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Messages - Tagasaki

#61
Ideas / Re: Nerf Mechanoid brains
August 30, 2015, 12:47:26 AM
even with brain destroyed, they still have that life support on going and well, robots being what they are, they could have multiple backups system even after brain is down.
#62
Ideas / Re: New Guns
August 29, 2015, 01:00:14 PM
project armoury and rimfire in the mods section has all this and more.
#63
add:
toggle roof display, usable water and dehydration since milk is now a thing, trading with tribes and outlanders and occasionally pirates (with limited choice), more mechanoid types, able to craft very small variety of modern weaponry like pistols and shotguns only.

remove:
nothing.

change:
different mechanoid ship textures (feels like the mechanoid came out of spaghetti tube or something), melee combat need to revamp (too much stun lock from enemies or allies), weather system revamp.
#64
make sure you put up a bill that matches the unfinished sculpture, then re-assigned any art worker to work on it... if that won't help, sell it lol.
#65
Ideas / Re: Thought bubble.
August 27, 2015, 04:50:15 AM
imagine a pawn visiting a grave while having that "deal with it" smiley  8) .

kinda like the way it is, it's not like we're playing god sim, having to know their dirty lil secrets  :P .
#66
Mods / Re: Suggestion: Breast Implants
August 27, 2015, 04:44:33 AM
prostophile/phobe? breastophile/phobe...
#67
there are some backstories needed to modify like for example:

Cat herder, Herder, Circus Performer, all farm related, Feral child, etc...
#68
Stories / Re: Chickpocalypse Now
August 26, 2015, 01:41:35 AM
chicks... chicks everywhere.
#69
General Discussion / Re: Power generation nto enough?
August 26, 2015, 01:30:20 AM
it actually dims out at those range. hover it around and check it out, it's something i noticed but didn't test it out thoroughly if it debuff the colonists for being in the darkness except well when they're at dark (0%) area.
#70
General Discussion / Re: Power generation nto enough?
August 26, 2015, 01:25:35 AM
haha, 150W for a standard lamp is like shoving a spotlight to the eyes.

standard lamps do have a radius of 5-6 tiles iirc to lit up the hall without being in total darkness. so space it out if you can.
#71
Ideas / Re: Petition to Stop autoroofing!!!
August 25, 2015, 12:30:36 AM
at the meantime you can use "expand no roof" zoning under the architect and zone/area
#72
Ideas / Re: Suggestions wanted: Animals!
August 21, 2015, 06:17:24 AM
Quote from: JimmyAgnt007 on August 20, 2015, 09:24:55 AM
What about those worms from Tremors?  Sucking you under the ground to eat you if you move on dirt, but rocks are safe.

you mean worms from dune? sandworm is even more badass  8) hard to kill but only appears on soft ground like sand or soil but never on gravel or any floor tiles.
#73
Ideas / Re: What if apparel influenced comfort ?
August 20, 2015, 09:27:21 AM
isn't there's a modifier in the outfit tab that shows the durability and the quality? but i presume that you meant a colonist should know better to get something better to wear and in good health but not a lesser but just as good health.
#74
Quote from: Tynan. on August 17, 2015, 11:20:34 PM
this is coming from a C++ dev... the mother of heretic programming languages...

lol kinda know the feels there...
#75
suggestion... is it possible to have up to 3 skills that it can track? and also the skills tracking will tied up to difficulty of the game for example: free build mode would be able to track 3 skills while rough would only track 1 skill and any above will be disable?

just a suggestion :3