The moon is fake and only bends light, and so the solar flare and the protons and stuff pass through it and hit the planet. I THINK THAT IS SCYANC AND LAGIC.
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#17
Ideas / Re: Enviro-Shields
August 02, 2016, 09:18:30 PM
"Worthless Suggestion Guy" absolutely perfect. Keeping that!
#18
General Discussion / Re: A trick to fully exploiting raspberry bushes / agave (but is it worth it?)
July 31, 2016, 01:12:41 AM
Playing since A8 and I'm just learning about this, thanks!
#19
Stories / Re: Grass seed Anyone else ever see them.
July 31, 2016, 12:06:01 AM
Same with fire, little sparks spurt from the fire and go around it randomly.
#20
Stories / Re: My first Colony - The hype was real
July 31, 2016, 12:05:02 AM
Some advice for you next colony.
1) Keep your floors clean, helps to keep moral up.
2) Separate prisoners into different rooms, I usually go with nicely furbished 3x3 rooms.
3) Don't use vents, IIRC they don't work correctly.
4) Make a separate room for pretty much anything, a kitchen next to a cafeteria maybe, a workshop, etc, it all helps with clutter and keeps things organized.
5) Pray to RNGesus for him to not smite your colonist's relationships.
6)Don't lose colonists, especially on the harder difficulties, same with bonded animals, you lose them, the mood spirals will begin unless you have a really good joy room.
1) Keep your floors clean, helps to keep moral up.
2) Separate prisoners into different rooms, I usually go with nicely furbished 3x3 rooms.
3) Don't use vents, IIRC they don't work correctly.
4) Make a separate room for pretty much anything, a kitchen next to a cafeteria maybe, a workshop, etc, it all helps with clutter and keeps things organized.
5) Pray to RNGesus for him to not smite your colonist's relationships.
6)Don't lose colonists, especially on the harder difficulties, same with bonded animals, you lose them, the mood spirals will begin unless you have a really good joy room.
#22
Ideas / Re: Enviro-Shields
July 30, 2016, 06:19:52 PM
Other words, it protects clothing from breaking and acts as a low-quality combat shield, neato.
#23
Ideas / Re: An Engineer's Elegant End to Killboxes
July 30, 2016, 06:17:39 PM
TAKE MY YES PLEASE.
#24
Releases / Re: [A-14d] Medieval Times (v. 1.02.014 (Updated-7/27/2016))
July 28, 2016, 04:53:16 AM
medival yuy
#25
Releases / Re: [A14] Mad Skills A14-1.1.6 - skill degradation begone! (26.07.16)
July 27, 2016, 11:41:46 PM
read OP instructions for adding Mad Skills to an existing world.
#26
Releases / Re: [A-14d] Medieval Times (v. 1.02.014 (Updated-7/27/2016))
July 27, 2016, 11:19:13 PM
Is this a total conversion?
#28
Outdated / Re: [A14] Railguns! V1.3 - Adds 9 new railgun based weapons!
July 25, 2016, 10:32:09 PM
The FUUUUUUUUUUTUUUUUUUURE! Future tech and my love of destroying things in glorious ways.
#29
Outdated / Re: [A14] Railguns! V1.3 - Adds 9 new railgun based weapons!
July 25, 2016, 05:48:54 PM
Yay nuclear grenade launcher!
#30
Outdated / Re: [A14] Railguns! V1.3 - Adds 9 new railgun based weapons!
July 23, 2016, 08:33:15 PM
Updated, balancing yay!