It's beautiful.
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#17
General Discussion / Re: Problem with placing Growing Zone in Tutorial
November 05, 2016, 05:03:42 AM
Ummm... What? It sounds like the zone tool is working as intended from the way you worded it.
#18
General Discussion / Re: A16 Hype
November 04, 2016, 10:38:20 PM
Hmm. I wonder if we can get a battery suit so colonists could power equipment next to them. Maybe a wrench for faster repairs? Or a fire resistant suit? Hopefully something to fend off giant spiders. Those things are NOT a joke. No? No one gets it? Ok ;~;
#19
General Discussion / Re: A16 Hype
November 04, 2016, 10:29:29 PM
The hype train has arrived at platform 16 A, all aboard!
doesn't look like new mechanoid types are coming in this update, but that's what mods are for. Yay for new stuff!
doesn't look like new mechanoid types are coming in this update, but that's what mods are for. Yay for new stuff!
#20
Ideas / Re: Self Help
November 03, 2016, 06:43:20 PM
Bruises and scratches that don't take off fingers are what I consider minor.
Fingers really need more hp. Yes they're as resilient as a carrot IRL, but come on, no gene manipulation at all for increased durability, especially for something so important?
Fingers really need more hp. Yes they're as resilient as a carrot IRL, but come on, no gene manipulation at all for increased durability, especially for something so important?
#21
Ideas / Re: Self Help
November 03, 2016, 06:19:19 PM
Of course, it shouldn't be flawless. They should at least be able to treat bruises, minor bites, scratches, and pretty much anything short of a stab, gunshot, or shredding by themselves. I can hold an icepack to a bruise, why can't they?
#22
Ideas / Re: Self Help
November 03, 2016, 05:30:30 PM
correct me if I'm wrong, but could you not wrap a bandage and some herbs over a bullet wound if the bullet passed through your body and didn't hit anything strictly vital to living or applying said bandage?
#23
General Discussion / Re: What to do if your base is ready?
November 03, 2016, 08:45:37 AM
Enter devmoded and drop three max difficulty raids. Spacer, mechanoid, and pirate raids, all at once.
If you die, your base wasn't ready.
If you die, your base wasn't ready.
#24
General Discussion / Re: Smokeleaf binge prevention
November 01, 2016, 04:36:41 PM
Therefor, negative reinforcement. You're taking away his flammable bits to encourage not binging on drugs.
#25
Ideas / Re: 5 or 6 events away from being a pretty sweet game - Event suggestions
October 31, 2016, 06:34:57 PM
Chance for lighting storms to activate ancient mechanoid tripods burn a hole which the player can fill in or turn into a geyser. Or something like that.
#26
General Discussion / Re: How do I stop colonists from rescuing turkey22?
October 30, 2016, 08:48:46 PM
Draft someone and put a round or ten in it.
#27
General Discussion / Re: Symmetry problems
October 30, 2016, 06:53:30 PM
Try and design a base using entirely L shaped buildings fit together like a jigsaw puzzle, with alleyways in between. Lots of interesting gunfights could go down in a base like that.
#28
General Discussion / Re: Unwanted colonists
October 30, 2016, 06:49:09 PM
Give them the old yeller treatment. With a shoddy incendiary launcher.
Or just jail them and sell them as slaves the first chance you get.
Or just jail them and sell them as slaves the first chance you get.
#29
General Discussion / Re: How do I stop colonists from rescuing turkey22?
October 30, 2016, 05:53:35 PM
Slaughter the turkey.
#30
General Discussion / Re: Symmetry problems
October 30, 2016, 07:22:33 AM
Do what I did: stop caring. In all seriousness, I was in the same boat until I noticed that there's a certain beauty in having an asymmetrical building that's just as if not more efficient than a similarly sized symmetrical one.
And there's the millennium falcon, a perfect example of this sort of thing. And the B-wing. And the all-powerful zoltan cruisers from FTL.
And there's the millennium falcon, a perfect example of this sort of thing. And the B-wing. And the all-powerful zoltan cruisers from FTL.