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Fire, Hazards, and more

4y
#1
Big thx to @GeneralWadling for discussion in this topic at discord. But the main idea of this is 1 new rover type, a couple of hazards, and excessive atmosphere amounts.

This all begins when you have about 100 Million atmosphere, and you get loads of smog.

Colonist health Decreases at a rate of 5% every 30 minutes unless an Alpha Draconian, as they have Advanced Atmosphere Helmets

Fire hazard areas within a radius of 2 tiles of any of these resourse containing buildings can be ignited at any time:
Oil
Tritanium
Wood
Charcoal

Fire Rovers Puts out fires as long as they are in the direct 1 tile area of a fire when they patrol, can be dispatched by the Fire Station

Fire Station Builds the Fire Rover and contains about 10k water for storage.

Here is the Earthquake Area: I'm going to put it in either sunday or Saturday depending If I get tired. Also: This can or cannot be turned on in a random chance (thing). Keeping it vague because I havent the slightest for this right now. I'm just spitting things out and typing away.

Disaster: Earthquake When this happens, it's over for most buildings. Unless they are built out of tritanium, they are gone. Thankfully, there is a rover for that.

Rover:Rebuilder This little fella can tell all the rovers around him to rebuild the entire map at 40%-60% percent of the cost, depending on the type of quake.

Measuring Quakes There will be 5 types of earthquakes:
Whimp: Causes 5-10% damage, and generally steel buildings are fine.
Medicore This is when your bot will come in handy. This quake causes 10-20% damage, but bug steel builds wont be impacted.
Strong A little serious, does 20-30% damage.
Really Strong "This is getting serious. Someone call 991, please." Does about 50% damage.
Game Ending This is what you DONT want. Never in a million years. Demolishes most types of buildings, and causes 80% damage to all buildings. Scary
Join my Commonwealth! WAst4IOO : and join the NOZ discord: https://discord.gg/Vy6UZhhfA2
Owner of Komet Labs!
4y
#2
Further addtional ideas here (•ω•)
• Disasters will damage buildings and reduce the condition percentage. Fire does a continous damage while earthquake does a single-time heavy damage.
• When a building condition reached 0%, it directly become rubbles, which only trash (rubbles) will be left. Like a trash pit it will degenerate slowly, but you can also collet up the trash (by destroying the rubble) and put them inside incinerators. Rubbles cannot be rebuilt into buildings.
• Manual Repair by policies is limited to those buildings with condition 50% or above. Others has to be repaired by rebuilder.
• The building shuts down automatically after condition drops to 30% and below.
• Fire can spread to adjcent buildings. So when there is a fire outbreak put out fire quickly and stragetically.
• Don’t put volatile and flammable storages near lava! Otherwise it can quickly set on fire!
You can help by EXPANDING IT.
4y
#3
Now that I think of it, these are really bad for my colony. Like, really bad. My colony is full of jam-packed buildings. Uh oh.
Join my Commonwealth! WAst4IOO : and join the NOZ discord: https://discord.gg/Vy6UZhhfA2
Owner of Komet Labs!
My Colony





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Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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