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Messages - Phienyx

#31
General Discussion / Re: Mental Breaks Seriously?
March 25, 2014, 11:23:53 PM
Quote from: user27 on March 25, 2014, 11:13:20 PM
theres an easy peasy fix for a mental break, just build 4 ( or more, its up to you) gibblet cages and put any ( preferibley all, or 4 colonists ) in them, and allso build a few extra to stuff some raiders into,   thats about 40 fear right there if you use 4 colonists and 4 raiders ( and if your playing vanilla the dead colonists won't be hard to get)
make shure you place them in the highest traffic area you can and make shure theres at least one light nearby.
no one will suffer a mental break unless thay spend time away from the cages

I agree that this will probably work, but you should equally be able to keep your colonists happy otherwise as well.  I know that of course this is not a final product and things will most likely change quite a bit....some due to our feedback, so I am not too concerned.  Just a little annoyed with the "story teller" who seriously seem to revel in our displeasure.  LOL
#32
General Discussion / Doctoring?
March 20, 2014, 12:27:15 AM
I know this is answered somewhere and I apologize if I ruffle anyone feathers by asking, but is doctoring not yet enabled?
#33
Gener was a typo.  Was supposed to be gender, but I assume you already know that. hehe
#34
General Discussion / Re: Mental Breaks Seriously?
March 19, 2014, 10:56:06 PM
Some of the colonists are those who aren't used to seeing dead bodies.  Some of the (if you read their stories) would be quite used to it.   However, seeing a dead body might be a little unsettling for some, it would not cause a mental break unless you are particularly feeble minded.
#35
Is it just me, or does it seem as if these occur way too often as to be abnormal and obnoxious.  I understand that they are intended to add challenge to the experience, but damn.....

....and it rains so much, it feel like friggin' Seattle or a dang rain forest.  What the Foxtrot man.  I assume there will probably be adjustments, but that is my input on the current state.
#36
General Discussion / Re: Build Priority?
March 19, 2014, 05:04:13 PM
By "often doesn't work" I mean that I select a colonist that should be able to do the construction, then I right click on a blueprint and I get nothing.   Not even a message that says "someone else is already building this" or "colonist is not a builder".
#37
General Discussion / Build Priority?
March 19, 2014, 04:38:15 PM
It would be cool to be able to set the build priority for colonists we have focusing on construction.  It sucks to have them working on a stone wall when you really need that turret up.  Selecting the colonist and then right clicking on the building or object you want them to work on often does not work.
#38
Why is it that even though I've created 3 male beginning colonists, I end up with 3 female models for them?  Its happened the other way as well.  I assume this will be addressed at some point.
#39
General Discussion / Re: Mental Breaks Seriously?
March 19, 2014, 03:52:39 PM
I in no way intended to belittle the developer.  Just saying that the colonists should be a little more resilient mentally.  I just don't think with so much going on, that their mental state needs to be so micro managed.  I'm getting tired of chasing all of my hyper sensitive colonists down after a major battle because they all saw the same 10 corpses and freaked out.
#40
General Discussion / Mental Breaks Seriously?
March 19, 2014, 03:09:23 PM
I understand the point behind the general idea of mental status and needing to maintain certain things to balance this.  However, I only know maybe one or two people who are as mentally delicate as the "colonists" in this game.  The biggest load of BS is the viewing of corpses that causes colonists to have mental breaks.  Seriously, viewing dead bodies does not cause mental distress.  (Before someone assumes...yes, I have viewed my share of dead bodies before the morgue and before the funeral home has had the chance to beautify them).

I just think that our colonists should be a little more mentally sound than they are.  Sometimes I think they just border on excessively pathetic and weak minded.
#41
General Discussion / Re: How Do I Use Hydroponics?
March 19, 2014, 09:22:11 AM
I discovered that any growers will prioritize outdoor growing zones over hydroponics.  Is there a way to change that other than deleting outdoor growing zones?
#42
General Discussion / How Do I Use Hydroponics?
March 18, 2014, 10:20:32 PM
I guess my question is does hydroponics work yet?  If to, how does it work?  Yes, I have tables built inside.  Yes, I have sun lamps built.  What's next?
#43
General Discussion / Re: Noob Questions
March 16, 2014, 11:03:15 PM
I'm assuming I have to put the weapon racks on the launch pad?
#44
General Discussion / Noob Questions
March 16, 2014, 10:38:49 PM
In my searching, i have not found a suitable answer to a couple of questions that I have.

1) How do you sell weapons? I have weapons stored in equipment racks, but they do not come up as an option to sell when I communicate with a trading ship.

2) I am not getting additional colonists quickly enough to produce anything in enough quantity to trade for profit. Suggestions? I cannot seem to make any profits to save my life.