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Messages - Zblugg

#1
Ideas / Re: Clothing system
February 06, 2014, 07:02:54 AM
I can't wait to start using skins to scare away a whole bunch fo things...

Cue to Skinned, by Blind Melon!!! Take'em away, Shannon!

I'll make a shoehorn outta your shin
I'll make a lampshade of durable skin
And oh, don't you know that I'm always feelin' able
When I'm sittin' home and I'm carving out your navel
im just a sittin' here carving out your navel

When will I realize that this skin I'm in
Hey, it isn't mine
And when will the kill be too much meat for me to hide on

Hey, I could really use a couple of hands
To complete one hell of a plant stand
Oh, and don't you know that I'm caught here in the middle
Making rib cages into coffee tables
I'm just makin' em into coffee tables

And when will I realize that this skin I'm in
Hey, it isn't mine
And when will the thrill be too much meat for me to find anymore
#2
Ideas / Re: New map / re-roll seed option
February 03, 2014, 02:27:16 PM
Consider yourselves lucky. Back in MY time, when we crashed on a planet, we didn't get to "reroll" who we crashed with, or IF we survived at all, let alone "pick" the planet we had to survive on! You young'uns have it easy!

Ahum... Ok.

In all seriousness, I completely support this idea. I reroll my colonists like crazy until I get a good, complementary trio, and it takes a while to get an interesting combo. So when you've spent 15-20 minutes getting those decent guys, only to end up on a map with only one visible steam geyser all the way across the map, well... It sucks.
#3
Ideas / Re: Suggest: Locate anybody - anywhere.
February 03, 2014, 09:50:22 AM
One easy way to get this all under control would be to add the non-colonists to the overview screen (only the non-colonists that are not raiders).

Clicking on someone from the overview screen centers on them, without deselecting the current target (a drafted colonist, for example). This way, you could select a colonist, draft him, then click on the traveler in the overview screen and presto!, you're ready to arrest him/her.
#4
Ideas / Re: Colonist interaction
February 03, 2014, 09:46:03 AM
Thanks for the Master thing. I'm fairly new to the forums, and still have to catch up on a lot of things.
#5
Quote from: Untrustedlife on February 03, 2014, 09:07:28 AM
Reporting the developer to the mods?
That makes no sense.

Hence the "for some reason" part... ;) That was of course a joke.
#6
Ideas / Re: Cooking
February 03, 2014, 08:26:53 AM
One could also choose to herd and milk female muffalos, and herd and kill for meat the males, but for one "Starbuck" used for reproduction purposes. You know.
#7
Ideas / Re: Medical Bed
February 03, 2014, 08:22:41 AM
I +1 this idea. A lot.
#8
Ideas / Re: A way to make grenades
February 03, 2014, 08:20:25 AM
Boompits - holes with boomrats at the bottom. If unspotted by raiders, they fall in and... BOOM! Also saves you the time-consuming graves-building. ;)
#9
Ideas / Re: A way to make grenades
February 03, 2014, 07:38:13 AM
You basically just tie the BR on a stick and then let it FLYYYYYYYYYYY-BOOM!

Hahahaha! Do you see this in your brainmeats? Cuz I can TOTALLY see this...  :o
#10
Ideas / Re: Suggestions for recruited colonists
February 03, 2014, 07:31:26 AM
Hell, I should've read your post, I just suggested pretty much the same thing (alert system) in the Colonist interaction thread.

Needless to say, I support this!

*ringing support alert*
#11
Ideas / Re: Colonist interaction
February 03, 2014, 07:29:47 AM
There should probably be some kind of Coloy-alert mechanism, siren/bell type of thing, that you ring when the attack starts, and upon hearing, fighting colonists get their designated weapon ready, and non-fighters simply run for a designated shelter spot. Anyone in a "colony-on-a-foreign-planet-full-of-raiders-and-rats-that-go-boom" situation would have an emergency plan anyway...
#12
Ideas / A way to make grenades
February 03, 2014, 07:26:33 AM
Well. There's already a somewhat abundant source of explosives in Rimworld, a source that is, for now, left untapped.

I'm of course talking about the "blasted" boomrats...

Perhaps in the future you could research a boomrat trap that doesn't kill them but puts them to sleep, so that your scientists may then "harvest" whatever is so unstable in their red little bodies. Said substance can afterwards be used to make grenades, or even explosive tripwire traps. A whole bunch of things, really!

Thins that go BOOM.
#13
Quote from: Tynan on January 25, 2014, 02:31:14 PM
In other news, I literally cannot wait until we have cooking and butchering in, and herding, so you can execute prisoners and feed their flesh to your animals.

Then there's crafting skin garments.... ah!

For some reason, I don't want to report you to the moderators... ;)

Channeling Ed Gain a little, are we???

But yeah, I can't wait for cooking and muffalo steaks, either! ;)
#14
I wonder how ladies' night is like with the Steam Valley Girls...

Awesome read!
#15
Stories / Re: Douglas' stand.
January 31, 2014, 10:34:35 AM
Why, thanks!  8)