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Messages - vzoxz0

#106
Ideas / Cocoa Trees Should Not Die From Cold
October 09, 2018, 02:28:39 AM
At least from "sane" cold like -10 C to -15 C. I don't know of any tree that would actually die from a brief period of cold like this, and this tree has been genetically modified in the first place.

I invested an incredible amount of time planting these stupid goddamned trees in an all year growing zone, and now they all die to a single coldsnap bringing temperatures down to -10 C.

I would expect this from normal crops, but not trees grown past 50%, that's just absurd.

Every single time I plant these trees, I end up regretting them and hating the feature being put into the game in the first place. It's just a totally useless thing unless you're in the tropics.
#107
Hopefully it will never wear off, and you'll update to v1.0 unstable.
#108
It would be pretty cool if you could change this up, but it would be equally complicated.

Right now difficulty is to a large extent decided by what kind of terrain you're playing on. Savage temperate is basically like normal desert or rough boreal. It would make sense to continue along these lines in my opinion, but I doubt it will ever be done by the main team.
#109
Ignore 5thHorseman, he only has 400 hours. He is a noob.
#110
Ideas / Re: Next Update - Some love for Tribal Plays?
October 07, 2018, 05:09:38 AM
His title says "Next update"
#111
It was removed intentionally.
#112
Ideas / Re: Your Cheapest Ideas
October 07, 2018, 12:53:39 AM
Limdood lives in the Congo, he wears plate armour and wields guns to protect himself from wild squirrels.
#113
Eww, reflection.
#114
Ideas / Re: Next Update - Some love for Tribal Plays?
October 07, 2018, 12:17:07 AM
This all feels like it's "mod" material more than main game material.
#115
Stories / Re: Craziest Interpersonal Drama
October 05, 2018, 11:49:16 PM
Or maybe he missed out on the best relationship of his life, open and free of sexual prejudice!
#116
Ideas / Re: Nutramine Manufacturing
October 05, 2018, 11:03:18 PM
QuoteIt's good for the game to have a hard, persistent incentive for trading.

Medicine can be made, yet I doubt most people actually produce medicine. It's so much easier to buy it when you trade. The point is that you have the choice.

QuoteIt's perfectly fine within the lore to have synthetics that just can't be manufactured in a Robinson Crusoe colony.  There are plenty of chemical elements you can't just dig out of the ground.  It's also neat story-wise to have secret recipes out there that you can't unravel just by staring at a bench for a few hours.

Remind me again, what is Robinson Crusoe about a colony that can manufacture stimulants, combat pharmaceuticals, charge rifles, power armor, advanced research facilities, defensive automated FOF (friend-or-foe) enabled turrets, and a ducking space ship?

QuoteNon-craftables gate a large number of the things in the game....neurotrainers, resurrection serums, vanometric cells, AIs, top-end bionics.  This is just a more commonly used, but also more commonly available item that has to be traded for.

Honestly there is no real reason not to let a player produce those (at incredible cost) either, but as you said, neutroamine doesn't do anything by itself, and it doesn't have any of the special properties those other things do. Using it requires research in itself.

I highly doubt people would just stop trading if they could produce neutroamine. A lot of people probably wouldn't want to invest in the infrastructure required to make it, or the research (at least for a good long while).
#117
WorldWorldWorld II: Electric World Subarashii!
#118
General Discussion / Re: Making armor useful again
October 05, 2018, 12:38:48 PM
The rat weighs like 8 kilograms dude. An 8 kilogram rat can totally take down a cobra.
#119
General Discussion / Re: Making armor useful again
October 05, 2018, 09:10:22 AM
Quotean arrow to the eye knee
#120
I agree that clothes take up way too much space. You should at the very least be able to stack items of the same type somehow.