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Messages - FridayBiology

#406
how hard would it be to add "fog of war" like feature to the game?
more thinking colonist visible rather then explored areas. As well as the need to add "hunting zones" to set hunter to hunt within set areas and everything else.
#407
*bump*

looking good :3
#408
Ideas / Re: What do you want in alpha 9/10?
January 03, 2015, 04:33:36 AM
Quote from: GiantCookieEater on January 02, 2015, 09:54:56 PM
it be kinda cool to see like different tech trees like 1 for tribal approach or like a pirate approach or something like that and you get different tech from it

Maybe additional starting options?
Equipment and tech skills available dependent on your ship type?
> Neo-Religious types, founding a colony without the evils of "#", maybe no-one "#" because they're against "#" (#=cleaning/violence/gender/alien space bats/harming plants ...etc)
> PetroChemists, wouldn't know how to mine (labour) though could use blasting charges and advanced machining.
> Corporate Ship, company owned vessel and crew, while traders may transport passagers for extra income, a corporate ship would have a set crew and purpose. (just bad luck that they've crash landed?)
> Food trader, agriculture skills such as settlers, herbalists and growers? bulk food items and tech
> Weapons trader = weapons etc...
#409
Ideas / Re: What do you want in alpha 9/10?
December 27, 2014, 05:11:28 AM
Quote from: Mekintos on December 26, 2014, 02:32:51 PM
I really like the mapgen, but imagine that there is a deep river in the middle of the map. Wouldn't it awesome? Let's do some stories in "Osgiliath" style.  :D

My idea: rivers

bridges
#410
Have you seen my internal garden attempt?
http://youtu.be/wAIOjJ1hUb8

you can grow internal trees and things which can then survive a solarflare :3
> fertilizer is required for growing in underground "rock"
#411
General Discussion / Re: Beware the crack of lightning
December 23, 2014, 09:20:47 AM
Never use cryo-pod structures for cover when your being attacked by greater odds.

http://youtu.be/UsypCgEAS58
(5 episodes made public every Friday.)
#412
Mods / Re: [Mod Request] Slaver mod
December 21, 2014, 10:19:20 PM
psycho colonists?
#413
General Discussion / Re: Selling In Bulk?
December 21, 2014, 10:18:46 PM
good bye millions of potatos for 1 AI core :P
#414
side note, do you "need" medicine for operations? what about herbal medicine?
#415
Ideas / Re: What do you want in alpha 9/10?
December 21, 2014, 10:14:35 PM
neutral medic beds option.

"Home zone only" setting to limit colonist movement.

tench digging to allow water courses, plant zones effected by water and soil?

Tier 2 research stuff, don't mind just want the unlock feel.

[may the code gods have mercy]
#416
check for a "space meals" mod.
it sets the prepared meals to "low"
#417
Ideas / Re: Progression in the game
December 21, 2014, 10:06:58 PM
I find trying to survive afew years is quiet fun.
#418
Ideas / Re: Engineers
December 21, 2014, 10:03:13 PM
Internal healing logistics?
> after "X" time, "+health" to all parts?
> after "x" time without movement from square, "+health" to all parts?
#419
Ideas / Re: "Orbital Trade Beacon plus Stockpile" button
December 21, 2014, 09:59:17 PM
just built an extra beacon in that awkward colder-sack close to your base. set an area as silver and gold/durasteel...etc

until raiders actually loot rather then kill and burn random stuff, external stockpiles are the way to go.