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#528
Ideas / Re: Cleaning Zone
September 05, 2015, 02:25:22 PM
This is actually a really good idea, Jester! Thanks for the feedback!
#529
Bugs / 'Rescue Reserved' Message Problem
September 05, 2015, 01:09:28 PM
I just right-clicked to get my colonist to rescue a downed colonist, and it said 'Gray, Oaf is reserved by Husky6871459'. I thought I was imagining things, so I clicked of and re-tried, but the same message came up. I think it is a case of the coding being unhidden.
#530
Ideas / Cleaning Zone
September 05, 2015, 12:37:32 PM
Now, when you set a home zone, you generally want it so your colonists repair and put out fire in the area. But, this also allows your colonists to clean this area. This is fine most of the time, but when you have a geothermal generator out on the edges of the map, and you have a power cable running into your base, it can be very annoying when your colonists waste all their sleep time walking back from cleaning one piece of rubble. To combat this, I think you should have a cleaning area (like a snow clear area) in which your colonists clean. For example, you could set your colonists to clean out the animal area, but forget about their hay stockpile so they focus firstly on their room, then add in the hay stockpile so they clean that last of all. Maybe, if you are one of the people that likes complexity, add in a timer, using which you could set your night shift guys to clean the dining room all ready for the morning, but not disturb the sleeping colonists by going in and cleaning their rooms. Got any feedback? Post it down below!
#531
Ideas / Auto Temperature Setting
September 05, 2015, 12:30:26 PM
I hate it when I build a cooler, only to realise (once all of my meat was spoiled) that I didn't set it to below freezing, and it had been wasting power and giving nothing in return. It would be great to have coolers auto set to -10 degrees (Celsius) and heaters set to 21 degrees (Celsius) as soon as you start the game, and an option to change this setting to a different number depending on your specifics. Maybe this could be an option when you click on a cooler/heater, to 'Set automatic with current temperature' or something of sorts. Thanks for reading, please post your feedback below!
#532
General Discussion / Re: Pets: The pros and cons of your animals
September 05, 2015, 11:07:03 AM
Thanks for the info on pigs, TLHeart!
#533
General Discussion / Re: Pets: The pros and cons of your animals
September 05, 2015, 05:02:14 AM
Good ideas. The thing about human meat is brilliant. Not only do the animals not care what sort of meat they eat, it goes for a pretty buck more than the other meat types, and if you add in the leather you're looking at 300 silver per raider! Now that is what I call income!
#534
General Discussion / Re: Pets: The pros and cons of your animals
September 05, 2015, 04:09:29 AM
Yeah, that is a very good tip Penguin! Also, anyone want anything added to the list? For details, read the top of the first page!
#535
General Discussion / Re: Pets: The pros and cons of your animals
September 04, 2015, 05:57:38 PM
The best K-9 pet in my opinion is the husky. Good attack, great hauler, easy to train. The labrador is only behind due to the fact that its damage is slightly lower than the husky.
#537
General Discussion / Re: Dead Bodies to Bones.... Removal?
September 04, 2015, 04:10:12 PM
Are you sure your food stockpile has a lower priority for copses than your graves?
#538
General Discussion / Re: Pets: The pros and cons of your animals
September 04, 2015, 04:08:16 PM
Yeah, but with 14 huskies your colonists will have more time to do other things,
provided the huskies are all hauling-trained!
IT LOOKS LIKE WARGS ARE TAKING THE LEAD HERE WITH 7 VOTES!
Personally, I think wargs are naff. They are near impossible to train, so it will be pretty late-on when they are actually of combatant use.
provided the huskies are all hauling-trained!
IT LOOKS LIKE WARGS ARE TAKING THE LEAD HERE WITH 7 VOTES!
Personally, I think wargs are naff. They are near impossible to train, so it will be pretty late-on when they are actually of combatant use.
#539
Ideas / Re: Visitor Areas
September 04, 2015, 02:13:54 PM
Well, wargs and other manhunters will be disabled from harming the faction relations, but will still kill the visitors. This gives at least some leeway for the player.
#540
Ideas / Re: Visitor Areas
September 04, 2015, 12:02:47 PM
Yeah, great idea b0rsuk! Maybe, if a visitor dies inside your home zone, you cop the blame and get shunned (-20) by their faction. This could even apply if a raider/mechanoid killed a colonist on your land, because this would make it less appealing to use your visitors as defence to get into cryptosleep caskets!