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Showing content with the highest reputation on 10/08/2018 in all areas

  1. THE GIVE AWAY IS NOW CLOSED! Hey space travellers We're running a give away to celebrate the launch For every 25 comments in here, we'll draw a random winner! Leave a comment to enter the raffle. Winners from page 1 - 16 have been announced here. Winners from page 17 - 20 have been announced here.
    4 points
  2. I know this isn't really a suggestion, but I think this is the best place to put this. This is basically the ultimate sandbox mode where it has suggestions that I took from others, suggestions I made myself, and suggestions that I thought of first but then someone posted about it. I do not think that all of this will be implemented; I just thought it would be best to just create the ultimate ideal instead of something with less. Also because of where I got the suggestions, anyone is free to separate any of my suggestions into their own post because I don't remember/know which ones are which anymore. For upvoting and comments, I'm thinking if you just like the format or not rather than everything. I also wanted to mention that I have not finished all of the concept art I wanted to make, but I felt bad about teasing this for a really long time and not posting it because I got really busy and haven't had time to work on it, so I will most definitely update this later (how much later, I don't know). Without further ado, here it is: This is the new page that will appear when Sandbox mode is clicked (the buttons on this page are subject to change due to some pages not being fully thought out yet) (also I know that it says arcade mode and that's because I thought that have "challenges" would be arcade mode exclusive, but there is now a suggestion for that so I'll fix that later): I think that these categories are best to fit all of the suggestions I've seen and will go more in-depth with each one when I get to them. You'll notice a difficulty meter in the upper right-hand corner which will shift depending on your options or due to combinations of your options. Also in the bottom right-hand corner, there is a "Save Challenge" button which is meant to give you a code to send to other players. Now I will start with "Starting Island" and go down from there: This is just a standard selection and is pretty self-explanatory. However, you will notice there are two other buttons not usually found on this screen: "Custom Islands" and "Randomize". For the "Custom Islands" button, you will be able to create your own islands, play on previously made islands, or import islands. Selecting a previously made/imported island will look like this: Creating islands can be very versatile. You can make a specific island with specific placements for objects like trees and rocks, or you can make it more general like having three burrows spawn somewhere on the island. I believe the rest is self-explanatory. Next is the "Randomize" button: I think that this one is pretty self-explanatory as well. The next category is the "Mutation Menu" button: Here is a menu of all the genes in the game, not just the ones in the mutation menu. This allows one to add more genes to the mutation menu if they so desire. The green buttons seem pretty self-explanatory besides the "Custom" button. The "Custom" button allows you to edit the unlockablility of the genes meaning if you wanted to change the unlockability requirement for round ears to "discover all islands", you could. The color code may seem complicated, but you only need to focus on the top row. Clicking on any of the colors at the bottom themselves will allow you to either select or deselect all of the genes in that category. Double-clicking the colors on the top row in edit mode will allow you to change the status of those genes. The next category is "Starting Creatures": Here you can select the amount and specific creatures you want for your save file. In the future, I will add a random amount button to the "# of Creatures" button. For the "Specific Creatures" button, you can, well, pick specific creatures. You can create the creatures through a simplified version of my creature creator that only involves the ability to make one-off creatures. It currently isn't there, but in the future I will add a "Random" gene that allows you to have random aspects of your starting creatures. Next is the "Entity Factors" button: Here you can customize your wildlife. Spawn rate involves another screen that has a master spawn rate along with custom spawn rates for specific islands and island levels. Stats involve what you can typically see on entities such as strength, speed, collecting, etc. Extra involves anything from diet to fear to movement type. At the bottom of this page, there would also be a custom button. In the custom button, you can use one of the pre-existing entities as a base for a new creature that could involve simple color palette differences, size differences, and part editing. An example of part editing would be like making a balance bear have slightly longer and larger claws. Unfortunately, this is the last picture I have, but I will continue to explain the rest of the buttons. The next category is "Environmental Factors". This section includes weather, plant life, starting food, and starting nesting material. The weather section would include a button for where, how often it would occur, and effects. The plant life section would include where, how often it would occur, effects, food provided, and respawn rate. The final factor category is "Nicheling Factors". This section is about your creatures themselves and includes everything from lifespan (overall length and life stage length), food expendability, amount of energy, energy regained, dietary restrictions, sickness, population size (which could include island proportionality), and genes (which includes amount of mutations, hiding certain genes, gene dominance, and immunity genes (amount and importance). Next is "In-game Toggles". This section is the most arbitrary as it acts as either an easy way out of mistakes made whilst in this menu or to sustain evidence of completion. What I mean by that is that this section either says you are allowed to change such qualities after the save file is made or not. Subjects that you are able to allow to change include being able to show genotype, gene unlockability, conditions, mutations, sickness, notifications, population size, and gene existence and rarity. The final section is "Challenges". Here you can create custom conditions that can be more harshly reinforced in-game. So the game would give you tasks to complete with genes which could be either continuous or one-offs. ex: have only yellow eyes in your pack You would also have the ability to customize what types of challenges, time limits, predators, disease, pack size, etc. The types of challenges you could have could be “Create a Creature” where you make a specific creature (which could vary in how specific), “Dominant Trait” where you make one or more traits be prevalent in all of your creatures (which could extend into phenotype or genotype), “Natural Selection” where you try to eliminate one or more traits from your pack (which could be paired up with other challenges and be ongoing meaning you can never have that trait in your pack), etc. There would also be an option for lives as in how many times you can fail objectives. You would also have a code to send challenges to send to other Niche players. The code could be set up as just a long number sequence where each number represents a stat. In the code, you might even be able to get really specific like the exact challenges you get. ex. 050003 (followed by more 0s) would represent 5 challenged by the first two digits, an infinite time limit represented by the third and fourth digits, the starting island would be the grass adventure island represented by the last two digits, etc. (If there’s a better and shorter way to do this, then I’m game as well) The game mode will end once all objectives are met, are failed to be met, all creatures are dead, or all lives are lost. If you have lost, there’s also the option to view the island. All creatures would have no energy and you couldn’t pass the day. It’s purely there for you to view your failed tribe and send it to others if you’d like. So, that's that I guess. Please feel free to comment below if anything else needs to be clarified or whatever else. I most likely have an explanation, I just forgot to include it. I'd be happy to explain whatever!
    4 points
  3. Some time ago I saw someone share their save for others to continue, and ever since I've wanted to do the same. So, I give you this file. Lura.nichesave This tribe is called Lura, as you could probably tell. I've started you out with 2 breeding pairs (shown by gem colors), 303 food and 46 nest materials, so you don't die within the first few days (You also might notice the recessive purr snout on all of them, it's from the starter male who had purr snout dominant and recessive--). The goal is to get every non-regrowable grass on the island cleared (maybe except the ones on the tiny islands). Important note: The save is Slot1 in the files, so make sure to backup the save you had there (unless you didn't have one there, of course).
    4 points
  4. This is currently my biggest issue and suggestion. It looks like the order of my drones gets shuffled after restarting the game. I can see no pattern to how they are listed - not alphabetical or chronological... Tick box selection for these typical sorting options might be a basic solution. But I'd really love some kind of custom folder/tagging system, to separate out the sumo drones, at the least. And to be able to see more of them on screen at the same time (because my short term memory is bad and and bad at finding things in a long list). It also doesn't make sense that you have to scroll all the way back to the bottom, for your most recent drone, each time you go back to the select screen. Thanks, great game so far.🙂
    3 points
  5. I found Niche through Seri, too! Whom I no longer watch! Anyway, I watched her first ten(?) episodes and I already decided I wanted Niche. When I first bought it on Steam, I was absolutely OBSESSED WITH IT. In fact, two years ago, I think about 1/2 of the art I made was all the creatures I came across in Niche. Here's one of them! (It's also up on Steam) I took this photo with my desktop's camera. The resolution is so bad, but I lost the original image so that's all I got. Deal with it. Every day after school I would play Niche, and I grew more interested in it every day. Even though I didn't watch Seri anymore, I still loved playing Niche. It was my favorite game to play (of course, behind THE DOG Island). I had my own stories, my own lore, and my own customs for every tribe. My favorite was a tribe that reached up to 1,000 days and had over 3,000 food! I called it the "Friendly Island" tribe! 😄 But then, one day in late 2017, I got super bored of Niche. I think this was a few months after the game was officially released? I dunno. But what's important is that I got bored of Niche. In fact, at one point, I was forcing myself to play Niche to rack up hours. Y'know, this tatic actually worked, because now I have over 100 hours! I got even more bored after the wings update. I would just check up on my 1,000 days tribe, move some creatures, maybe end the day, and then exit the game. That was all. Then, this Summer, I stopped playing Niche. I think it's in my top 20 favorite games now Oh, wait... You just wanted first impressions, not my entire Niche story. Damn it. Uh, I liked Niche until I didn't. There we go. Also, OH MY GOD I LOVE GENETS THEY'RE MY FAVORITE ANIMAL AHEUFSDYDGTDFY
    3 points
  6. When i clear out a planet, i usually harvest everything from it, but it would be waaay coler if bots can do this themselves. What would be changed/added Container full signal; distance sensors can detect resource; directional sensor can track towards the nimbatus; directional sensors can detect resource from like 20 meters Thats all i could think of rn and i would greatly apreciate if this got added, great love to the devs ❤️
    2 points
  7. Overall, I love the concept of Nimbatus and the ways you can be creative with the logic parts and sensors to create automatic drones. However, I feel as if the game doesn't really reward you for making these. With a maxxed tech tree, you can have a single blaster flood the screen with bullets. Who needs a combat drone? Who needs to make their own homing rockets? You can just make a tiny ship abusing the factory energy cell exploit (where you just have a factory produce energy cells so you never run out of energy) and no enemy is strong enough to challenge you. You can max out the entire tech tree very easily. The missions don't present an engineering challenge or anything that forces the player to innovate. Here is a list of my suggestions: - Nerf weapon upgrades like crazy. For example, +300% bullet count should also significantly increase the amount of energy the weapon takes. The point should be to fit a similar amount of firepower in a more compact drone, but not make the energy cost negligible in doing so. - Add upgrades for thrusters and shields. Thrusters should be upgradable so they have more thrust (but take more fuel), or are more effective against air resistance so as to give you a better top speed. - Remove the bio barrel missions. The type of challenge here isn't engaging, it's just frustrating to have to carefully navigate around these turrets, praying not to trigger them and have them destroy your mission objective. It's really not fun and seems very out out of place with the rest of the game. - Make enemies more challenging. You can sit with enemies enabled in the testing area and it'll be quite a while before they start actually destroying parts of your ship. The amount of damage they do is negligible compared to how much health your parts have. - Buff shields. They go down very quickly and don't have much to offer when your armor is nigh-impenetrable. - Nerf factories. They are EXTREMELY overpowered, as there is no limit to how much they can produce, and no cost either. They should definitely be able to spawn small drones to help you in combat, but they definitely should not be able to essentially give you infinite lives. - Make enemies target the drone core more than other parts. Enemies are very easy to distract with single parts and decoys. They should be more intent on destroying your core. - Make each planet give you a certain type of reward once you complete the mission. This is a one-time reward, and you use it to unlock upgrades on the tech tree. As it stands, resources replenish instantly and are plentiful on many planets, so you can easily max the tech tree before even leaving the first galaxy. - Add boss fights. At the end of each galaxy should be a challenge. You need to think of a creative way to defeat this boss using the logic parts and automation. - Give the direction sensor the ability to target the closest enemy. This way, you can make entirely-automated combat drones. This should go hand-in-hand with the factory nerf, so that people don't use it to have infinite lives, but instead to make these combat drones. - Make sure the way you write the game does not close the door to the possibility of multiplayer in the future. I won't say "add multiplayer," because I know that's a hell of a lot to ask at this stage in the game. However, I believe that Reassembly (the game I'm sure you drew some inspiration from) suffered greatly from having no multiplayer capabilities to be heard of. Multiplayer can keep a game interesting long after a player has grown bored of the campaign, increasing the (re)play value massively. Thanks for considering my suggestions!
    2 points
  8. Hello, Is there anything in the tech tree that has a 1:1 relation with a specific drone? If yes, make it clear that now you are configuring the gun setup to this specific drone. If no, then why the tech tree is available through editing a drone? The only way to find out if changing a gun config impacts all my drones or just this one is by testing it in the game. This is the definition of unintuitive. Give it some thought. Cheers, Lorinc
    2 points
  9. I looked up lobster costumes before for inspiration and all I saw were babies sitting in pots Not exactly what I had in mind...lol
    2 points
  10. You are right. The tutorial needs some love and afaik the crew is working on that. But there are so many suggestions and bugs reported it probably won't happen too soon.
    2 points
  11. Fun mission. Would like more missions like this. Having more sensor types would be nice.
    2 points
  12. I (also) found Niche by watching Seri play it. I started watching her Yukir Tribe videos, and REALLLLY wanted the game. For Christmas/my Birthday (they're only a couple days apart) I wanted a Steam giftcard, and I kinda got worried because I got all the stuff from my relatives on Christmas or beforehand, but finally my Birthday came and my parents gave me the giftcard! Since it was late at night (we had just gone to see a movie), I just showed my parents pictures of the game that I knew I wanted to get. Next morning, as soon as I got up, I went and got Niche! I don't remember much of my first tribes, as I mostly just started tribes, bred a couple creatures, then got bored with it and deleted the tribe and then started the cycle anew. Finally I got hooked on one of the tribes and played with them a lot. I still have that tribe today, but I also have some other tribes too (my absolute favorite is the Whim of Fate Tribe, they're currently on day 654!!). I love Niche ^.^
    2 points
  13. We will actually get a big sandbox update in the upcoming update in the first quarter of 2019
    2 points
  14. Some people at the steamforums suggested the same, I'll add the following to the discussion: Add a Toggle which decides what is 100%. Settings: Radius, Container, Nimbatus, Drone Brain Add a relative Altimeter, which measures not the distance from the center of the planet, but a raycast to the surface as a guide.
    2 points
  15. Just straight up pistons, length, extending speed, etcetera. They'd be very useful.
    1 point
  16. And so I present the several breeds of Nimbatus sumo drones, including their counters, strengths and examples! Also check out my new guide for information about guidance systems for drones! Contact: Contact based drones rely on their ability to contact their opponent in some way, in order to push them out of the arena. All contact drones are designed to be heavy and powerful. Some contact drones will also employ magnets to help them grab onto a target. RAMMER Rammers simply ram the opponent, unguided, out of the arena. It's simply a button linked to every thruster on board and WOOSH it's outa there! Some rammers may attempt to use some simple guidance systems to help ensure a hit, but otherwise that's it. Because of it's blind attack method, dodger drones are often an effective counter, provided it's fast enough. Since rammers are unguided, they will usually fly out of the arena if they fail to meet they're target. Counters: Dodgers, Gliders, Surprise Bombs Strengths: Center Seekers SURPRISE BOMBSurprise bombs are similar to rammers, but also include a lot of explosive parts, such as fuel tanks. The theory is to ram and explode the enemy into it's parts - in the hope that it confuses, destroys or knocks out the opponent. It is rarely successful, because it's hard to maintain a usable "leftover" and the shrinking ring will most likely be their worst enemy.Counters: Shield/Coward, non-fragile drones Strengths: light drones PUSHER The pusher is a smarter version of the rammer. Pushers will instead ensure that it's enemy is in front of it before activating all it's thrusters, via the use of a distance or direction sensor. This means its less likely to miss it's target, but some carriers can confuse it's guidance systems to activate it's thrusters prematurely. Some pushers also use jump thrusters instead of regular thrusters, to give it a little more edge. Some pushers may also use magnets to help ensure it is able to push it's target out of the arena. Counter: Carriers Strengths: Dodgers, Center Seekers A pusher "Salt levels rising" versus a glider "The Corruption". Notice "Salt Levels Rising" will stop it's thrusters when it's target is not directly in front of it. PULLER Puller drones are only ever seen with mini-drones on carriers or cowards. A puller drone will seek out it's target, and once engaged, will then activate a magnet to pull the enemy out of the arena. Unfortunately, this is rarely more effective than pusher drones, and they will often be countered the same way pushers are. Counter: Carriers, Center Seekers, Gliders Strengths: Dodgers, Rammers, Pushers SPINNER Technically a sub-class of the center seeker (or glider, depending on it's guidance systems), a spinner drone utilizes a lot of thrusters to spin very rapidly, while maintaining it's position in the arena. It's especially lethal, as any drones that contacts it will be knocked off course by it's rapid rotation. Avoidance drones are often too light to handle a spinner, and will not survive once the arena closes. Multi-drones also are often not strong enough. As such, spinners are almost uncounterable (verification required). Counters: Pushers, Pullers Strengths: Everything A pusher "Salt levels rising MK 3" versus "Blender". Notice how the spinner is able to knock away it's opponent out of the arena, thanks to it's angular momentum. Avoidance: Avoidance based drones will attempt to avoid the enemy, until the arena closes, or the enemy falls out of the arena. DODGER The dodger (not to be confused with a glider) will always attempt to move out of the way of enemies. It may be fast or slow, but whatever it's doing, it's trying to get out of there. Often this leads to it falling into the ring of death, as such, dodgers are only ever good versus rammers. Most other drones are able to compensate for dodgers. Counter: Pushers, Center Seekers Strengths: Rammers CENTER SEEKER Center seekers will use some form of guidance system to go to the center of the arena, and sit there. They will often also be very bulky, to survive the onslaught of whatever it is faced against. Since they are usually the more powerful drone, they are able to outlast it's opponents until the ring of death closes in. They are countered by rammers and pushers, able to kick them out of the arena before they are able to get a foot hold. Counter: Rammers, Pushers Strengths: Gliders, Dodgers, Carriers A center seeker spinner "Beyblades" versus a glider "The Corruption". Notice how the center seeker is much heavier than it's opponent, enabling it to maintain it's position in the center of the arena, forcing it's opponent out once the arena closes. GLIDER Gliders are often mistaken for dodgers, but there is a key difference. Gliders will "glide" along the ring of death, by staying as close as possible to it, while not going over the edge. This tactic will confuse most drones into falling out of the arena, when they are pursued. However, they can still be defeated by some pushers, but mostly center seekers, which will be able to knock out gliders when the arena closes. Counter: Center Seeker, Pushers Strengths: Rammers, Pullers Multi-drone: Multi-drone classes will use 1 or more "mini-drones" which act as fully functional drones, that are detatched when the round starts. Mini-drones are often reckless contact based drones, but since they don't contain the drone brain, are of no risk should they escape the arena. As such, they mostly do not use any form of arena edge avoidance. Meanwhile, the main drone containing the drone brain will act as an avoidance class drone, staying safe as their mini-drones do the dirty work. CARRIERS Carriers are among the smartest drones. Carriers will feature several, smaller mini-drones aboard it, which it will deploy when the round starts. This can range from 4 to dozen or more mini-drones. These smaller drones will act like distractions, triggering systems on the opponent, meant for the main drone itself, or the drones may take a contact based strategy. Meanwhile, the main drone (the drone containing the drone brain) may either take part as a contact or avoidance class, or even not do anything at all. Carriers are very versatile, but they are often countered by center seekers, which are much heavier and more powerful than the carrier. Counter: Center Seeker Strengths: Pushers, Surprise Bombs, Rammers, Dodgers A carrier "Necromancer 4" versus a pusher "Bettle". Notice the two different strategies of the mini-drones and the main drone, as the main drone hangs around as a glider, while the mini-drones do all the work. SHEILD/COWARD Cowards will put all it's equipment on one large mini-drone "sheild", which is detached when the round starts and acts as a contact drone. Meanwhile, the main drone "coward" is left to fend for itself or to act as an avoidance drone They are hard to counter, but a smart drone may be able to discern the coward from the shield, or a glider could work in some cases. Counter: Pushers, Rammers, Gliders Strengths: Carriers, Center Seekers, Surprise Bombs A coward drone "The Alien" versus a glider "The Corruption". Think I missed anything? Want to contribute? Share your drone designs so I can make GIFs with them!
    1 point
  17. As a complementary part to current system, microprocessor should be used when you are short on space or can't balance centre of mass. Size: 2x2; Mass: 1. Has 16 slots for logic parts inside. Simply connect to drone and have circuitry fun. All hail integrated circuits, for they may save humanity once again!
    1 point
  18. Could we get an option for factory parts that toggles whether the parts attached to them will be there when the mission starts? Some of the autonomous things that I want to print with factory blocks have thrusters on them and I would appreciate being able to just not have them there until I'm ready to print and release rather than releasing them underneath the Nimbatus or trying to fly with them still attached.
    1 point
  19. I think that the drone core in the game currently is just a concept and and it lacks importance. So what if when building a drone, whether its the main or a factory made drone, they would all need a core, and different size cores could be chosen. The larger the core, the more blocks could be on the drone with the core. For example: 1x1 - 10 blocks, 2x2 - 25 blocks, 3x3 - 60 blocks, 5x5 ( the normal ) - 150, 7x7 - 300 blocks, and possibly more?
    1 point
  20. It doesn't currently seem possible to rotate an entire drone or its core in the editor, but being able to do so would be convenient
    1 point
  21. Trying to make it as clear as possible now
    1 point
  22. What if when placing a part all the previously placed parts hitboxes would appear? It would help out a bit when placing things on an angle, but would mostly look cool.
    1 point
  23. wow this thread is huge XD but since the more ppl that join the more chances to win i might win anyway
    1 point
  24. if you press a button lets say A then it will show all of the keys that are being used for each part, if anyone here plays factorio its kinda like the alt view, were it shows what you are doing, to if a thruster's imput key is D then a green D will be hovering over the piece if its a directional sensor then there will be two red characters over it
    1 point
  25. maybe, the controls I really could not care about, its more the concept
    1 point
  26. i played the demo and i had alot of fun with it albe it was kinda confusing at first but i got the hang of it so much fun to nom on a planet till it was gone
    1 point
  27. This is corrected, now. I hear what you're saying, but I don't think splitting the features of a sensor out into more sensors to limit the options per sensor is going to be less confusing.
    1 point
  28. Plleeasssee I love this game
    1 point
  29. I really want someone else to have the game
    1 point
  30. When I was just trying to set a system up for automated delivery I just left my drone core in the resource hopper (to home in on that, after rising to max altitude). A bigger problem was the bug that resources won't currently enter containers that have been printed (and are still attached). But I believe the devs are onto that already. Yep, definitely. Maybe empty too...? (Easier to work around.) Maybe a whole new resource sniffer (sensor) instead of over-loading the current ones...? But options are good.🙂
    1 point
  31. This game has been looking better and better every time I saw it, good luck everyone!
    1 point
  32. To the victor goes the spoils!
    1 point
  33. they all so kind of act the way the way his "mate" does so if his "mate" attack a bush he will attack the bushes around his "mate" but if she attacks a predator he will do the same
    1 point
  34. I think planets are pretty well marked and labelled, and in a small enough area. I think the improved visuals would be worth the very occasional confusion, assuming they aren't too taxing to implement.
    1 point
  35. I don't think it's difficult; more that super-rigid creations aren't really as interesting or challenging. It's probably much easier for a dev to implement, as they can just throw a ton of physics calculations out the window.
    1 point
  36. Agreed on this, directional tracking of nearest hostile enemy, hostile hive, nearest ore have all been on my wishlist since the closed alpha. Updooted. Actually, what about working this into a specialized turret mount? Basically a hinge with directional-sensor style target tracking? I wouldn't require more than left, right, and tolerance. (If your tracking is within tolerance, then you just fire, and who cares if you're in range. If you need more discretion, tack on sensors.) Man, I would love a hinge with a built-in directional sensor. That sensor is just too much of a beast to put on a hinge and have it work well.
    1 point
  37. I would second blocks that would pass power/fuel/inputs/outputs on to nearby parts when they got close enough.
    1 point
  38. I don’t think you could have trees on every tile because of the leaves, perhaps they’d need a particular amount of clear/ lower tiles around them?
    1 point
  39. I used to watch Seri’s sims 3 warrior cats series a bit, and one time I stumbled upon one of her niche videos (I think it was the first episode of Seeker’s Journey.) I watched part of it, and loved the aesthetic instantly but wasn’t very interested in the game itself. Months later, I found that episode again and suddenly realized this was THE game made for me! It combined all my favorite things. Cute animals, gaming, and genetics (I was really into genetics!) I watched the entire series...and then proceeded to watch the Whims of Fate, Farsea Tribe, and the Wings of Wonder. Then I began watching Jessimew’s Story Mode tribe. I don’t watch those Niche videos anymore...because I can play it myself! And I LOVE the game so far and can’t wait for the new update and all the updates in the future!
    1 point
  40. Hi! I bought the game just as it was released, so im quite new here, but i have been playing quite a lot and been sharing ideas left and right. I hope i will be a help for this games development.
    1 point
  41. There are quite some wishes for making advanced logic easier. We haven't found a good and satisfactory solution yet, but we definitely have the hardcore logic lovers in our field of view and at least try to find a good solution
    1 point
  42. Darn I missed that. Pretty useful now that I see it, thanks.
    1 point
  43. I created a factory that just keeps making high-altitude orbiting drones with downward-firing ice rockets. Magma is irritating, but surmountable by various means. You could also use a factory to drop wide-spraying cryo-sprayers beside a geyser. But yeah, the collection quests can be rough. At least notify us when there aren't enough left to complete the mission.
    1 point
  44. 1 point
  45. Here ya go: Yes, I chose the silliest thing. Did you expect anything more from me?
    1 point
  46. Well here only few kids celebrate Halloween, because we have our own version of halloween, it happens on 2 days one day people dress up as male peasants and other as female peasants. Then you go sing a song and wish good luck and people will give candy for that . But on halloween il try to dress up as close to V from "V for Vendetta"
    1 point
  47. Absolutely! I urged @Micha to do this since quite some time. let's upvote this so he has no chance but to implement it
    1 point
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