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Messages - SteelHeart

#16
This is just a question that come to mind when you think of how easy it is to mod the game. the base game has some content and can be played on it`s own for some time, but it is so easy to effectually make whole new game.
Just look at wave survival mode, it is a mod that totally changes how you play.
#17
General Discussion / Re: 666 and Tynan.
June 16, 2015, 10:04:45 PM
inevitable we all will have 666 posts. also, we were all 666 days old at some time in our lives so there.
#18
Ideas / Re: Modder Quality of life change
June 13, 2015, 04:26:03 PM
+10
I had way too many modded items with cut off descriptions.
#19
Ideas / Re: Emergency/override priorities
June 13, 2015, 04:24:50 PM
+1
#20
Ideas / Create A Ruin!
June 13, 2015, 04:15:54 PM
The idea of this thread is to come up with various ruins or landmarks that can be used to populate maps.

to create a ruin just give us this:

Name: duh
Where you find it: it can be anywhere or only found in a specific biome
Further description: shape and contents and maybe even a little backstory

Two examples...

Name: Crypt
Where: graveyards
Description: some kind of stone structure with a desiccated corpse inside. The corpse will generally spawn with good to legendary items but opening the crypt makes everyone (but physcos) feel bad.

Name: Waste Tank
Where: toxic/wasteland
Description: a steel barrel with some uranium inside. The floor is toxic sludge so be carful about collecting it.

Need a good setting to put your ruin in? Check out the "Create A Biome" thread http://ludeon.com/forums/index.php?topic=13687.0
#21
Ideas / Create A Biome!
June 13, 2015, 12:30:15 AM
The idea of this thread is simple. Just follow this guide;

Name of Biome: duh
Average Summer temp: preferably in Celsius
Average Winter temp:    covert Fahrenheit to Celsius by doing (F-32)/1.8=C
Types of Weather: if it always rains cats and dogs or is always nice and sunny
Types of Plants: feel free to make up plants for this, just describe them at the end
Types of Animals: feel free to just say "nothin' but muffalow" or "a mixed variety of avian specimens" just make it so we have an idea what lives there
Something else interesting about the biome: some random thing that makes your biome interesting, like new plants or what kinds of structures spawn

Here are some examples based off of the guide.

Graveyard
15c summers
10c winters
it will always be rainy or foggy
birch or dark oak trees
Black cats and owls are the animals that live here
The graveyard is full of graves or crypts (structures with corpses inside). Dark oak trees are actually ugly and the black cats don't make people feel at home. Digging up graves for free loot is a good option if you can deal with the moral dilemmas this causes for you colonist.

Toxic
32c summers
27c winters
acid rain and chocking fog replace rain and fog
dead woods grow here
zombie squirrels, rats, and raccoons are the things you will see here
The toxic biome will have toxic sludge replace water and will have poor soil. Toxic sludge hurts things in it and poor soil doesn't grow things very well at all. Acid rain hurts colonist and damages items more than it normally would. Chocking fog causes toxic buildup. Dead woods are ugly trees that provide the ugly but surprisingly strong dead wood. Zombie squirrels don't feel pain and raccoons steal items that they come across. The possibility of locking raiders out in the chocking fog is obvious.

Want to create a ruin or prop of some kind to put in your biome? Check out the "Create A Ruin" thread http://ludeon.com/forums/index.php?topic=13705.0
#22
Xerigium... hmm...
I think it goes zer-ig-ium.
I just call it zerg-ium, and pretend it has silent "I"
#23
Orbital Civilization: You Have decided that life on any world is just too dangerous to deal with. You have built an archeology that will require no external support and will be able to support your people, outside of cryosleep, across the vast void of stars. Never again shall endless waves of tribals and pirates bother you.

Triggered by: building any of the arcology ship modules.
Requirements: having all of the needed modules and loading colonist onboard.

basically, this is a glorified versions of the "launch a space ship" ending. the only difference is that it is way more expensive and probably makes you feel better inside for knowing the colonist will live a good life in space... and that you pulled off something that cost like 5 times the effort to build.
#24
Ideas / Re: Write an event!
May 10, 2015, 07:15:09 PM
Ancient Challenge:
An ancient ship shows up in orbit and challenges your colony to a battle. Accepting immediately causes a mechinoid raid but gives a fairly large reward of goods at the end. Accepting but asking for time to prepare lets you start setting up for about a week before the raid but grants a smaller reward. Declining has a chance of the raid happening any way with a smaller reward or not at all.
#25
Ideas / Re: Joywire Throne
April 19, 2015, 04:31:07 PM
yes, I like this.
#26
Ideas / Re: SHOES!!!
March 26, 2015, 06:25:51 PM
yes
#27
super suportified!

phew, where did that come from?
#28
I cant see the pictures
#29
Ideas / Re: Write an event!
March 06, 2015, 10:08:41 PM
gold rain:
it rains gold

Friday:
it`s Friday, all your colonist are happy. they might throw a party.

MAGIC:
all of a random item on the map are transmuted to some other random item. could be wood to plasteel or gold to potatoes.
#30
Ideas / Re: Modular Construction
March 03, 2015, 07:48:03 PM
I honestly expected more posts than this.
oh well, not that much of a concern to me. :P

edit: oh yah, I forgot about how bumping.