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Topics - webkilla

#1
General Discussion / any future plans for the game?
February 03, 2019, 07:53:20 AM
Love the game, been playing it for ages - but I've been thinking, and looking around on the dev blog without any luck: Have there been any official statement from the dev on whether there are any plans for the game moving forward?

any plans for future expansions, or more official content?
#2
General Discussion / So... what's next?
April 15, 2018, 09:36:18 AM
The last devblog update was from back in january. The last facebook update is even older

Are the devs still working on the game, or are they working on something new? If so, what?
#3
General Discussion / Insect countermeasure with ACs
August 21, 2016, 01:08:30 PM
So...

when digging out large amounts of mining tunnels, the risk of bug infestation grows greater and greater, because... lots of dark tunnels

however, I got the idea of putting three ACs at the tunnel entrance, along with some nice and sturdy granite doors, and then if bugs come along... turn on the freezer and wait for all the live bugs to turn bugcicle

This isn't intended for insect farming - though I guess this could work for that too

do you lot think this could work?
#4
General Discussion / Steam keys?
May 31, 2016, 02:20:41 PM
So, reading the latest dev blog, it says that I will not be able to get a steam key 'due to Valve policies'

I call bullshit - because games like Factorio, which also started out in non-steam early access, giving early adopters alpha builds... they have gone to steam, they have gotten steam keys (I have one of those) - and Factorio is listed on Steam as being in early access.

So please, I want to know exactly why I shouldn't be able to get a steam key once Rimworld opens up on the steam store.

#5
Ok, so... now stuff left outside will degrade. Bummer.

I used to have a lot of trade storage in the form of outdoors storage zones with beacons in the middle of them.

IIRC you can't trade stuff that a beacon covers, if its under a roof.

How should I make my trade setups now?
#6
Bugs / Overview bug
January 01, 2015, 03:46:27 PM
So... I just got this:



I have 4 colonists - and now I can't seem to,... well... use the overview thingy


I should note: Restarting the game fixed it
#7
Ideas / Gun Turret range?
November 22, 2013, 01:33:54 PM
Heyo

I've seen a few lets-plays of the alpha here - and I've looked around on the forum, but haven't seen anyone talking about this issue:

Gun Turret range

They seem to match in range to pistols - but whenever a raider shows up with a Lee-enfield (i'm assuming this is some kind of rifle?) then they have twice the range of the turret!

This seems... off

Now, looking in the forum the idea of "cheap solutions" has been talked of a lot, so I have a few suggestions - some cheap, some not

Cheap ones:
1) research option - gun turret range (can have multiple ones, each adding a certain value to turret range)
2) research option - gun turret weapon upgrade (does the same as the above, just a different excuse to why there's an improvement...)

Expensive ones:
1) a weapon computer building? Some kind of central control station for the turrets, which - when built - might boosts range and whatnot, perhaps also allowing the player to give target orders to the turrets
2)


The game otherwise looks really great - and seems to have a lot of promise, but things like this have to be addressed: I've seen a number of annoyed lets-players who felt completely steamrolled when their third raider attack featured vastly superior firepower that their little pea-shooter guns and turrets could do nothing against