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Messages - Serenity

#76
Yeah, the meat is pretty horrible. I don't know why but the cubes from the large meat just stand out too much

I can live with the silver, but I agree that ingots would be the most logical choice

Components I can probably get used to, but for now it's a bit weird

The growing healroots are pretty nice
#77
Quote from: sajberhippien on March 31, 2018, 04:34:41 PM
I was wondering if anyone knows a mod that adds something like animal skin beds, or something? Would be nice to have something between "sleep on ground" and "carpented bed and fluffy pillows".
There is this:
https://ludeon.com/forums/index.php?topic=41961.0

It has plain wooden (but very bad) beds. Then you can cheaply research "comfortable beds" and use leathers
#78
Quote from: Madman666 on July 26, 2018, 06:45:42 PM
Add to that pirates usually having normal or better weapons and you don't really feel the need to go for your own weapon manufacture process at all.
I found it useful early on to make some more bolt action rifles. Raiders often only come with pistols at that point
#79
General Discussion / Re: Play Now or Wait??
July 26, 2018, 01:08:26 PM
Go ahead and play. There are still balancing changes made on the fly, but overall it works mostly fine
#80
It would work with a small starter base maybe. But as noted not with a fully developed late-game base
#81
Quote from: username2 on July 25, 2018, 08:02:03 AM
Why is there a chemfuel generator to begin with that I can't get fuel for? What's the added value of the chemfuel generator?
There is research to produce chem fuel out of bio matter. Much easier to grow than trees. You can also get it from tamed boomalopes. And there is an chem fuel plant as a request rewards that produces fuel out of thin air.
#82
Quote from: alxddd on July 24, 2018, 09:56:55 AM
- Caravanning opportunities I think still started coming earlier than I'd expect any player to really be ready to take the risk to do it, but less ridiculously early than before.
Not that early for me. I got several ones I could do with one or two people:
* deliver a dozen t-shirts
* deliver a dozen knives
* defeat two people and a turret (took some more people for that)
* a peace conference

All within about two days walking distance
#83
Ideas / Re: My problem with skill decay.
July 23, 2018, 09:18:36 AM
Quote from: 5thHorseman on July 23, 2018, 05:59:43 AM
Yeah watching the numbers on my cook opened my eyes, it's crazy that it goes down in the seconds he takes to get the supplies for the next meal.
That in particular has always annoyed me. It might make some sense for skills to decay if they haven't been used in a while. Maybe not as far as realism is concerned, but from a gaming perspective. But not that
#84
There are a lot of changes, but it's better to not take Steam forums too seriously. Lots of idiots there. Since there is no barrier to registration (you have an account anyways) it's far too easy for kids to just rage there.

Just play a game or two and form your own opinion. Why rely on what others say?
#86
Quote from: Madman666 on July 22, 2018, 05:58:27 AM
Imo devilstrand should be better than leathers. And significantly better. It takes a lot of time to grow it, while all you need to get leathers is a combat worthy colonist, an LMG and a megasloth.
Agreed. It's the same with wool really. You invest a lot of time and resources into it, but at the end it's not truly better than trivially easy leather. Wool was OP before true, but it and devil strand need to have a benefit that it's proportional to how difficult it is to get.


Quote from: Tynan on July 22, 2018, 06:06:14 AM
What's the usage case here? You guys are using animal areas to micromanage animals? Sort of like ordering them around in combat?
Not for combat really. When I have hauling dogs I use an animal area to keep them out of the freezer and restrict them to an area somewhat close to the base. So they don't wander all over the map.
And maybe a safe zone later on when fights become crazy or during an infestation.
#87
QoL suggestion: when you click on various animals in the wildlife tab it would be nice if the tab stayed open
#88
Quote from: NeverPire on July 21, 2018, 04:48:10 PM
In the real life, a porch roof or even any roof is enough to protect items from the weather.
Especially wood
#89
General Discussion / Re: To RNG or not to RNG
July 21, 2018, 01:07:04 PM
Quote(decked out in plasteel plate armor and advanced helmet) was one shot KO'd
Clearly the frustration here doesn't just come from the death but those specific circumstances.

If an unarmored pawn is one shot killed that can be annoying, but it's at least understandable. With good armor you'd expect such kills to be converted to injuries. How about instead the pawn goes down (so you do suffer immediate consequences) and gets a concussion or broken ribs depending on where he is hit? Damaging the armor is also a sensible punishment.

Multiple hits to the same body part could still kill because earlier shots damaged the armor. So it's not like pawns would be invincible
#90
It's maybe a bit high considering how often you hunt animals

But in my current game I've hunted entire herds of muffalo, deer and elk and was attacked only once