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Messages - FridayBiology

#421
General Discussion / Re: Tables and chairs--
December 19, 2014, 08:08:31 PM
Quote from: christhekiller on December 19, 2014, 02:04:39 PM
Quote from: hyperkiller on December 19, 2014, 12:28:56 PM
you can also put chairs on the edges of the butcher tables, and the cooking stove i think as i haven't done it to that yet. they might need all that room tho to cook.

I usually put chairs infront of the research and coms stations (for aesthetic purposes) and I've seen colonists and visitors eat off of those before too.

they use the research bench as a table?
does it count as eating off the floor?
#422
General Discussion / Re: Back to nature: Tribal challenge
December 19, 2014, 08:06:00 PM
stockpile a shit load of wood for winter.
take a cannibal as consumption of flesh of victory maybe required.
#423
Video / Re: Alpha 8 | Boreal forest
December 19, 2014, 07:55:03 PM
you can use fertilizer plants to create internal growing areas, the plants require heat and light.

either way, good luck.
#424
we're using the ice sheet mod and throwing up a 5 episodes a week target.
This is unplanned as i'm more of a warm weather person, an was caught between the 8-8e update and I deleted the 8 save file and so continued with a ice sheet map for a change.

http://youtu.be/ECZAHnO4mvU
#425
good luck
#426
moats for castles :3
#427
why don't visitors steal silver if no-one if looking or if silver is not in Home zone :P
#428
:P I've actually started using cryo buildings as Flat map starting bases.
only issues i've noticed is if mortar landing on them they open up.
#429
vanilla, +3 years.
will do though where do i find the save files?
#430
Ideas / Re: Better powered doors
December 18, 2014, 09:29:30 PM
Battery Doors (siege doors) : would require colonist to manually close or open, would use alot of materials to create.
> allows player to keep open to allow passage of animals and raiders into a base without destroying door. closing door would set to lock. additional health may result in raiders attacking the wall rather then door :3

one way door would be like a cattle gate (drafting stock) right? (may require a shit load of coding)
#431
Ideas / Re: Oxygen and Rebreathers
December 18, 2014, 07:46:15 PM
Great idea, personally i'm waiting for differing day rotations and seasonal lengths.

lower oxygen than normal and your tired more, immunity drops.
richer oxygen levels and you could develop sickness and visual issues.
> more oxygen = more fire, so yay for lightning.
#432
Ideas / Re: Meal Type Designation
December 18, 2014, 07:41:10 PM
there is the space meals mod which sets prepared meals as less than paste meals which means that colonists only go for them when the power is out and you've got nothing else left,

though currently the Alpha 8e update mod is broken visually.
#433
Ideas / Re: Vat grown organs.
December 18, 2014, 04:26:14 AM
already have vatgrown soldiers/organfarm types.
why couldn't we research and grow a colonist.
it'd take awhile and sometimes maybe thinks don't work out?
#434
Ideas / Re: Psychic Drone rework? Alternate game play?
December 18, 2014, 04:23:47 AM
psyshic deaf trait?

If i've a weak/lacking colony, normally i take one "expendible" out to attack the ship and then run to my defences once the mechs appear. While the mechs chase the "expendible" i'll send a melee strong type to run around back and take out the ship part quickly.

Also using a sniper to attack long range and a pistol guy to move back a forth between cover can take time but, saves your guys from taking too many hits.
#435
Bugs / Re: [W|0.8.651] Attackers - balancing
December 18, 2014, 04:14:23 AM
heater inside cryo room, wall off and build solar panel.
Leave for abit and return for loot once cooked.