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Messages - ruddthree

#106
I've never tried that out myself, but if you have 8 raiders downed, I think it might work.
#107
Quote from: Harold3456 on October 01, 2016, 09:06:36 PM
In fact, for some players the free "startup" of leftover items will allow them to skip the tedious start.

I didn't think of that. I suppose that could be useful.
#108
That was well said.
#109
Ideas / Re: Birthdays
October 01, 2016, 07:19:34 AM
That's a cool idea! I wonder if it's cheap enough to fit in the next update? Sounds cheap enough.
#110
Stories / Re: Started new game
September 27, 2016, 08:00:19 AM
Your distress call has been accepted and is now being processed through to our authorities. Your call has been placed on hold. Thank you for your patience.

*elevator music*
#111
General Discussion / Re: Settler no longer cultivated me
September 27, 2016, 07:55:41 AM
Your post is quite hard to understand, but I think your problem might be that you don't have a growing zone designated.

Architect -> Zones -> Growing Zone (the green one)

If your colonists are not actually sowing plants despite having a growing zone designated, that might be a bug.
#112
Ideas / Re: Parental control mode?
September 26, 2016, 06:31:01 PM
Is that possible? If so, wouldn't it be game-breaking? I'm not familiar with XML files, but it should at least mess up some mechanics, right?
#113
I like the idea, but I think it would be a good idea to have every item deleted from it, so people can't exploit from it, giving newer colonies OP stuff i.e. charge rifles, power armor, etc.
#114
Ideas / Re: Clean room command
September 26, 2016, 06:12:46 PM
Just lock (forbid) any connecting doors, with a colonist inside the room, and he/she will be unable to do anything else aside from treating patients (if he/she can) or cleaning the floor.
#115
General Discussion / Re: Hey there!
September 25, 2016, 02:18:59 PM
If it was something along the lines of an infection, you can't treat a patient once, and you're done, nor can you treat a patient more than once in a rapid amount of time. It takes 12 in-game hours between treatments, and 3-6+ treatments until the person develops immunity and eventuality gets rid of whatever he/she was sick with.
#116
General Discussion / Re: Charge rifles are too common
September 25, 2016, 02:09:13 PM
Are they? Maybe I haven't gotten to that wealth level yet (I don't pay much attention), but during late-game, I usually have at least one charge rifle per raid/siege.
#117
Stories / Re: i am in tears
September 22, 2016, 11:31:11 AM
Quote from: ddblue0 on September 22, 2016, 12:29:33 AM
You couldn't save him? :(

He nearly died of blood loss. There might have been an extremely small chance of patching up his wounds in time on-the-fly, but I'm not sure.
#118
Ideas / Re: Sanity
September 22, 2016, 11:16:26 AM
Sounds like a really good idea, but you say it in such a way that it seems like a colonist will eventually go insane at some point in his/her life. Does it go back up?
#119
Ideas / Re: Perfetionist Trait
September 18, 2016, 10:22:34 AM
At first this seemed like it would be on the side of neurotic, sacrificing mental break threshold for work speed, but this seems like a much better idea. However, since you're talking about a perfectionist, I think instead of -5 it should be at least -10, or more/less depending on the quality.

For example:

-25 (Awful)
-10 (Shoddy)
-5 (Poor)
0 (Normal)
+10 (Good(
+15 (Superior-Legendary)

Just a thought.
#120
General Discussion / Re: Drugs are Amazing
September 15, 2016, 08:31:51 PM
Wow...I'm reluctant to even try wake-up.