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Messages - jamesinar

#1
Ideas / Re: solar switches
October 08, 2015, 08:44:16 PM
#2
Ideas / Re: Jump to colonist corpse
October 04, 2015, 12:27:18 AM
Tell me about it. It took me 45 minutes to find the right body and get rid of it.
#3
Ideas / Jump to colonist corpse
October 02, 2015, 11:42:05 AM
I had a colony nearly fall apart because a colonist was left un-buried. But the entire map was full of corpses because of a large raid during toxic fallout making impossible to find the body without clicking on each one. So when someone has the colonist left un-buried debuff clicking it should take you to the body.
#4
Stories / Re: Farewell, my chinchilla fur industry.
September 28, 2015, 09:40:37 PM
The boomrat farm ended the only way it could. It is a pity you couldn't get all of them trained for release though.
#5
Ideas / Re: Sports
September 27, 2015, 04:53:23 PM
You would have inherent danger with the shooting range. After all colonists don't care if they cross the line of fire or if someone walks in front of them while they shoot. Horseshoes are safe.
#6
Ideas / Re: New power ideas
September 27, 2015, 01:52:45 PM
Make the kinetic generator a hamster wheel. Then you can make squirrels, hares, and boomrats generate power.
#7
Ideas / Re: Sports
September 27, 2015, 01:50:23 PM
Having done both the rifle range should provide more joy than the horseshoe pin.
#8
Ideas / Re: Rational Raiders
September 25, 2015, 10:12:42 PM
They currently assault the colony with the intent to murder everyone. What we want is for them to show up for a reason and simply kill anyone who gets in the way.
#9
Ideas / Re: Your Cheapest Ideas
September 23, 2015, 04:20:21 PM
Can't you set priorities for hoppers?
#10
Stories / Re: My new pet
September 23, 2015, 09:37:32 AM
Probably using combat realism. They go down fast with that mod.
#11
Ideas / Re: Keep Clear Of Plant Zone
September 22, 2015, 10:01:39 PM
Don't we already have that? It's called a floor.
#12
Ideas / Re: Rational Raiders
September 22, 2015, 10:00:58 PM
The raiders currently make no sense. They just show up to mirder everyone. That's what the tribals should do. The Pirates should be there to take slaves. The raiders should be there to steal something.
#13
Ideas / Re: Remove Turrets
September 21, 2015, 09:03:11 PM
Here is an idea for a balanced turret. Require the 160 steel plus 75 plasteel AND a gun. When unmanned the turret is autonomous but fires with a gun skill of between 2 and 5 depending on it's quality.When a colonist mans it they get an armor bonus from the turret their gun is added to the turret and the turrets shooting skill is added to that of the colonist.
#14
Outdated / Re: [A12] Dragons(v0.1): The Awakening!!
September 21, 2015, 09:31:25 AM
Does that mean they shoot an incendiary launcher out of their mouth?
#15
Ideas / Re: Remove Turrets
September 20, 2015, 08:48:39 PM
An armored turret you can install any weapon on would be great. Shotgun turrets for inside, sniper turrets for perimeter defense, minigun turrets for inside the walls.