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Messages - dv

#91
Ideas / Re: New Game Start - Prison Escapees?
December 24, 2016, 05:49:38 PM
You can create your own starting conditions in the new game screen...
#92
General Discussion / Re: Why do scars cause pain?
December 23, 2016, 01:56:19 PM
Quote from: SwiftShadow on December 23, 2016, 09:47:39 AM
Quote from: A Friend on December 23, 2016, 09:32:03 AM
While I've never been stabbed or shot before, I do think those type of scars are a bit different than the scrapes we usually get.

Meanwhile most my colonists have scratch scars that are ooo so painful

A "scratch" from, like an elephant tusk? Yeah. Ask anybody who's ever been mauled by a dog if the scars hurt.
#93
Ideas / Re: Robomop.
December 22, 2016, 03:09:04 PM
Quote from: Anomaly on December 22, 2016, 11:01:25 AM
Thanks for the heads up. I'm seeing bunches of things in mods the vanilla game should have.

Meh. The game is intentionally difficult. You can play it w/o robots, but you have to pay attention to your colonies and maybe micromanage some stuff sometimes when the default work priorities don't do the trick.

IMO, hauling and Cleaning robots are kind of an easy button.
#94
Ideas / Re: Your Cheapest Ideas
December 22, 2016, 02:59:51 PM
Now, when you force a pawn to clean, it cleans several tiles in the area. That's cool.

If you force a pawn to mine or construct, it only does the specific tile you clicked on, rather than any adjacent tiles designated for mining or construction.

Personally, I think the pawn should attempt to priority mine between 3-4 adjacent tiles of the same type if they're designated for mining. Construction should work similarly - 3-4 adjacent tiles of construction if they're the same blueprint type. (So, a section of wall, etc.)

IMHO.
#95
Ideas / Re: Robomop.
December 22, 2016, 12:45:20 AM
Misc++ and Robots++ mods including a cleaning robot which, actually, DOES look kinda like a roomba.
#96
Ideas / Re: Ways to heal "permanent" injuries.
December 21, 2016, 01:50:33 AM
Well, you can always euthanize your cripples, turn them into puppy chow, and call up your neighbors for some slaver convoys, to buy new random pawns.
#97
Ideas / Re: Your Cheapest Ideas
December 21, 2016, 12:49:29 AM
In Alpha 16, if you have multiple colonies, solar flares should effect all of them at once.
#98
Ideas / Re: Changing Sexual Orientation
December 18, 2016, 04:01:02 PM
Quote from: Icarus on December 17, 2016, 08:37:11 AM
Shock therapy to turn pawns straight.

Shock therapy gives pawns an electrocution fetish.
#99
Ideas / Re: Your Cheapest Ideas
December 18, 2016, 03:59:46 PM
How hard would it be to make it so I can neuter/spay an animal?
#100
http://www.apple.com/shop/question/answers/readonly/does-magic-mouse-right-click/QP47HCCH2722Y7YA7

You may have disabled it, but the Magic Mouse "knows" where you're touching it, and will left/right click accordingly. Assuming it's configured that way.
#102
I leave them back in the base, making more animals and whatever useful products they create. (Milk, wool, whatever.) Or I sell them to traders ASAP.

In combat, they just get in the way.