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How do I recruit more dudes? I capture people but then they go insane and/or die.
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# ¿ Aug 15, 2014 22:00 |
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# ¿ Apr 26, 2024 10:35 |
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Ah Ok, got some savage to join me then. Another retard question, I have a shitton of silver in my stockpile but if I use the comms unit to trade it says I have zero ?
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# ¿ Aug 15, 2014 22:46 |
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Thank you, I didnt realize I needed the beacon.
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# ¿ Aug 15, 2014 22:55 |
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This game needs more factorio level automation.
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# ¿ Aug 18, 2014 11:54 |
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What is the best mod/way to adjust starting colonist count and population cap?
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# ¿ Aug 19, 2014 22:52 |
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Great game but needs a quickstart with ten colonists or something.
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# ¿ Aug 20, 2014 20:08 |
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The zombie apocalypse mod is pretty fun. I had to build a dedicated crematorium complex to deal with the bodies. Though it turned into digital auschwitz at that point.
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# ¿ Aug 22, 2014 14:40 |
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Leif. posted:The best part about this game is that if there's an obvious problem (e.g. no leg = useless) it gets fixed by a mod or an update to the base game really quickly. http://ludeon.com/forums/index.php?topic=3635.0 It seems to work inside the other events so you get pirates getting eaten by zombies.
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# ¿ Aug 22, 2014 17:38 |
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The traps mod is good idea but bad execution for anyone thinking of using it. Too many complex crafting trees to follow.
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# ¿ Aug 25, 2014 22:23 |
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You can enable god/dev mode and spawn them.
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# ¿ Aug 28, 2014 15:09 |
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Oh
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# ¿ Aug 28, 2014 18:34 |
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Zombie mod is hard as gently caress if you dont use any turret/emplacement mods and set everything to max difficulty fyi.
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# ¿ Sep 1, 2014 23:24 |
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Would be nice if the game didn't turn into an FPS poo poo show in the later parts.
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# ¿ Sep 4, 2014 21:53 |
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Is there an easy way to see which character has the best of attribute X without cycling through all of them ?
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# ¿ Oct 7, 2014 00:36 |
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Is there any way to specify mod precedence? I noticed that extended surgery mod breaks the zombie apocalypse mod for whatever reason.
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# ¿ Oct 7, 2014 12:29 |
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I wish colonists wouldn't be such huge loving babies. Oh you are depressed because you had to defend yourself? I'm sorry maybe gently caress off pussy. The game needs a "order colonist to sleep" button so the mental breaks will stop isntead of depressed idiots standing there doing the thing they hate over and over.
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# ¿ Oct 7, 2014 20:11 |
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bonds0097 posted:You sound like a lot of fun to be marooned with on a hostile planet. I understand they might be upset but I don't think reacting to a situation by running into a horde of enemies to die is a solution most people would use even if they were stressed out.
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# ¿ Oct 7, 2014 22:20 |
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Look for the metal texture on the outside of mountains, it will take longer to find if you just dig straight in.
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# ¿ Oct 8, 2014 15:39 |
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deebo posted:Is there any future plans to add atmospherics? Like a base that needs to be sealed with an airlock for an inhospitable planet.. and also space suits? I was thinking about this and it would make for a hilarious Mars colony simulator.
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# ¿ Oct 9, 2014 15:42 |
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I hope vaccines or something get added, because these disease epidemics are annoying.
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# ¿ Oct 20, 2014 21:11 |
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Yah half my colony is retching all the time. IS there a way to quick trade anything ? Or do you have to drag to add every value instead of just typing a number?
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# ¿ Oct 20, 2014 23:05 |
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I like when the events coincide, its more fun to see a huge pirate raid take out the drone/mechanoid ships.
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# ¿ Oct 24, 2014 13:40 |
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The biggest problem I find with a lot of mods is that they expand the craftable actions and already the crafting time is high enough for most things that without a huge colony you really can't produce everything. Its already taking a huge workforce to eat much less craft 200 widgets to combine into a super widget.
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# ¿ Oct 27, 2014 16:34 |
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OwlFancier posted:The heat system definitely has room for expansion but with some planning you can get it to work quite well. If you're in a hot area though you will probably need to dig a big ventilation shaft into the base and branch off to different areas with coolant systems. Can you even do this though? Don't the rooms have to be separated with a door? And then the door would block dudes coming in and once its opened does the temperature normalize? Or does this happen over a zone so it wears off after the breach and enemies have tow ander through your cold spot ?
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# ¿ Dec 12, 2014 16:09 |
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OwlFancier posted:The whole map will slowly equalise towards the exterior temperature, with interior being slower than the outside. So, if the sun comes up and sets the outside temperature to 20 degrees, the interior will slowly equalise towards that, but it proably won't get there because it'll retain the cool of the night for longer. Similarly it will also cool down slower when the sun goes down again. Interiors spaces should have less natural diurnal variance than the outside. So they share the temperature immediately or it equalizes over time ?
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# ¿ Dec 12, 2014 19:20 |
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OwlFancier posted:When two rooms join it immediately equalises. Ah ok that sucks. I hope its get changed to more of a heat map by tile, so you could really freeze the poo poo out of an area as a form of defense or heat it up.
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# ¿ Dec 12, 2014 23:45 |
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How do you survive/get metal on non-mountainous maps? I've been trying to get away from immediately hiding in a hole for the challenge but the lack of nearby metal makes it very very hard. And trade isn't often enough (or I get 5 exotic goods in a row) to get reliable supplies.
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# ¿ Dec 14, 2014 16:54 |
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I keep playing on boreal forest maps and winter is indeed coming... I've had to turn to cannibalism each time as attacks cripple my hydroponics infrastructure.
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# ¿ Dec 16, 2014 14:38 |
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Are there mods that add items or some decoration that improves mental health? I need something to counteract the nihilism that affects all my colonies.
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# ¿ Feb 6, 2015 20:06 |
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I feel like every mod fucks the trading system up. Because randomly traders will disappear forever and then suddenly I get ten traders in a row. Whereas unmodded it seems more regular.
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# ¿ Feb 25, 2015 18:31 |
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I think they need to adjust the amount a person hauls or do something with the hauling system. My colonists can almost never keep up with all the hauling that needs done, and thats with toolbelt mods that increase productivity. Cmon you fat fucks I think you can carry more than 1 medicine at once or whatever. Seems like the time to complete a task is way out of line with the amount of tasks that need done. Or even a temporary zone option where all colonists will focus on completing any work available in a given area, so you could drag and drop and they would only focus there.
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# ¿ Mar 9, 2015 20:05 |
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How often should events occur? I haven't played in a few versions but it seems every game I play now (with a few innocuous mods) turns into no events really happening or escalating? Or did they change the story teller casandra to be more spread out?
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# ¿ Mar 26, 2017 01:21 |
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Nice of them to release a hotfix that breaks all the mods.
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# ¿ Jun 4, 2017 13:01 |
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beerinator posted:I am using a decent number of mods and nothing broke on my end. I did have to turn all my mods back on again though. They mostly work except those popular star wars ones, I have those installed and they are breaking it. Oh well.
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# ¿ Jun 4, 2017 16:05 |
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How long does it take to hit late game ? I feel like I spend several hours getting to a stable point, then something wrecks it, or the game stagnates and I'm really using the dev speed up to just get tasks done/wait for skills to level and proceed along tech path. Like a needlessly long amount of time.
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# ¿ Jun 25, 2018 21:09 |
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Is there a mod for bulk task priority? Like enable only the top skills for all your pawns?
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# ¿ Jan 25, 2019 18:55 |
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boar guy posted:...beyond the task priorities list? Does it let you disable enable skills for all pawns in one click somehow?
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# ¿ Jan 25, 2019 23:04 |
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My long running colony died due to 30 manhunting foxes overwhelming them, rip.
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# ¿ Jan 27, 2019 12:50 |
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How do you use the repair kits in Android Tiers? My androids get shot up or w/e and I can never get them repaired/healthy.
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# ¿ Feb 8, 2019 17:21 |
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# ¿ Apr 26, 2024 10:35 |
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The mechanoids expanded mod always crashes on map load for me, does it require Royalty or something hidden I can't see ?
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# ¿ Dec 28, 2020 15:35 |