Adding in alcohol and addictions, added in ability to rescue visitors. Tynan listens. You don't see this enough Tynan, but thank you for everything you're doing.
The one I'm pleased about is...
Added command to make trade beacon automatically generate a matching stockpile
Woot!
Sweet!
Aside from how active Tynan is the community, my favorite thing about him is that he maintains a running changelog. Looking forward to more, as always!
Yeah, Thank you, thank you, thank you for the beacon tweak!
Quote from: grandad1982 on January 22, 2015, 04:28:19 PM
The one I'm pleased about is...
Added command to make trade beacon automatically generate a matching stockpile
Woot!
Same here. Thought about suggesting it again, but pow, here it is. Beer brewing was a nice surprise as well, though :D
Yeah, it all looks very nice and I can't wait for next Alpha.
Yay! Hope that the next alpha will be out soon :)
hops growing on an alien planet? with alien yeast? hmm grumble grumble..cant rimworld have something in its own flora that has a similar effect on humans?
Part of the lore is that the planets really didnt have their own flora/fauna - there is no alien life. All the life we encounter was from terraform planets.
The good thing with Tynan is there is never any long periods of silence.
The changelog receives daily updates and he interacts with people on the forums.
If anybody played Town's you will know that the dev on that game disappeared for 4 months to then announce that he couldn't be bothered anymore. Also i've never seen a web forum quite like this one to be honest, everybody gets on well :)
That's because this genre, if you can call it that yet, doesn't really attract "toxic" demographics. At least not at this point. Most people around here are genuinely happy to see an attempt at making a DF-like story generator available to a larger audience so it hopefully gets the attention it deserves as its own genre, when some are outright passionate about it, in a usually very positive way. It's complex enough in its ambition and management / sim gameplay that full-blown idiots wouldn't even be attracted to it. It's so far a singleplayer game and will probably remain so, so the only "competitive" antics are derived from people's attempts at minmaxing. And finally, to really appreciate all that a "story generator" has to offer, you have to have kind of a soft side, a capacity for childlike imagination and wonderment (which is really not a bad thing, btw). Oftentimes DF has been said to be more of a "toy" than a "game", and while I'd say it's definitely a game, there's some truth to that statement.
Overall it's one of the most "mature" communities I've ever seen where an actual game is concerned, let's just hope it stays that way as long as possible :)
Quote from: BassMonroe on January 23, 2015, 04:37:58 AM
The good thing with Tynan is there is never any long periods of silence.
The changelog receives daily updates and he interacts with people on the forums.
If anybody played Town's you will know that the dev on that game disappeared for 4 months to then announce that he couldn't be bothered anymore. Also i've never seen a web forum quite like this one to be honest, everybody gets on well :)
That game Towns.. Gah. Disaster.
Yes, excellent.
Yes, Tynan is the greatest. I've never seen such an active developer who's close with the community and actually provides good feedback. The changelog he writes is amazing for keeping up with what's going on behind the scenes. I really appreciate it all. Good to see there's some indie developers that truly care about their game and community.
Quote from: Numar on January 22, 2015, 05:36:09 PM
Quote from: grandad1982 on January 22, 2015, 04:28:19 PM
The one I'm pleased about is...
Added command to make trade beacon automatically generate a matching stockpile
Woot!
Same here. Thought about suggesting it again, but pow, here it is. Beer brewing was a nice surprise as well, though :D
I hope that this system is a placeholder though, having to move goods from a stockpile to another in order to sell them is clunky and cumbersome.
Thank you everyone :)
I would like to quote every post in this thraed and agree to them, but that would be too long, so I will just say that I agree to them.
I agree to them.
Quote from: Teovald on January 23, 2015, 01:02:25 PM
Quote from: Numar on January 22, 2015, 05:36:09 PM
Quote from: grandad1982 on January 22, 2015, 04:28:19 PM
The one I'm pleased about is...
Added command to make trade beacon automatically generate a matching stockpile
Woot!
Same here. Thought about suggesting it again, but pow, here it is. Beer brewing was a nice surprise as well, though :D
I hope that this system is a placeholder though, having to move goods from a stockpile to another in order to sell them is clunky and cumbersome.
I sort of agree. I don't mind a dedicated stockpile but as I put in another thread somewhere I'd like the option to tag objects and stacks as trade goods and have them automatically taken to the trade stockpile as a haul job (needs a goods hauling priority liust to work well).
Quote from: Dr. Z on January 23, 2015, 02:43:55 PM
I would like to quote every post in this thraed and agree to them, but that would be too long, so I will just say that I agree to them.
I agree to them.
+1!
I saw so much awesome stuff in changelog in this month. Thanks, Tynan!
/me adds a tally to the number of "thank you" threads
I'll sign this, thank you for this wonderful game. :)
Quote from: grandad1982 on January 23, 2015, 06:01:25 PM
Quote from: Teovald on January 23, 2015, 01:02:25 PM
Quote from: Numar on January 22, 2015, 05:36:09 PM
Quote from: grandad1982 on January 22, 2015, 04:28:19 PM
The one I'm pleased about is...
Added command to make trade beacon automatically generate a matching stockpile
Woot!
Same here. Thought about suggesting it again, but pow, here it is. Beer brewing was a nice surprise as well, though :D
I hope that this system is a placeholder though, having to move goods from a stockpile to another in order to sell them is clunky and cumbersome.
I sort of agree. I don't mind a dedicated stockpile but as I put in another thread somewhere I'd like the option to tag objects and stacks as trade goods and have them automatically taken to the trade stockpile as a haul job (needs a goods hauling priority liust to work well).
That would help, but IMO that would only be a band aid.
Why do we have to move goods to a specific stockpile in order to sell them ? Is that what I want to do ? Not really, I want to trade an item (either to get some shiny silver or in exchange for another one).
Right now, I have to jump through some pretty convoluted indirect hoops in order to do that. Ok, games don't have to implement the shortest UX path (one click = win would after all be pretty boring), but in this case I don't see how the current system is fun, it is just cumbersome.
I can guess that it is a difficult thing to implement and that right now this beacon system is the best placeholder Tynan could come up with (or at least I hope it is a placeholder). Especially since trade vessels don't make too much sense on a Rimworld. I suspect that Tynan would like/will introduce trade caravans later on, that would be grand !
a big thanks Tynan and much admiration.
Quote
Especially since trade vessels don't make too much sense on a Rimworld. I suspect that Tynan would like/will introduce trade caravans later on, that would be grand !
Rant aside, I have sympathies for this part and don't play with the comms console. If I can trade with a spaceship, why can't they haul me off the RimWorld?
Luckily Haplo has made a sexy trade caravan mod! :)
agreed Tynan is awesome though surely he needs a holiday or a day off?
As I just picked this up last week, I have to say great work by all working on it.
Can't wait for more and more depth ect. Wish I could help make stuff but my coding days are long gone lol.
Love the change log and thanks for destroying last weekends productivity lol