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Messages - cj9999

#16
Ideas / Thermal (wood) Power Plant
August 30, 2014, 05:15:32 AM
burning off the wood can used as source of electric power. The power plant would require certain amount of wood per period of time.
If other raw material added (coal), that it could be used as alternative
#17
Ideas / Re: Fishing
August 21, 2014, 02:47:18 PM
yes, fishing is good idea
#18
Ideas / Re: Forming groups of colonists
August 21, 2014, 02:45:00 PM
agree
#19
Ideas / Re: Assign colonists to stay in an area.
August 21, 2014, 02:43:37 PM
YES, Please
do this!

It is quite annoying to load the game after the raids when you realize that some your idiotic colonist went to repair turret into middle of gunfire.
#20
Ideas / Sectors of map
August 21, 2014, 02:40:51 PM
Question / suggestion

when there is generated whole world,
1) will be the world devided to sectors?
2) if yes, will there be an possibility to send colonist to other sectors?
(mine prehaps, trade with other factions, visit other colonies)
#21
General Discussion / Re: Is there an ETA for Alpha 6?
August 11, 2014, 04:47:44 PM
yes, when the 6 will come out?
#22
I agree with proposal

Its painfull when you can not order the colonist to go the bed or eat, because he/her is doing something very important (extinguishing fire prehaps)  :)

mental brakedown can occur even in large colonies when multiple negative factor influence the colonists at same time (psychic drone, cleaning mess after large raid,inability to prepare fine or lavish meal, prehaps because of lack of meet...)
#23
Ideas / Re: Rock Crusher
August 11, 2014, 04:33:06 PM
Roch chunk crusher sounds good
#24
v 0.5.492

Colonist stop eating, even though theres plenty of food in base (cooked and raw)
#25
Ideas / Re: Water/Cactus
August 05, 2014, 04:38:06 PM
 
Quote from: TrashMan on August 05, 2014, 04:22:45 PM
Quote from: StorymasterQ on August 04, 2014, 09:05:59 PM
Seriously. Showers can also provide morale bonuses to female colonists. Excuse my dirty, dirty mind.

And male conlonists.
Especially if there are communal showers. ;)

;D yep... and that bonus should last at least to next evening...  ;D
#26
Ideas / Re: carts for colonists
August 05, 2014, 04:36:41 PM
uhmm thanks for support  :)
#27
Ideas / Re: Water/Cactus
August 04, 2014, 12:11:54 PM
I think that water idea is very good.

more over if implemented there are new possibilites
-water power plant (if there will be rivers)
-purify facility (to clean water from rivers)
-showers (morale bonus)
-water storage (similar to power storage)
-water wells
-water pumps (to get water from well more effectively)
#28
Ideas / Re: carts for colonists
August 04, 2014, 11:53:33 AM
Quote from: Cyst on August 03, 2014, 05:07:18 PM
Quote from: cj9999 on July 31, 2014, 06:42:44 AM
hello
for now the carrying stuff from distant places is very time consuming (1-2 route per day) and slow.

I would like to suggest carts (from wood prehaps) for carrying cargos and bodies so the colonists do not have to run so much.
possible limitation/suggestions
-cart have to be pulled by 2 colonists (less cargo)
-cart (eventually larger the for colonists) can be pulled by domesticated animal (if this would be available in the game) (more cargo)

Colonist goes, picks up stuff, colonist brings stuff back to wherever.
How exactly would you make more than one colonist pull a cart?
Colonist goes for the cart? Then to the site the stuff is? Colonist puts stuff in cart? Then colonist does nothing because the other colonist isn't coming to pull the cart, has different hauling priority.
I think implementing this would be hard at the very least and about just as much useless and ineffective. =|

I can imagine the implementation very easy.

Imagine that you have some of goods faraway from base. Currently when you want carry these goods to base, you mark them as carryable and colonist are picking them one at time and carry them to base. its very time consuming.

cart could work like this
there can be 3rd status to goods "carry by cart" and colonist would pick the cart from base a lift up such marked goods. until to cart is full or all marked goods is carried to base
#29
Ideas / Re: Making Muffalos useful
August 04, 2014, 06:34:59 AM
I like the ranching idea
#30
Ideas / carts for colonists
July 31, 2014, 06:42:44 AM
hello
for now the carrying stuff from distant places is very time consuming (1-2 route per day) and slow.

I would like to suggest carts (from wood prehaps) for carrying cargos and bodies so the colonists do not have to run so much.
possible limitation/suggestions
-cart have to be pulled by 2 colonists (less cargo)
-cart (eventually larger the for colonists) can be pulled by domesticated animal (if this would be available in the game) (more cargo)