Still better than a missing hand.
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#17
Ideas / Re: Domestiction of wild plants
October 22, 2016, 05:29:30 PM
I've always wanted to grow agave...
#18
General Discussion / Re: Healing Raiders
October 21, 2016, 06:38:12 PM
I don't really know.
The longest colony I had was a 18 years old one.
Pirates I released, and pirates that made out of the map, returned regullarly.
Also, the 50 people attacks were probably helping this.
The longest colony I had was a 18 years old one.
Pirates I released, and pirates that made out of the map, returned regullarly.
Also, the 50 people attacks were probably helping this.
#19
General Discussion / Re: Tips For Cave Bases?
October 17, 2016, 02:09:28 PM
Don't EVER have only one way into a room, beside your main entrance.
You'll save yourself a lot of problems with infestations this way.
You'll save yourself a lot of problems with infestations this way.
#20
General Discussion / Re: Healing Raiders
October 16, 2016, 10:13:15 AM
You should do this, since they are not going to be friendly.
Amputate any non vital infected part, use a peg leg if it's a leg.
Put some peg leg anyway, they are bound to return.
Then release them.
Amputate any non vital infected part, use a peg leg if it's a leg.
Put some peg leg anyway, they are bound to return.
Then release them.
#21
Ideas / Re: Resource Trains
October 16, 2016, 10:07:46 AM
I onestly expect maglev trains instead.
It's the 5500!
It's the 5500!
#22
General Discussion / Re: Mortars and shells
October 16, 2016, 06:50:37 AM
You can use shelves.
They assure you 2 spaces for shells and you can leave them outside, without having the shells be damaged by weather.
They assure you 2 spaces for shells and you can leave them outside, without having the shells be damaged by weather.
#23
General Discussion / Re: I want to hear about exploit strategies!
October 13, 2016, 12:02:03 PM
That is actually sheer genius.
#24
Ideas / Re: My Top 14 Usability Issues
October 12, 2016, 01:59:48 PM
The 2nd suggestion is very sensible.
Try running a 50+ people colony, you'll see hell on work tab.
Try running a 50+ people colony, you'll see hell on work tab.
#25
Ideas / Re: A Robust Research System
October 08, 2016, 01:59:48 AM
Also, the research bench should get the research skill slowly up, with a "training" research;
Or be usable as a joy item for those with the double flame on research.
Or be usable as a joy item for those with the double flame on research.
#26
General Discussion / Re: Dry Thunderstorms
October 07, 2016, 03:56:40 PM
Or live in a desert.
Nothing to burn there.
Nothing to burn there.
#27
Ideas / Re: Raider "decorations"
October 07, 2016, 03:09:17 PM
You've come late to the party pal.
That was the fear stuff that got removed from the game... 10 alphas ago? I am unsure.
That was the fear stuff that got removed from the game... 10 alphas ago? I am unsure.
#28
General Discussion / Re: Help with fires
October 06, 2016, 11:15:08 PMQuote from: cmitc1 on October 06, 2016, 08:59:13 PMDon't. Metal burns.
Usually, I will build metal walls all around my base to help keep threats out (i guess fire could be considered one), so if you have not done that before, you can try that.
#29
Ideas / Re: Birthdays
October 01, 2016, 12:56:18 PM
And when you have 40 or 50 colonists, it becomes a mess of parties. Nothing gets done in the colony.