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Messages - Matthiasagreen

#466
So, I just thought about the wine and wanted to know if it would be fun to give the wine a 1% chance of destroying your liver?
#467
Ideas / Re: New Power Source
August 27, 2014, 01:09:42 PM
Superior crafting (mod) has both the steam generator, powered by wood and a nuclear pawer plant that requires uranium to make. you start out with no form of power and have four power research levels. Level one, steam, level 2 solar, level three, geyser and level four,  nuclear.
#468
Ideas / Re: Assign colonists to stay in an area.
August 27, 2014, 12:48:11 PM
Similar idea, but I would rather have a no-go zone, where you tell your people not to go. Don't want them to leave the base for a bit? Mark the entrance no go.
#469
Ideas / Re: Your Cheapest Ideas
August 25, 2014, 04:44:07 PM
Please make an override option when you are asking someone to do something and someone else has reserved it.
#470
An issue I am having (which may have been mentioned) is the inefficiency of building. In the vanilla version most (maybe all) items are made up of one material. So when they are hauling materials to the build site, they haul it for multiple items at one time. With multi-material items, they do this for the first material and then haul the second material one building job at a time. For example, with powered stone walls, they will haul all the metal at one time, then make individual trips for for the stone, hauling stone for one wall and then building it. For large projects, this makes it take a very long time. Any thoughts?