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Messages - Vito1189

#1
One cuestion:
does anyone know when the version 1.0 will be stable?
#2
Ideas / Re: Graveyards instead of graves
June 28, 2018, 06:11:32 AM
i am agree
#3
Quote from: Tynan on June 26, 2018, 05:39:38 AM
Surprised: No discussion yet about how the armor system has been completely redone with armor penetration, damage diminshment (from gunshot to bruise), etc.

Anyway, quick update going up. Changelog:



-----

Building watermills too close together now makes them less effective (water turbulence).
Adjust naked brutality description.
Reduced "soaking wet" duration and made it happen in rain as well as water.
Fix: Minor issues with time speed slowing in combat.
Autocannon turret is now significantly more powerful and somewhat more expensive.
Fix: Pawns who are incapable of hauling can still do opportunistic hauling jobs.
Multi-analyzer no longer requires advanced components. Plasteel is enough.
Buffed wind turbine power output 15%.
Insect meat is now priced lower than other meat.
Fix: Some text still uses the term "joy" instead of "recreation".
Greetings uncle Tynan and good job!! I love Rimworld
#4
Bugs / Re: wild humans like animals?
June 26, 2018, 05:15:18 AM
Quote from: Vito1189 on June 21, 2018, 05:02:35 AM
Are there wild humans like animals or it is a bug? you can join them like tame animals or hunt
burp
#5
Bugs / wild humans like animals?
June 21, 2018, 05:02:35 AM
Are there wild humans like animals or it is a bug? you can join them like tame animals or hunt
#6
Bugs / Visual bug about factions
June 20, 2018, 12:28:18 PM
When you see factions,before the name: "Could not resolve any Root: Name FirstRulePack: NamerFactionOutlander" (And the faction under) And in the section about diplomacy it puts:"Enemy of ErrorName".

Greetings Uncle Tynan,you do a hard work!
#7
There are any bugs about factions:
When you see factions,before the name: "Could not resolve any Root: Name FirstRulePack: NamerFactionOutlander" (And the faction under) And in the section about diplomacy it puts:"Enemy of ErrorName".
#8
Quote from: lancar on June 20, 2018, 10:09:39 AM
Quote from: Aerial on June 20, 2018, 09:58:32 AM
Quote from: Tynan on June 20, 2018, 07:11:54 AM
Thanks for the ongoing feedback! This is very useful.

Just so y'all know, the region I never put fishing (or many other suggested things like gold panning) into the game is because it would add another work type and maybe another skill. I consider this to be a pretty heavy interface/complexity burden, so I'm trying to add content that doesn't add more numbers and boxes to the primary ways people interact with the game.

To me, fishing fills an empty niche in extreme maps that don't support wildlife.  I've had colonies scrape through a harsh winter that drove all the animals off the map because they were able to fish.

Beyond that, though, fishing is fun from a gameplay perspective.  It's oddly relaxing to watch your pawn wander down to the dock and fish for a little while :-)
I know a good way to solve this.
Instead of fishing with a rod, make it spearfishing instead and tie it to the Melee skill.
Rightclick the shore of a river or coast and select "Spearfishing"
Can be done with any melee weapon, but more effective with a spear equipped =)
Would also give a valid risk-free way to train Melee, to boot!

Its a wonderfull idea!! i am agree with this!
Greetings uncle Tynnan!!
#9
Anybody knows when would we play on stable version?
#10
Greetings uncle Tynnan,i have 1 question:
Will i lose my unstable savegames when 1.0 will be done?