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Messages - Too-DAMN-Much

#121
General Discussion / Re: Farming problems.
September 10, 2015, 09:05:46 PM
Quote from: Bob Kelso on September 10, 2015, 09:00:22 PM
Yes both are designated, which is why it seems strange to me too lol. It's like they just ignore the crops after they sew them.

i wasn't sure from what you wrote if that was the problem or not.
hmm.... trying to think what else would cause this, oh actually, check if the plants are in the growing season maybe? i'm fairly positive i've been blocked from harvesting a plant that was fully grown due to being out of season, other than that not sure though.
#122
General Discussion / Re: Things I Wish I'd Known Sooner
September 10, 2015, 08:58:41 PM
if you think that piece of farming advice is satisfying to learn, just wait until you get a hold of someone who's good at farming and has the green thumb trait.
#123
General Discussion / Re: Farming problems.
September 10, 2015, 08:56:10 PM
you have both farming and plant cutting designated in the work menu?

it always seemed strange and a bit silly to split it in half like that to me too.
#124
Quote from: MarvinKosh on September 10, 2015, 07:34:24 PM
Vents equalise temperature slowly. More so when you have twelve of them trying to equalise from the same central corridor, which can't heat all the way up to 70F.

You would maybe have more luck if you divided the rooms into blocks of four separated by an autodoor. Of course, you'll need heaters in each block.

yeah, that's what i was thinking too, but at the same time heaters heat in an area around them, your vents will spread the hot air around, but you've still got far less hot air going into the bedrooms as well i think, because a vent can only push so much air at a constant rate, at some point that has to bottleneck.

i think it would work a lot more like you expect if you tried to evenly space the heaters out better, you kinda threw them all pretty much at the end of a hallway.
#125
General Discussion / Re: Ideas for late game enemies!
September 10, 2015, 08:45:05 PM
Quote from: Listy on September 10, 2015, 02:48:28 AM
An Issue though. Centipedes are bloody annoying mainly to their large hit points and ability to just soak tons of bullets fired their way. Even Triple missile launchers won't drop them.
They're verging on "not fun" already. So how will epic enemies, who are more of the above be fun? Giant punching bags that take forever to take down, while they shoot at you with stupidly devastating weapons (centipede inferno cannon I'm looking at you). Equally if you get one of these guys rock up when your under geared or haven't had the chance to acquire asset X, then you're just screwed.

i was actually suggesting something quite a lot more like voltron, deplete one HP bar that's one piece dead, rinse and repeat, maybe they could split up at will depending on whether focusing on just a few of your things/pawns is better than a free for all bloodbath.
#126
General Discussion / Re: Base design
September 09, 2015, 06:21:57 PM
honestly the way i design my base a lot of the time the main entrance and exits have both interior and exterior turrets, still not sure how heavily to have turrets indoors though, like one to a room almost seems too many for some rooms.
#127
Quote from: Stone_enderman on September 09, 2015, 05:44:49 PM
I rarely have the arm to replace it only for the fact that I buy them only when I need them so I would just stick repeatedly haves projects done unless you have the money or extra arm to replace one

keep 30 wooden large grand statues on hand at all times, sell the excess, money is still a thing, but it's a lot easier and wood is free.
not saying i don't have to save up for a bionic though.
#128
Quote from: Panzer on September 09, 2015, 06:58:07 AM
Constant rate is the answer, not dependent on workspeed. So if you want someone to level without using up a lot of materials, choose something that takes a long time, and if you can afford it, amputate an arm :P

i'm cruel enough to do that, too, but i'd replace it with a bionic later, anyway, thanks!
#129
Quote from: angrylolrus on September 08, 2015, 07:07:59 PM
I think I can phrase this person's question better; Is experience gained for each unit of work completed, or at a constant rate over time as they work?

yeah, thanks, i kept re-writing it and it turned into a mess.
#130
General Discussion / Re: Base design
September 09, 2015, 12:01:57 AM
Quote from: Stone_enderman on September 08, 2015, 09:55:52 PM
Air control is probably one of the biggest thing people have to over come with underground bases especially but pretty much any base. I wish there were things like fans that don't require an area to vent heat to another room or outside

honestly, is the air temp simulated well enough for circulation only to be worthwhile? plus you'd also have a tiny bit of heat from the motor.
#131
General Discussion / Re: House Rules
September 09, 2015, 12:00:49 AM
Quote from: Stone_enderman on September 08, 2015, 10:45:25 PM
If I cheat I cheat... It's about the story so sometimes I like to cheat in stuff and I do it because I want to and my wealth raises so it makes things harder. Fair trade in my mind. I also make sure that there is at least several months food can't be grown

that's one thing i'm a wuss about, i've done an ice biome challenge, survived months on hydroponics only (growing season never) once though for fun. :D

i almost always play year round if i can find the biome i want with it.
#132
General Discussion / Re: How do you play?
September 08, 2015, 06:46:46 PM
Quote from: MisterVertigo on September 08, 2015, 06:43:55 PM
Quote from: Lady Wolf on September 08, 2015, 05:07:46 PM
Those that are unacceptable I just hit with the dev mode destroy button before re-queuing the event.
How do you re-queue this event? Is that in Dev mode? Like I said, I never cheat so I don't know how that works! :)

was wondering that too, worse comes to worse i can get more ore from trade ships.
#133
General Discussion / Re: House Rules
September 08, 2015, 06:40:51 PM
all in response to the last sentence, none of the other stuff. :P :)

just wondering, you put a large arbitrary limit on your cheating, why not make it a literal amount of effort.
#134
General Discussion / How do toolboxes change skill growth?
September 08, 2015, 06:35:17 PM
just wondering if the quicker work speed means there will be less practice of a pawn's skill each run of a bill with two toolboxes in general?
i mean, you practice the skill before completion i'm positive.

in other words do they change the rate or amount for skill progression.
#135
wait, custom seeds work?
i always assumed it just used one of the regular ones if you typed it manually, palm to forehead time.