Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - windruf

#31
it's a bug. it just become worse in this alpha. in a7 it showed one sprite and other 3 not, so it looked like fire is dancing.
don't worry, it will go away after a while.
#32
General Discussion / Re: what is more difficult
January 18, 2015, 02:09:59 PM
one time randy send 4 raids and one sige one after another on daily basis. and an pschotic animal as a joke  ;)
#33
and never have a stockpile that canhold unfinished stuff
#34
we realy need something, that does both ;)
#35
i'm using 5x6 rooms with a single bed. carpets and stone blocks walls come when everything else was build. using it since prealpa, never had any problems.
#36
General Discussion / Re: Toughest normal biome?
January 01, 2015, 07:19:22 AM
haven't tried ice sheet but tundra in January is a nice challenge.
but after you get your food supply running - it becomes as easy as other biomes. or even easier, cos you don't need to undress your parkas and sieges don't last long.
#37
General Discussion / Re: Brain Damage
January 01, 2015, 06:23:06 AM
Quote from: Tynan on December 31, 2014, 06:16:38 PM
I've actually quite deliberately never thought of it as a strategy game. The entire design process has very explicitly been guided by the notion of RimWorld as a 'story generator' above all.

Mainly this is because there are tons of great strategy games on the market that I can't beat. But there are very few decent story generators.

Obviously it's good to create meaningful multivariate decisions for players (tundra/non-tundra is a good example). But this takes a backseat to narrative drama where necessary.
sorry Tynan, but there always MUST be a way around. cos if there is none then there is no need to fight, no need to live cos you'll die anyway...
you just killing your game.
#38
General Discussion / Re: Personal shields?
January 01, 2015, 03:21:13 AM
Quote from: Noobshock on December 30, 2014, 09:13:23 PM
we are sooo going to need new types of defenses

something like "Nade Combat Dummie" + Personal Shield + moving Blades  ;).

on the other hand a nice MG should do the trick.
#39
+1
i'm playing on tundra, cos there is never hot  ;)
#40
Ideas / Re: Intelligent choices
December 29, 2014, 11:42:00 PM
7. will be fixed in a9
was in changelogs
#41
1:take this mode
https://ludeon.com/forums/index.php?topic=8476.0
and i'm sure it will be fixed till a9

2: it won't do. year 4. 500k silver 75k steel 25k plasteel 7k wood(and that on tundra) and i have no idea where to use all that stuff!
lucky i have tweaked maximal stack to 5000 or it would take up most of my base.

3: wow! you are a really bad guy! i use 5x6 for my colonists bedrooms for ages. less is for them too cramped. and one time i put a raider in a 2x2 room and he died from claustrophobia.
but it wold be nice to have a "have a nice room" though based on space, decorative items, and such.
#42
Ideas / changes for hauling and crafting
December 29, 2014, 04:59:24 AM
1. separate hauling into "bring it there" and "put it on tile" bringing reserves not a real tile but virtual space:
f.e a stockpile 20 tiles can hold steel, cloth and weapons. now it contains 20 steel, 30 cloth and 1 weapon -> so it has 17 virtual tiles and because there is no one who hauls something to this stockpile, real and virtual amounts are the same.
a colonist starts hauling a weapon to this stockpile -> now it has 16 virtual tiles(real there are 17 because colonist is still hauling) in witch tile he will put this weapon will be determinated when he arrives.
another colonist starts hauling 50 steel to this stockpile -> now it has virtual 70 steel. not enough to get over stack limit so there are still 16 virtual tiles.
third colonist starts hauling 50 cloth - > virtually it becomes 80 cloth and goes over stack limit so it will use up a virtual tile and there will be only 15 virtual tiles.

this will solve two problems:
a: "5 potatoes on 20 tiles" it happens often with grownable resources: colonists will bring them in small amounts and because there are many colonist, they will bring them to different tiles, because they are "reserved" and spread stuff over half stockpile even it this can fit on one tile.
b: "go to hell and bring me 5 potatoes" it happens all the time: a colonist goes to a stock, takes 1 (with words one) steel and hauls it to stockpile even if there enough space for ten stacks. more "funny" it becomes if you want to bring a stack of survival meals from siege camp... you send one hauler to bring a stack and he brings one meal because there was a place in one of stacks. you send him one more time and in the time he gets there someone eats one meal and your hauler will again bring one meal...

2. add a minimum and maximum skill required to bill config gui so you can say: this bill can only be done by a colonist with skill level 5-15 and this one with 18+ and this one is for people with maximal skill level 5. there are moments when you need more than one crafter for small tasks like stonecuting and smelting and don't want an low level crafter to do task that need high level crafting skill to succeed like weapon crafting and you do not want your high level crafter play around with low level tasks, when there are swords to smith.
#43
General Discussion / Re: about heating
December 25, 2014, 04:09:04 AM
tested it out: dug a room surrounded by base corridors
base +21
outside -31
in room +6
build a wall inside
nothing changed.
dug a room inside mountain only a wall and a door connect to base
absolutely the same as above.
build a room outside one wall at the base no doors
temperature hardly changed:
build by -22
by outside -36 inside -23
by outside -16 inside -21
build a door inside from base:
it changed to the same pattern like first room.
build a room completely outside
same pattern as 3. room
build a door
temperature inside follows outside temperature much quicker.

so:
temperature exchange happens trough roof and doors and walls just separate different areas.
#44
General Discussion / Re: about heating
December 25, 2014, 01:40:26 AM
it is so: my base is now 6 times bigger and i need 25 industrial heaters instead of 2
#45
General Discussion / Re: about heating
December 24, 2014, 03:00:05 PM
[censored]