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Messages - Silvador

#181
Ideas / Re: Rain should wash away blood, vomit, etc.
March 16, 2015, 06:49:07 AM
Quote from: Johnny Masters on March 15, 2015, 03:42:22 PM
Rain = your god in this game

new feature: worship shrine to God of Rain (also know as weather controlling station that promotes rain)

If you want to promote rain, just start lots of fires. Build some incendiary mortars, some random walls out in the middle of nowhere, and lobs them shells out into the tree filled lands. When there's enough fire, the rain will come.
#182
*joins colony, attaches mirror ball to ceiling*

RAVE!
#183
General Discussion / Re: Mechanoids
March 16, 2015, 06:42:32 AM
Do Mech hives actually gen on worlds? I've made a lot of worlds and looked over them at the names of the settlements on the world, and never noticed a hive. Are they like raider, outlander and tribe settlements, or are they just a constant that doesn't need to be displayed or whatever...
#184
General Discussion / Re: Double Beds??? Why?
March 16, 2015, 06:39:25 AM
Quote from: Mikhail Reign on March 16, 2015, 03:07:13 AM
Quote from: Silvador on March 16, 2015, 02:18:49 AM
I sleep in a Queen sized bed. Believe me, it is SO nice having all that extra room to yourself. Your colonists will love you for spacious double beds all to themselves.

This. Have owned a Queen bed since I was in highschool. I don't understand how people can even sleep in a single bed - may as well be a couch

Hey, some couches are dam comfy. lol

At least, the ones I sleep on always are. Maybe I'm just real lucky with couches. XD
#185
General Discussion / Re: Double Beds??? Why?
March 16, 2015, 02:18:49 AM
I sleep in a Queen sized bed. Believe me, it is SO nice having all that extra room to yourself. Your colonists will love you for spacious double beds all to themselves.
#186
If I'm not mistaken, gold is also a good conductor, capable of handling considerable amounts of power. I admit, my memory on this could be completely wrong, but I believe  gold is heavily used in a lot of high tech circuitry.

Assuming I am right... if stronger power cables are later added to the game, having gold a part of their recipe would only elevate its value, emphasizing having it as a "small" material. You don't need a lot of gold. Because of it's pliability, a very small amount can be used for quite a lot, such as leafing and circuits or power cables. One can get far, far more use out of a "brick sized" lump of gold than a single brick or log.
#187
Quote from: DestroyX on March 13, 2015, 10:18:17 AM
Kinda necroing here, but whatever :D

the huge problem is that its destroying all the recipes from mods.

and i really dont like it that some materials are considered smaller, some larger.

its just totally inconsistant.

Unless Tynan is making the game with modding especially in mind, I don't think he needs to concern himself with the functionality of mods. You don't build a house and think "well, this window placement might get in the way of the peeping tom down the road with the telescope, I should put it somewhere else". The Starbound devs are actively making their game to accommodate 3rd party mods, so I can understand if peoples' mods breaking is something worth complaining about there.

Mods are great, and all, but they are an unofficial part of the game, and as I've already said, unless the developer is actively designing the game with mods in mind, then they have no obligation towards building their game around your... conveniences.

Quote from: Ayylemao on March 13, 2015, 12:07:32 PM
Quote from: Tynan on December 12, 2014, 03:36:46 PM
Yes, for granularity reasons different things are measured in different base volumes. 1 wood is like a cinderblock-sized piece. 1 gold is like a small chunk or a coin (of 20x smaller volume).

What's ridiculous is the idea of making solid gold weapons! Yes it is ridiculous how much gold you need compared to its value; this is likely part of why nobody does this in real life either.

I'll work on the feedback for A9.
I really dislike how you on one hand advocate good game design aimed at fun rather than realism with steel deposits and wood logs without processing but on the other hand you take a ridiculously backwards approach in certain places like gold rarity vs usefulness or limiting traders based on your colony stats with certain storytellers.

There is a certain balance between fiction and fantasy that must be maintained. Gold is well known to be a poor material for straight up crafting, and is highly valued even in small quantities. It is in fact traded by the ounce, because it is used as such. Wood, stone and even steel is used enmasse on a much greater scale, but gold, silver and many other materials are not. This is more than likely the reason Tynan has done things this way, and frankly, I like it this way. It is different to most other games and requires me to be a bit more careful with my more precious materials. Unlike the stockpile full of 2000 wood that I can just toss around because there's no shortage of it surrounding my settlement, Gold is scarce and if I'm reckless with it, I may very well find myself without much of it at all when I want it, or need it.
#188
Also, more fashionably stylish. ^-^
#189
Quote from: Darkhymn on March 13, 2015, 01:51:12 AM
Quote from: Silvador on March 13, 2015, 01:09:20 AM
Quote from: Darkhymn on March 13, 2015, 12:35:17 AM
-snip-

Is this in game or on the wiki? Don't think I've come across that explanation. Guess I missed it.

In-game, select compacted steel or plasteel, and in the info panel in the bottom left corner, click on the little 'i' icon. IT opens up a short description that mentions this. I went looking yesterday after another forumite made me aware of it.

Thanks! I'll be honest, I haven't really read the description for much of the more... basic things in the game. I mean, why would one typically have reason to read the description of a chair, or some wooden logs? lol
#190
Quote from: lusername on March 13, 2015, 03:03:04 AM
Heh, now we need a Temple of Doom challenge: Design a fort that will continue to stand and kill all who try to enter after you leave, until you receive replacements.

This is now my primary goal for all colonies. At the center I shall build a temple, there I shall place much value and danger. All who enter without permission shall perish!
...
At least until a short circuit breaks my power grid and turns off all my turrets.
#191
Quote from: Darkhymn on March 13, 2015, 12:35:17 AM
I found out last night that apparently the steel and plasteel aren't ores at all, but collapsed and compacted ancient structures. It's in the info tabs for the mineable compacted metals. Even in that context it's a bit flimsy and messes with my suspension of disbelief, but at least there is a lore explanation for it.

Is this in game or on the wiki? Don't think I've come across that explanation. Guess I missed it.
#192
I asked in another thread if it's possible for new colonists to join after all your colonists have died and/or left, and was told that the "random person has come by and are joining the colony" event still can happen.

Yet to actually have this happen for me, yet. Buuuuuut, I have one colony that has succumbed to its first winter and only has one survivor, and another colony that was halted before it could even being by mechanoids. I intend to see how each will progress.
#193
I don't really consider it and issue, just a curiosity that has crossed my mind.

Unless my basic science is failing me, Steel is an alloy, manufactured and not naturally occurring. So how did it get into the hillsides and mountains to be mined? I've never heard of Plasteel until this game, but I'm willing to bet it's probably not a naturally occurring substance either.

Do you guys think there is some kind of tale behind how much unnatural metal wound up buried under tons of earth and stone? Or might it be a placeholder for more in-depth metallurgy to come later on?
#194
Wait until it is raining heavily, pause, then look for where it is raining through in the open hallway. That should tell you what areas are covered and what areas are not.
#195
General Discussion / Doomed from the start
March 10, 2015, 03:51:30 AM
A new map, a new colony. Quickly scanned over the map, surveyed the land, selected a site to build and started planning. After spending much time laying out my colony's blueprint, I started construction. Everything is going fine.

Barely a couple of hours into the first day, after touching down in my three drop pods, I get an alert "Colonist needs treatment"

Wait, what?!

One of my colonists is being attacked! But by who? No events had triggered. Wait, is that... MECHANOIDS!

Two scythers and a centipede have crawled out of a ruin with a hole in its wall thanks to a steam geyser and started attacking my colonists IMMEDIATELY!

Guess I just rolled the ultimate in snake eyes. x_x

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