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Messages - jaeden25

#16
Ah thanks :)
#17
Treat them the same as a siege. Go and get them.
#18
Maybe have a visitor zone you can lay like the home zone etc...
#19
Ideas / Locked Camera and Colonist Task Overview.
April 11, 2016, 05:42:35 PM
Just a simple couple of suggestions and sorry if they have been mentioned before.

1. Lock the camera on a colonist, it would just be nice to follow them every now and again without constantly scrolling manually, it's something I would personally use quite a lot, I'm sure someone else agrees too lol.

2. Colonist Task Overview, I would like to be able to see what jobs all my colonists are doing at the same time. It's quite a pain scrollig through them all at the moment.
#20
Have dedicated haulers and cleaners when you run into this problem, that's the best way to combat it.
#21
Generally when I build a colony I won't plan where anything goes, if I need something I'll just build it wherever and not worry about efficiency, I will also never make 2 rooms that look the same.

For mountain colonies I just dig randomly and find ore, the holes and passages that are left I will just leave and fill with stuff.

Following these 2 rules every base I build looks totally different.
#22
Ideas / Re: Secret Human Butcher
April 10, 2016, 07:50:26 PM
Eating humans should be a last resort for your colonists to save them from starvation, hence the big penalty for doing so.
#23
Ideas / Re: Nerf gut worm and muscle parasites?
April 10, 2016, 07:46:30 PM
Muscle parasites are so brutal in extreme mode as you have to spend literally ALL your time keeping the infected colonist from going beserk, and the fact you don't even know how long they will last is the worst part. This disease is just a bit too strong at the moment.
#24
I know how hard it can be to make music, you have talent.
#25
Yes. The muscle patasites are a death sentence, as it almost guarantees the infected colonist will go beserk at some point because of the pain and length of time they last. It's not something you can afford to happen in extreme mode as any injuries at the wrong time can just end the game.
#26
Ideas / Re: Turrets shouldn't auto-target wargs
June 14, 2015, 11:25:34 AM
Quote from: DDawgSierra on June 14, 2015, 11:15:50 AM
I am perfectly happy leaving these humanoid eating wolves alone. But my turrets always decide to put their nose in my businness, and they get it bitten off with a *fizzzzzzzzz-BOOM* Annoying and expensive. Can you please make it so you have to manually target them, even if it means autotargeting mad animals as well? Thanks for your time.

A central control for your turrets would be a better idea so you can remotely deactivate them.
#27
Quote from: TLHeart on June 14, 2015, 08:56:57 AM
just remember jerky is from a mod, not in vanilla game.

I just mean in the sense that you can create a stockpile for the specific type of food and it will work sorry.
#28
You can just put a stockpile in the room for jerky and that works fine.
#29
Ideas / Re: Currents actions Panel
June 14, 2015, 07:11:48 AM
Quote from: Umakor on June 14, 2015, 02:04:47 AM
I like the idea of the actions overview (could be really useful to prevent colonists from doing stupid things), though I don't think the minimap is required (by zooming out I can see most of the map).

I play only the largest size map possible and the minimap is just a quality of life improvement really. One example is when an escape pod drops, sometimes I lose the location and it can take me quite a while to find the injured colonist again.
#30
Ideas / Re: Create A Biome!
June 13, 2015, 12:23:00 PM
Name of Biome: Volcanic
Average Summer temp: 35
Average Winter temp:   24
Types of Weather: mostly sunny/acid rain/ash rain
Types of Plants: some jungle and barren areas
Types of Animals: rainforest animals
Something else interesting about the biome: volcanic eruptions creating molten rain setting things on fire/ toxic periods/ pyroclastic clouds that incinerate any life outdoors