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Messages - Canute

#9841
Capture him and let him write songs aka make sculptures ! :-)

But since he can't haul, i would feed him to the cat if he don't join soon.
#9842
Build 3 research benches and let all 3 perma research, while the other 3 hunt,growth and cook :-)

Did you want play a hardcore game, or why you didn't use the random button to create a few pawns with useful skills ?
Then try it again, maybe next time you get 3 assasines which only can fight :-)

#9843
Outdated / Re: [A15] Ancestral Spirits
November 11, 2016, 03:19:23 AM
Quote+ Make Ancestors look ghostly
    + Make Ancestors completely immune to all forms of attack
    + Disable Ancestor reactions to melee attackers
About the manhunters,
they only attack human if i remember right, they don't attack animals or mechanoids.
What race does the ancestor got ? Can't you create a race that manhunter don't attack.
Alternate why not have animal spirits as ancestors (tribe style). Maybe you can build differnt animal shrines/totems with different magic effects.
But you only can have one for  the colony.
#9844
Why you just rename the "smelt weapon" into "recycle weapon".

Yes it don't made logical sence to do this for nonsmeltable weapons on an electrical smelter but you are geting resources out of power and work.
Or at last create a deconst. weapon for nonsmeltable weapon for the stonecutter bench.

#9845
General Discussion / Re: Tribal Tundra Survival
November 10, 2016, 02:42:39 AM
Quote from: SilentP on November 09, 2016, 08:32:54 PM
Trying to grow food in the cold and not having much luck.

I boxed in (full roof too) around a geothermal vent and planted some rice.  I'm getting a growth rate of roughly 20%.  I have 6 torches in the room with the plants.

What am I missing?  (Besides sunlight)
You did all right.
It is nearly impossible to grow food if you don't have a bit warm outside area.
The light with torch isn't enough, you can try to harvest/cut the rice before it reach it lifetime to get at last something out.
I even tryed it with the Mod veg. garden and garden soil (200% grow speed) but the plants still died before they was harvestable.

Hunt so much you can, if you got a caravan trade/buy vegetables and research forward so you can use sunlamps.
But keep a stock on human meat, you might need it.
#9846
You have won when the whole map is a homezone! That means you etablish a sussesful colony :-)
#9847
General Discussion / Re: Thrumbos?
November 09, 2016, 02:39:29 AM
QuoteAs for being the wisest thing in the universe... I'm not convinced. They are clearly animals and have no technology. Sure apparently they can apparently speak, but we never actually see them do it. I personally think the whole 'wisest creature in the universe' is actually just a story that's been passed on, kind of like how we tell stories of 'elephants never forgetting'. I think they're just incredibly rare animals that have some sort of reverence type status with tribes.
That they have no technology or don't speak anymore don't mean they allways was be dump animals.

Thrumbos are the remains parts of a transcedent race they got their primetime around 200.000 years ago.
If they are the pysical remains of the transcedents or just a part of the original race which didn't made the evolution jump and degenerate to simple animals, noone knows.
In many legends of other races, thrumbos appear at conflict situations try to spend peace. They use their enormous psi-power to communicate, defend themself and even travel from planet to planet.

#9848
Raiders remember traps and dangerous areas by default when you let them escape, then they avoid them at the next attack.
Same with the digging, it is an anti imprision code.

The mod just let people take a faster way to the destination.
#9849
Did you read the description of the helmet/suit ?
FEMALE only !
#9850
Why ?
It is your choise to land on an island.
So you never get any visitors or caravanes just spaceship trader, Mech/pirate raids with drop pods.

But maybe they introduce Airship caravans too.
Very big zeppelins who stops by your main entrance for a day. :-)
#9851
Outdated / Re: [A15] Ancestral Spirits
November 07, 2016, 10:46:10 AM
I think this isn't only for this mod combo, similar happen with Emergency power switch and Trade caravan spot.
Sometimes not allways, the settings of the switches and the trade spot are gone.
#9852
Yep, i think too .
The visitors should only be allowed to take items from the guest room or outside home area.
Quote- Sell junk by placing it in their rooms!
Maybe that should replaced then, when visitors consume anything, that should give extra friendship infuence or maybe extra cash.
Maybe you can create an Casino/bar. Visitors come in use special joy items and pay for the use (slot mashine, billiard).

When they win you may have no income but increased relationship, when they allways loose they go berserk.


#9853
Releases / Re: [A15] Rikiki's M&Co. (05-09-2016)
November 07, 2016, 03:03:02 AM
Check the pic from the mod, down where Glasses stand, you can place a standard door/autodoor.
Maybe Rikki can create a laser autodoor to fit into.
#9854
If i remember right, Emergency power switch from a mods working with Mars, they turn off when batteries are full, and turn on, when power is needed from batteries.
#9855
Modder working on the CCL mod, with this mode they can rearm other mods which can power down workbenchen by 90% when they arn't used currently.

There is allready a mod for a sensor switch, to power up your turrets when an enemy comes in range. Works with friends too to power up light for visitor rooms at example.

Mod for Emergency power switch, that turns off/on when power is needed or batteries behind the switches are full.

But the best solution for large bases are, more or better power supply. Get some nuclear reactors from mods, build so many that you don't even need batteries (no zzzzz event). And when you don't find enough uranium to fuel these reactors you can get some core mining/deep space mining or resource leaf mod for your needs.