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Messages - Darkfirephoenix

#136
General Discussion / Re: Fun for about an hour
June 18, 2014, 07:16:34 PM
Quote from: Tynan on June 18, 2014, 07:12:58 PM
Quote from: Darkfirephoenix on June 18, 2014, 07:04:10 PM
Just click on the zone, click on "Potatoe" (it's an Button), there you can choose wich plant you wanna plant in the zone. It's that easy. .... Maybe that should be included into the tutorial if it isn't yet, or you have simply overlooked it?

Yeah, it's actually not trained anywhere and kind of buried. Sorry about that :(
Well then Tynan: Note it down and fix as soon as you have time for it, it's your job afterall and we pay you for such stuff! :D ;) I don't think it's that much work, you only have to add some more text about choosing plants into the tutorial about growing zones, or?
#137
Quote from: Tynan on June 18, 2014, 06:44:46 PM
Quote from: Architect on June 18, 2014, 06:40:04 PM
Is it not a little harsh to just assume they're all going to be asses? I like to think that the majority are nice people and happy to get one with their lives and games, it's just the few who make all the noise we hear about. A level head and an objective view of any situations that may arise is all thats necessary XD. No one argues for something they don't believe, so is it not better to educate them rather than slate them from afar? :P And thats assuming they are going to be as bad as you think they will be, which I have faith they won't. I can only hope it isnt misplaced XD

Well, I'm mostly kidding, I'm sure most Sips fans are great. It's always the loud ones you notice.
I personaly would prefer if Quills fans would come instead of the fans of the Yogscast (they have some REALLY "rotten eggs" )... Or even Direwolf20 fans... But he only makes Minecraft vids. I'm normaly extremely worried about "Minecraft" fans, many Youtubers said that "after I stopped making Minecraft videos, I have only 2 ppl monthly to ban, not 5+ ppl daily". I don't really know what it is with those "Minecraft ppl", but I suspect that the age of them is around 12-16, so that could be the reason most ppl have problems with them... But alas: Tynan you can count on your "old" ppl here, WE won't start the fire and we will try to put fires out where we can! :D
#138
General Discussion / Re: Fun for about an hour
June 18, 2014, 07:04:10 PM
Quote from: Sinsults on June 18, 2014, 06:47:44 PM
Quote from: Tynan on June 18, 2014, 06:44:16 PM
Day 135 is a pretty good run! Must be much more than an hour.

But yes, there is a challenge spike around there that will be smoothed in A5.

You can grow trees with a growing zone.
Yeah, I lost track of time.  Happens when I play a fun game xD
Yeah, 135 just got me at a standstill.
I probably need to just start over and use all the knowledge I gained to build the base better.
I didn't do nearly enough mining or building early on, so I've just got a bunch of defenseless turrets hanging around the perimeter.
I've only been able to grow potatoes in the growing zones...I guess there is an option to choose what grows that I missed or something?
Just click on the zone, click on "Potatoe" (it's an Button), there you can choose wich plant you wanna plant in the zone. It's that easy. .... Maybe that should be included into the tutorial if it isn't yet, or you have simply overlooked it?
#139
Ideas / Re: New List Of Suggested Features
June 18, 2014, 04:59:50 PM
To be fair I have organised it pretty good. You only have to Read the Headlines and such, most of the text is description, how it could work and why and why it should/could be implemented! :P
#140
Ideas / Re: New List Of Suggested Features
June 18, 2014, 04:11:38 PM
Evul could you please but the ideas from my thread in too? http://ludeon.com/forums/index.php?topic=3199.0 I think I have most of them covered...... And sorry that it will be so much work too read all that stuff. :P
#141
Quote from: vagineer1 on June 18, 2014, 02:12:23 PM
Quote from: Darkfirephoenix on June 18, 2014, 02:10:42 PM
It could be worse: Pewdiepie could have made a video about Rimworld (Just joking)

But yeah, I hope that we won't get crazy demands from those new players (but I want this overpowered stuff earlier ingame and that for cheaper!.... etc.)

Newbie extinguisher? Such stuff is normally not needed if both sides are intelligent enough to understand what possible is (we don't want an machine wich produces ALL the stuff right from the beginning and that from thin air) and what an opinion is.... I KNOW that our ppl will be nice to the new players, but WE can't really controll if we get some "kiddies" wich only want/will cause problems if things aren't going the way they want them too. (my take is normally: Fight fire with fire! But that isn't the best idea for ALL cases :P )

Why in the sam hell would you fight fire with fire? Use water or some sort of ice.
In some cases it's more effective if you use fire against fire, if you got a big forest fire wich you can't reach easily for example: You could start an counter fire to "eat" all the fuel for the real fire, so it can't go any further. It's used relatively often and is effective if used right, but if you use it wrong/bad... Then you have 2 fires to take care of! :P
#142
It could be worse: Pewdiepie could have made a video about Rimworld (Just joking)

But yeah, I hope that we won't get crazy demands from those new players (but I want this overpowered stuff earlier ingame and that for cheaper!.... etc.)

Newbie extinguisher? Such stuff is normally not needed if both sides are intelligent enough to understand what possible is (we don't want an machine wich produces ALL the stuff right from the beginning and that from thin air) and what an opinion is.... I KNOW that our ppl will be nice to the new players, but WE can't really controll if we get some "kiddies" wich only want/will cause problems if things aren't going the way they want them too. (my take is normally: Fight fire with fire! But that isn't the best idea for ALL cases :P )
#143
Mods / Re: Rimworld Prototype Feature - Oxygen
June 18, 2014, 12:05:50 PM
A nice idea to add an O2 system, maybe take a look at my "Idea Thread"? Here's the link: http://ludeon.com/forums/index.php?topic=3199.0. I have posted some ideas about an O2 system in there already
#144
Unfinished / Re: UNKNOWN WORLD (UW)
May 09, 2014, 04:33:18 AM
I would really love if you continue it Zelldot. ;) I don't understand what lead to your decision, but I understand. If it is the stuff with the testers: Yes it was bad that I couldn't start playing/testing because it was made for alpha 4/test release and jamieg goofed up to realise it at first, but I did never complain too bad about it (I just wanted to test). :P Ofc I can only speak for myself and not for the stuff the other ppl MAY have said, but I really love the mod and I would really love to help where it is possible for me! ;)
#145
General Discussion / Re: New Method of disposal
May 07, 2014, 05:21:37 AM
How about making an compostation/Bio-Gas mod wich will use biomaterial (plants, meat...colonists) to make Bio-gas wich then in turn can be used to generate power?
#146
Ideas / Re: A Battery Idea !
May 07, 2014, 05:14:34 AM
Quote from: Architect on May 07, 2014, 03:55:07 AM
The problem is that the solar flare affects all powerNets directly, not the powerTraders. This means that any mod which wanted to fix this issue would be vastly incompatible with just about every other mod, not to mention the fact that it would be incredibly time consuming to write and make. Believe me, I looked into and started writing up the code to make it happen, its a lot more effort than it is worth to do.
Quote from: WorldOfIllusion on May 07, 2014, 04:19:33 AM
Quote from: Darkfirephoenix on May 07, 2014, 02:24:58 AM
Quote from: WorldOfIllusion on May 06, 2014, 06:30:41 PM
if its an eclipse you will use stored power from the batteries. If its a solar flare the idea is it disables all the electronics, including the batteries.
Not exactly correct, they will fry every CONNECTION even the small one from lamps/Comms etc. to the main power lines
My point was that the solar flare effectively affects the batteries, which the OP was suggesting it shouldn't. As for whether it doesn't disable the batteries, but instead everything that uses/connects to power isn't of real importance (unless I am missing some implication?).
Architect explained it, that should answer your question.
#147
Ideas / Re: A Battery Idea !
May 07, 2014, 02:24:58 AM
Quote from: WorldOfIllusion on May 06, 2014, 06:30:41 PM
if its an eclipse you will use stored power from the batteries. If its a solar flare the idea is it disables all the electronics, including the batteries.
Not exactly correct, they will fry every CONNECTION even the small one from lamps/Comms etc. to the main power lines
#148
Outdated / Re: [MOD] (Alpha 3) Atomic Power
May 06, 2014, 10:50:15 AM
Quote from: Bodog999 on May 06, 2014, 10:23:49 AM
Quote from: Psyckosama on May 06, 2014, 09:55:32 AM
Quote from: Bodog999 on May 04, 2014, 07:48:59 PM
I've noticed a little bug when I deactivate the controll reactors and the power is fully depleted the reactor doesn't want to restart producing power and I have Uranium feeding into it. Could somebody help?

I consider that bug an unexpected feature actually. It needs an influx of power to serve as a catalyst for the boot up sequence. After all, you want to get those cooling pumps going and you don't want to have to withdraw the control rods manually...
Hold on, the first 2 sentices (cant spell) I understand but how do I make the cooling pumps and what do you mean with '' you don't want to have to withdraw the control rods manually...''?
It's just "fluff" how it would work in real life. The only thing you need to start the reactor is power (maybe because of an little programming "error" ). What Psyckosama said you would have to get the pumps running and the rods in manually to start an reactor in RL if you have no power to do it automatically.
#149
Quote from: StorymasterQ on May 06, 2014, 03:39:26 AM
Quote from: Miniscule Max on May 06, 2014, 02:16:07 AM
Quote from: Cefwyn on May 06, 2014, 02:06:59 AM
No idea, but I'd try throwing a grenade in there, and when he is back at 70 HP throw a second one. Maybe he gets out of incap after healing back up.

This fixed it, thanks!
That whole wall thing is overrated anyways :P

So, a grenade revives someone with a coma?! Why aren't we using this method in real life hospitals?! There should be a lot less drama if this method is implemented!
"Warning product may not be working as advertised. Know side effects are: Bad Breath, Dizzyness, Numbness, death, Migraine, Loss of eyesight..." :P
#150
General Discussion / Re: Blasting Charges Missing
May 06, 2014, 12:23:40 AM
Quote from: Takuwind on May 05, 2014, 04:53:26 PM
No I didn't.  I've always used them in the past but don't remember having to do anything special.  Is this new with the patch?
Thanks, by the way.
Well it was "patched out" to be a mod, because it seemed a bit too OP to Tynan I think