I normally use the Pistol in the beginning of the colony, until i get my hands on a shotgun, as they work wonders!
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#17
General Discussion / Re: How's the disease balance?
January 07, 2015, 06:12:09 AM
I really like the system as is. But then again i mostly play Tundra so i only very rarely get diseases, and when i do it's mostly the flue, which makes alot of sense!
But i do get alot of infections from wounds, but my people almost always survive, haven't had to amputate anything yet. But it would make sense that people might have a bigger chance of getting sick when they have an infection, as their immunesystem is already taking a beating.
But i do get alot of infections from wounds, but my people almost always survive, haven't had to amputate anything yet. But it would make sense that people might have a bigger chance of getting sick when they have an infection, as their immunesystem is already taking a beating.
#18
Ideas / Re: Toggle power grid view.
January 07, 2015, 05:49:49 AM
I was just thinking this yesterday while i was playing!
#19
Ideas / Re: Make Solar Flare only effect Power Generation
December 26, 2014, 05:12:49 PM
Maybe make is so that you can build shielded electronics.
#20
Ideas / Re: Prison Zones
September 11, 2014, 08:19:50 AM
This would be absolutely awesome! It would make it a little easier to "convert" the condemned!
#21
General Discussion / Re: Rimworld popularity
September 08, 2014, 10:10:56 PM
3 of the Youtubers i follow do Rimworld vids, so yeah, it's slowly getting more popular on youtube, which is very nice to see!
#22
Ideas / Re: Fishing.
September 08, 2014, 07:45:38 AMQuote from: Tynan on September 07, 2014, 09:46:30 PM
It's basically a good idea; my main concern is just
-It requires a new kind of zone
-It requires the AI interact in a new kind of way
-It requires a new work type, thus a new entry on the work permissions screen. I really avoid cluttering this screen.
I haven't done it yet just because it's near-indistinguishable from hunting in gameplay effect.
- Yeah it would, and hunting isn't a zone, which makes sense.
- I think that adding more to the AI at the moment might not be a great idea, but i don't know how much you can use from the hunting AI?
- The permission screen is already really cluttered, i personally think that Growing and plant cutting could be merged and the same goes for art and crafting, and ofcourse construction and repair, that would go a long way towards making it less cluttered.
#23
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
September 07, 2014, 05:47:53 PMQuote from: Abrexus on September 07, 2014, 02:56:55 PMQuote from: Leird on September 07, 2014, 01:25:13 PM
I just wanted to hear if it was right that 5 cotton gives you 10 cloth. I'm thinking it should be the other way around?
It originally was that way, but based on some feedback I changed it around. I'm open to changing it back though if you find the balance a bit off.
I think that 10 cotton should give you 5 cloth, as that would make alot more sense. So if you've changed it to that, that's perfect!
#24
Ideas / Re: Fishing.
September 07, 2014, 05:12:21 PMQuote from: Cr0ss0vr on September 07, 2014, 04:50:02 PM
This simple fishing could be done by a mod-building of a fishing hut placed on shallow water\mud which would have to "craft" (would really just be catching) fish ...
Yeah you could do that, but i think it'll be added to the game at some point in the future!
#25
I would like to see fishing added to the game, now that we have access to the different biomes so if you select a place where you have access to alot of water it would make sense that you would be able to fish.
#26
General Discussion / Re: Why are meals cheaper when they are supposed to take MORE raw ingredients
September 07, 2014, 02:04:16 PMQuote from: Xerberus86 on September 07, 2014, 01:31:38 PMQuote from: Leird on September 07, 2014, 01:20:21 PM
I'm looking forward to Tynan add'ing fishing to the game! So that it'll be easier to get meat for meals!
either that or remove the cannibalism mood debuff .
Hehe, that would work as well!
#27
Stories / Re: Hunting Accidents
September 07, 2014, 01:48:34 PM
I like to equip my hunters with miniguns!
#28
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
September 07, 2014, 01:25:13 PM
I just wanted to hear if it was right that 5 cotton gives you 10 cloth. I'm thinking it should be the other way around?
#29
General Discussion / Re: Why are meals cheaper when they are supposed to take MORE raw ingredients
September 07, 2014, 01:20:21 PM
I'm looking forward to Tynan add'ing fishing to the game! So that it'll be easier to get meat for meals!
#30
Ideas / Re: vehicles
September 05, 2014, 04:33:10 PMQuote from: Tumuel on September 05, 2014, 04:20:50 PM
How about mine carts on rails, to save hauling time in mines and whatnot, because most of my mines are a straight tunnel going into the mountain with branches coming out of it, so having a mine cart coming down the main tunnel would save a lot of time, in the new maps which do not always have a mountain covering one side of the map, it would be less useful though.
I don't know, mine carts have probably been suggested before, but I think they sound much more fitting in Rimworld.
There have already been mods that did transport belts. But as long as minerals aren't mined in a mine, minecarts aren't really needed. That's my opinion anyway