiary IED = component + mortar shell + chemfuel.
All fueled production benches should also accept chemfuel. (Stove, Generator, Smithy...etc.)
Chemfueled heaters.
All chemfueled devices should explode when destroyed, like a boomrat or boomalope, then create bad soil like a poison ship....except it never goes away.....or takes a very long time to.
#2
General Discussion / Updating to A16
December 23, 2016, 06:06:02 AM
Sorry guys, I'm really tired, first day off in two weeks......I don't seem to be getting the A16 update on steam automatically.
Do I need to select "Unstable - Beta testing" to get the update?

When I search A16/Update/Steam...as you can imagine, I get everything but the answer.
#3
General Discussion / In game song playlist
October 12, 2016, 12:27:41 PM
Playing vanilla.
I bought the soundtrack when it came out. It seems that a large majority of the tracks never play in-game.
Are all the songs included, or just intended to play during certain events/biomes/seasons?
I'm really wanting to hear more than the same handful I get constantly.

No, I don't want a mod to play more music. I want the songs from the vanilla soundtrack to play
more fluidly throughout game play.  I understand if certain songs are reserved for attacks...etc...
to help with the mood, but there are many that could play more often.

Has anyone else noticed this? Is there a way to see what songs were included on install?
Cheers.
#4
General Discussion / Lock on colonist
August 07, 2016, 02:27:08 PM
I tried searching "lock" and got block, locked doors, game clock....etc....too much to look through.

Maybe this should be moved to suggestions unless there's a way I'm unaware of:

Is there a way to "lock" on a colonist/animal so the screen follows them wherever they go on the map?
It would be nice if when you double click the colonist icon at the top of the screen it simultaneously locks on the colonist as I mentioned.
I guess "screen scroll" with their movement.
#5
Ideas / Show power use under info stats
August 01, 2016, 10:54:03 PM
Just a little tweak to flesh out the basics...I thought it might be nice to see the power consumption/production of electrical items before you build them. The info could be in the same place you find Flammability, Max hit points, Work to make....etc.
For items that vary in power consumption/production, maybe show the minimum to maximum.
(i.e.  Wind Turbine  0W-3000W)
#6
General Discussion / I don't know....
July 15, 2016, 01:59:13 PM
...what a Megatherium is....but I'm gonna shoot the crap out of it as soon as my crash pods open.
Wish me luck..............(20 sec later)..........nevermind.
#7
Ideas / Relocate
June 14, 2016, 01:13:39 PM
I don't know how hard this would be......Hear me out...it could be interesting....
When a catastrophe strikes, only 2 or 3 of my colonists remain, and there's a toxic fallout that just won't go away....I have nowhere near enough plasteel to build my ship, and the traders are nowhere to be found......It's Not. Looking. Good. At. All.
A manhunter pack is occupied munching on my last Alpaca, it's now that I imagine my colonists wanting to run to the hills.....another map.
You can only do it once, and it might end up being the worst decision ever.
Going from the jungle to an ice sheet....who knows....totally random.  I'm wearing a t-shirt. Great.
It's just a continuation of the same game.
The traits, experiences, relationships, and gear they are carrying would be the ONLY things to go with them to this new, random place in the world, and they would leave everything else behind.
You would arrive there as if you just arrived on the planet, minus the cargo pods.
And who knows....maybe there's another toxic fallout waiting for you, or a group of 10 tribesmen wanting to know what the hell you are doing there!  Now you're really screwed, t-shirt boy!
Oh well, it was a last ditch effort to survive.

I picture a "Relocate" button in the bottom right corner.  It's a one time thing.  Once selected,
a box pops up asking "which living colonists will be relocating" with a check box beside each name.
Once the colonists are selected, you hit the "RUN!" button.... the map underneath them simply changes to a random biome.  Everything else is gone....forever.....except the crying.
Again, it's just a continuation of the same game.  No going back.
Final straw. This is it. Press your luck, you have no other choice. Here we go....
#8
I'll try to be short. 
1. If I let my insect infestation get out of hand and I end up with insects roaming all over the map, I would like the option to select the insects to be hunted like any other animal.

2.  All production benches.  When setting up a bill, and adjusting the minimum crafting skill, each bench should be clear as to what skill is used on that particular bench.  The cooking stove and butcher table say "minimum cooking skill".   Therefore, the tailoring bench should say "minimum tailoring skill".   The smithing bench should say "minimum smithing skill".....etc.

I've caught myself having to second guess setting up work priorities for colonists because it wasn't clear as to what work they would actually be performing based on what the bench was calling for.
#9
Bugs / Jaw shot off, still eats
May 30, 2016, 04:12:06 PM
Base game. Version 0.13.1135. No mods.

Colonist jaw was shot off.  Health tab showed Talking = None, Eating = None.
Colonist sat down and helped himself to a Fine Meal, fully restoring his Food (Hunger) bar.
He also got the "Ate Fine Meal" bonus.
#10
Ideas / Power Conduit
December 06, 2015, 03:20:52 PM
I would like to see a power conduit "jumper" so I can cross two power lines without them connecting.
#11
Ideas / Copy/Paste
November 04, 2015, 10:40:55 AM
  I would enjoy the ability to copy/paste settings for production tables (smithing, tailoring, stonecutting...etc.)  in the same manner as stockpiles and equipment racks.
#12
General Discussion / Crematorium
September 07, 2015, 06:12:44 PM
Colonists will not automatically dig up dead people from graves and cremate them like they used to.  (I have my bill set to cremate "allow rotten human-like stranger corpses")  I have to "open" the grave so they are laying on the ground and only then will my colonists pick them up to cremate them.  The bigger problem is while the bodies are laying there waiting to be cremated, a different colonist will come along and re-bury them.....then the process starts over. 
I kind of like the old way better.....anyone else with an opinion on this?  I find it frustrating.