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Messages - ReZpawner

#406
General Discussion / Re: Scythers
October 24, 2016, 03:31:33 PM
De-claw him and keep him as a pet.
#407
To be completely fair though, if you're going to have an encounter with Tynan's exotics, you'll want some lubricants handy. It's best for everyone involved.
#408
General Discussion / Re: Is Ludeon Studios ONLY Tynan?
September 04, 2016, 04:13:54 PM
Months from now, when people are wondering why on earth we keep calling him Tyler, we can all look back and think of this wonderful post. Even Tyler himself. Oh what great times we have ahead of us.
#409
Since nobody has responded: I'm pretty sure that flake is the most profitable. Costs 7 of what used to be coca leaves (psychoicsomethingsomething?) , and has a trade value of 15.
#410
General Discussion / Re: Burn Squirrel!
September 02, 2016, 06:33:29 AM
"Go down on a torch"...I didn't know Tynan had implemented such things. If people were upset about the drugs, this should tick them off.
#411
I can only assume that you can all answer this one: Is there a file I can edit to change the default size on Create World to 400x300, so I don't have to change it every time I re-create the maps? This may seem like a small thing, but it adds up to a lot of minutes over time.
#412
General Discussion / Re: Alpha 15 Economics Study
August 31, 2016, 03:25:50 PM
Quote from: brcruchairman on August 31, 2016, 10:50:52 AM
Quote from: ReZpawner on August 31, 2016, 04:40:49 AM
I already proved the duster theory last time. If you want to give it a go, just check all the recipes. Each recipe has a set amount of materials required to create whatever you're trying to create. Then find the sell-price of the item (this is listed on the item if you click the i). Then do the maths.
You may note that the value listed in the in-game information panel is NOT what they actually sell for. I also don't recall seeing your proof; did you account for materials cost? What was the final profit margin you found? It'd be nice to compare results.

Quote from: SpaceDorf on August 31, 2016, 10:10:54 AM
And nobody said you where wrong about dusters, what this project wants to find out is
if there is anything else beside Dusters, or even something better.
Admit it, that would be neat ?

Just so; there may be other objects of comparable worth, particularly ones that use different resources. Perhaps there are crops which grow on temperate maps which, per colonist day, are worth more than dusters. Perhaps not. Either way, we've got to find exact values to be able to compare apples to oranges. :)

I know all this, again: Do the maths yourself, or search the forums.

Spacedorf: In the other cases, you'll have to factor in the trade-price of the materials. Gold will not sell for a static price, for instance. Nor will Jade. Silver, however, will always be worth the same. That's why it's a bit of an exploit.
With all other materials, you'll have to consider that they will sell for 50-ish percent of what they are worth.
#413
Quote from: chch88 on August 31, 2016, 01:47:26 PM
they most certainly do, screenshot with 4x
http://imgur.com/a/lbwkY

Sickening! Homosexuals can have intercourse in this game? What happened to our core family values such as murder, torture, cannibalism, slavery and drug-use?
Edit: Forgot cannibalism.
#414
General Discussion / Re: Alpha 15 Economics Study
August 31, 2016, 04:40:49 AM
I already proved the duster theory last time. If you want to give it a go, just check all the recipes. Each recipe has a set amount of materials required to create whatever you're trying to create. Then find the sell-price of the item (this is listed on the item if you click the i). Then do the maths.

As a bonus for you new people: If you find a trader who sells silver statues (exotic traders do): Large and Grand statues made from silver, of low quality (awful up to normal) will cost less than the materials are worth. This is despite you only getting 75% of the materials back. Get in on it now, before Tynan removes it, since it's a bit of an exploit).
#415
General Discussion / Re: Alpha 15 Economics Study
August 30, 2016, 11:00:34 AM
As I have said before in other threads, dusters are the way to go. They have by far the highest material-to-silver output.
#416
Let's not perpetuate the falsehood that flu is spread by cold, shall we? It's a virus that spreads from person to person. The cold doesn't magically create it.
#417
If it's just the ship ones that are causing problems, just go with sniper rifles and stay out of their range. 4-5 snipers does quick work of 10-15 mechs without breaking a sweat. Get one of them to fire at the ship from maximum distance, and move them back immediately after. Then move a tiny bit closer and closer as they fire. Easymode.
#418
Quote from: Bendigeidfran on August 26, 2016, 07:59:12 AM
No issues thus far, I'm just curious, what prompted the renaming of the drugs? Was there some kind of backlash about them in the game that features slavery and mass-murder or was it some other reason? It doesn't bother me, I'll just make a mod that changes them back since I like the authenticity it gives, I'm just wondering.

There were a few stoners complaining to high heaven about how the leafs weren't the useful part of the plant, and how it needed to be changed to the buds for accuracy and immersion. I can only assume that it's a smarter way to end that argument than what I would've done, which is to tell them to FO. Besides, there has been a number of people complaining about drug-use being portrayed in this good and wholesome family-oriented game, and how it 'totally ruined it'. Changing the names seem like the easier solution, than to take part in that ever-lasting argument.
This is of course, just an assumption, but I think it's likely to hold up.
#419
Quote from: Ukanda on August 26, 2016, 06:24:16 AM
i cant load the game

here video
https://www.youtube.com/watch?v=4jYnTeqEJm0&feature=youtu.be
and my save file
https://www.dropbox.com/s/g9qgmx0i7uidbha/Tribeman.rws?dl=0

Eh, no shit? Pardon my French.

Tynan made a post about it, explaining that the new version would break old savegames. This isn't a bug.
#420
Quote from: biship on August 26, 2016, 06:00:53 AM
Unity won't let you remove: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) ?
That file in that path won't exist for almost any users. (With the obvious exception of Tynan and the rest of the devs).