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Messages - Matthiasagreen

#346
Ideas / Re: Viewable seeds after world creation
October 01, 2014, 04:38:58 PM
The map seed is visible in the world save. Its a bit of work to get to it, but it is available.
#347
Quote from: Robovski on October 01, 2014, 04:04:14 PM
Just started in the new biome. Glad to hear the UI for materials has been addressed already for the next build.

What have I found out:

Cobras are fair eatin', as are boars and turtles and the skins are automatically harvested. I was turtleshell helmets Tynan!
Wood walls no longer transmit power
A raider with a knife will run at 3 armed men with guns (even if they are awful shots). But then the raider was a navy scientist who is incapable of intellectual...

Regular wood walls do not transmit power, but the wood power conduit wall does.
#348
Mods / Re: [Mod Request] Borg / Cyborgs
October 01, 2014, 03:29:52 PM
youcan do both dionic eyes and claw hands. Doesn't sound like a need for a mod!
#349
They used to slurp your space meals, now they bring their own! Which is also a nice bonus loot from raiding parties!
#350
General Discussion / Re: Alpha Seven
October 01, 2014, 12:45:15 PM
Quote from: Matthiasagreen on September 03, 2014, 10:05:03 AM
Quote from: Tynan on August 26, 2014, 10:45:13 PM
1. Jan 28
2. Feb 26
3. Apr 10
4. Jun 1
5. Jul 4
6. Aug 13

Actually just writing this down to see what the pattern is!

Looks like the intervals are

~30 days
~45 days
~50 days
~34 days
~39 days

You should note that A7 is pretty ambitious.

Not to jump the gun or anything, but going by the range in time between updates, we are looking at another 9 to 29 days (September 12 to August 2). That is less than a month.

Yes, I know this is only an estimate and Ty said it was going to be a big update so it could be even longer, but it is enough to keep me up at night like a little kid on (a really long) christmas eve.

Although I meant to say October 2nd in the post above, I was pretty spot on.
#351
now that alpha 7 is out I can say that it helps a lot with the amount of raiders in the end game as long as your wealth isn't extremely high and therefore leaves less need for kill boxes. This is my personal experience and may not be the case with everybody.
#352
General Discussion / Re: How buggy is Alpha 7 yet?
September 30, 2014, 10:46:04 PM
Then someone else says yeah there is an eye on the chicken, but it is still edible. Maybe it is supposed to be there...
#353
Ideas / Re: Pilas OP? (and a rant about the injury system)
September 30, 2014, 05:59:40 PM
I think you need to wait just a wee bit longer for Alpha 7 and you won't have to worry about it.
#354
Ideas / Re: On the subject of Mortars
September 30, 2014, 12:37:58 PM
keep in mind two things

Your base is probably bigger than theirs and, therefore, easier to hit.
Shooting skill, if I am not mistaken, does not affect mortar ability.
#355
General Discussion / Re: General Lore Discussion
September 30, 2014, 11:13:10 AM
Quote from: Axel on September 30, 2014, 10:46:59 AM
Quote from: milon on September 29, 2014, 06:38:06 PM
I don't think anyone has pointed this out yet, but the lore is confused when it comes to cryptosleep pods.  (I grin every time I read that term, by the way.)

The intro of the game states that "you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart."  This makes it sound like the escape pods and the cryosleep pods are two different things.

The description of the cryosleep pods currently reads as "A cryptosleep pod hardened against the damgers of space. Capable of maintaining a person in cryptoslep for centuries in a space environment and surviving atmospheric re-entry."  This makes it sound like it the escape and cryosleep pods are one and the same.  Or at least, like they could be (and the Longsleep Revival Briefing seems to support that too.)  Or are the colonists just better constructors than whoever built their doomed ship?

Thoughts?

Well lets say that they are meant to be different. The cryptosleep pods would only have you inside them and whatever they need to keep you going in space until reentry. So I think the cryptosleep pods are long term solutions in case your stuck in space so you wouldnt need supplies. Unless for some reason you sleep with your gun. Thus the cryptosleep pod can be used as an escape pod in case of an emergency where no escape pods are available. Or whoever funded your ship didn't see the necessity for escape pods when you can make use of your bed. Or even better yet they didnt fund escape pods because they didnt think youd be near a planet so cryptosleep pods were the only viable solution for max probability of you being saved. Anyways, now lets go to the escape pod. I think the escape pod is probably bigger on the outside with the insides completely different. Its probably also going to be far more durable because its meant to get you the planet. In the case of the cryptosleep pods they have stuff already inside to keep you living for centuries in space so theres not going to be much room for storage. As for the escape pods there would be more storage room. Which would explain why in the intro when the colonists come out items like medicine, rations and, a gun, also come out. So I think theyre meant to be different based on what theyre going to be used for. If its the case where you may be stuck in space for a while because there are no suitable planets nearby then the cryptosleep pod would be used. However if there is a planet nearby then I think theyd shoot you out in an escape pod with all the available equipment for you to survive.

However now i have a question of my own. When survivors fall out of the sky are they meant to be in an escape pod or a sarcophagi? Because if its sarcophagi it would explain why they always come down hurt (if my theory that sarcophagi have less structural integrity is correct) and why they never have anything other than what they carry on their back.

I think with the Cryptosleep pods, you can survive entering a planet's atmosphere, but you are still asleep. They keep you in an unchanging state until you are released from them, whether on a ship, or in the instance of a crash, on a planet. That might be why the lone crash ship survivors are injured but alive. The cryptopod survived entering the atmosphere and enough to leave them alive but injured upon impact. You came in an escape pod, which is meant for the landing and therefore, relatively unscathed.
#356
I disagree on two parts of that.

First, AI will never be completely up to the standards of most players because it is simply that: AI. AI will never match the way you think the characters should react, especially if it is trying to reach the standards of a thousand different people.

Secondly, the game is not the game that Tynan imagines and he has many things he wants to do to it. But if he has a choice of adding 100 new features or one AI improvement, I would choose 100 new features every time. The AI is a placeholder, like lots of other things, but the AI is not as noticeable to the general audience as, say, a new trading interface or the ability to make things out of Gold. As much as he would love to spend tons of time on the AI, he also has to worry about increasing and keeping interest in the game and considering the AI is still playable, it is not a priority. You are probably the minority that wants nothing but AI improvements and he has to cater to the majority for now.
#357
General Discussion / Re: Cabin Fever issue!
September 30, 2014, 09:19:26 AM
Obviously not the person you were asking, but I would think it would be safe to say that everything done on or after the day that was posted will be alpha 8
#358
Most likely Tynan has wonderful ideas about what he wants to do with turrets. He won't tell us though. Everything that Tynan says in the forums is considered Canonized Scripture and he won't commit to anything he doesn't know when and if he will implement it. The only thing he promises is:

1.He will continue to make the game better as long as he can.
2. He "would like to" or "will try to" implement something into the game.
3. Cool things await.
#359
General Discussion / Re: Best hydroponic setups?
September 30, 2014, 08:49:55 AM
Quote from: keylocke on September 30, 2014, 04:27:54 AM
Quote from: Matthiasagreen on September 29, 2014, 03:30:25 PM
here Is the most efficient hydroponics set-up. It fits 18 under one lamp

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

what's with the green boxes with black borders?

but yea, very cool

Someone posted their "best" set-up with 16 and someone edited to show you can do 18. I personally do the 18 and love it.
#360
General Discussion / Re: Cabin Fever issue!
September 29, 2014, 05:20:21 PM
Anyone read the changelog today? We speak and tynan listens.