Yup, this is exactly what I was looking for and a little more. thanks.
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#2
Ideas / Auto-Lights!
February 25, 2015, 07:27:06 PM
Our colonies are advanced enough to have auto-doors and auto-turrets, how bout auto-lights! Colonist walks into an area, and the lights turn on, when no colonists are present or they are sleeping they turn off.
I always seem to avoid building lights in bedrooms and other rooms that are not constantly occupied simply to conserve power. I propose they would cost slightly more power (200 vs 150) while on, 10 power while off (to monitor for movement).
This would also be nice if it was applied to colored lights as well.
I always seem to avoid building lights in bedrooms and other rooms that are not constantly occupied simply to conserve power. I propose they would cost slightly more power (200 vs 150) while on, 10 power while off (to monitor for movement).
This would also be nice if it was applied to colored lights as well.
#3
General Discussion / Re: Call for public testers!
February 04, 2015, 07:45:59 PM
I would like to help as well. As this is the best indy gaming community I've ever had the pleasure of being a part of. I would be more than happy to find and try to find and report bugs!
#4
General Discussion / Re: How do I hauling chunks/slag to a stockpile
January 27, 2015, 08:35:22 PMQuote from: Kazuto Kirigaya on January 26, 2015, 08:18:43 PM
Have you marked them for hauling in the orders menu?
Sonofachunk! Knew it was something simple! Didn't even know that was in the orders menu. Thanks team!
#5
General Discussion / How do I haul chunks/slag to a stockpile
January 26, 2015, 08:14:14 PM
So I've been playing since alpha 6 and I just can't figure out how to get my colonists to put chunks and slag into stockpiles. My colonists will bring them to the crafting tables but not stockpiles. I have stockpiles that exclusively allow slag/chunks, I have dedicated hauling colonists. There are chunks and slag inside and outside of my home region. I feel like it's something simple that I'm missing. Any ideas?
#6
General Discussion / Re: demo
January 21, 2015, 01:02:37 PM
This game works, and it works well. Buying early releases is always a gamble but this game is definitely worth the money if you like this type of game. The game is updated often and there is a running change log so you can see how much work and how often the game is worked on. https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub) There is no worry about this game being abandoned which is always my biggest fear when buying into early access. As said before the developer is very active and listens to the community. There has been so much care and effort put into this game and you won't regret getting it.
#7
Ideas / Re: What do you want in alpha 9/10?
December 19, 2014, 06:28:13 PM
air duct/vent system for heat/cooling transfer!
#8
General Discussion / Re: Cryptosleep Caskets - Practical usability?
December 18, 2014, 08:13:18 PM
Perhaps we should be able to store prisoners in them for when we don't have room or want to save them to increase relations with factions as needed or if your colonists die you can pull them out and recruit them. This way you don't have to feed them or accumulate a ton of cabin fever debuff.
#9
Ideas / Storms, Floods, droughts, digging, irrigation.
December 18, 2014, 08:10:18 PM
My suggestions are having rainfall and droughts have a bigger impact on your colony. If it rains hard areas like lakes could possibly overflow and spill out, if the water was to flood your electrical systems it would cause them to short out or explode much like the random event. It could wash away your stockpile and destroy crops.
To counter this sandbags can be used to protect areas from flooding. I also suggest digging, the game already recognize a few elevations such as deep water, shallow water, normal elevation and mountain. So if we could dig, for instance "Dig shallow" when it rained it would fill up to the shallow level, or "Dig Deep" It would then fill up to the impassible water level. As well as filling the lower elevations to normal elevation. You could use this to help manage rainfall, or build a moat around your base or something.
Water sources could also attract animals instead of having them just randomly around the map. You could fill natural lakes and and build your own closer to your base luring animals to an easier area to hunt.
Droughts would work like you would imagine, dry up lakes, causing higher fire risks, killing crops, discouraging certain animals from visiting.
Water could be transported using buckets or something similar, so you could re-locate bodies of water to prepare for droughts. An example would be having a cooled indoor area with water that is not affected by weather as long as the temperature is controlled. Then during a drought you could transport that water to irrigate your crops to protect them. A pipe block sort of like the power conduit could transport the water under your crops (a colonist with growing task selected would open/close the valve where the water is fed into the pipes as needed) or colonists can transport by bucket manually.
This would all fit in nicely if thirst became a need of the colonists, or water for cooking.
Thank you for reading!
To counter this sandbags can be used to protect areas from flooding. I also suggest digging, the game already recognize a few elevations such as deep water, shallow water, normal elevation and mountain. So if we could dig, for instance "Dig shallow" when it rained it would fill up to the shallow level, or "Dig Deep" It would then fill up to the impassible water level. As well as filling the lower elevations to normal elevation. You could use this to help manage rainfall, or build a moat around your base or something.
Water sources could also attract animals instead of having them just randomly around the map. You could fill natural lakes and and build your own closer to your base luring animals to an easier area to hunt.
Droughts would work like you would imagine, dry up lakes, causing higher fire risks, killing crops, discouraging certain animals from visiting.
Water could be transported using buckets or something similar, so you could re-locate bodies of water to prepare for droughts. An example would be having a cooled indoor area with water that is not affected by weather as long as the temperature is controlled. Then during a drought you could transport that water to irrigate your crops to protect them. A pipe block sort of like the power conduit could transport the water under your crops (a colonist with growing task selected would open/close the valve where the water is fed into the pipes as needed) or colonists can transport by bucket manually.
This would all fit in nicely if thirst became a need of the colonists, or water for cooking.
Thank you for reading!
#10
Ideas / Re: Meal Type Designation
December 18, 2014, 07:36:33 PM
I second this idea. I like to stockpile my lavish/fine meals for when psychic waves and such are impacting moods and it can be tedious to do so.
#11
Vents! Because I want a central air system!!
I believe vents should also have a close/open feature on the exits into the room, so you can close a heat vent and open cool if needed. I suggest a air duct block, and a vent cover block that can be opened or closed.
I believe vents should also have a close/open feature on the exits into the room, so you can close a heat vent and open cool if needed. I suggest a air duct block, and a vent cover block that can be opened or closed.
#12
General Discussion / Re: Tips and Tricks for Rimworld
December 18, 2014, 07:30:13 PM
If you befriend every faction you will only face mechonoids.
You will no longer have to deal with sieges
Since you are no longer fighting humans this will eliminate "most" rotting corpses and thus negative thoughts about it
(unless the mechinoids kill people along the way of course)
You will no longer get to capture enemies to increase your colony size
You can stockpile a lot of chain guns, metal, and plastisteel
You can no longer stockpile other weapons without buying them
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Enemies generally attack the closest target to it, put turrets up front and colonists in the back.
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Space turrets about 4 tiles apart so they don't explode each other.
You will no longer have to deal with sieges

Since you are no longer fighting humans this will eliminate "most" rotting corpses and thus negative thoughts about it

You will no longer get to capture enemies to increase your colony size

You can stockpile a lot of chain guns, metal, and plastisteel

You can no longer stockpile other weapons without buying them

--------------------------------
Enemies generally attack the closest target to it, put turrets up front and colonists in the back.
------------------------------
Space turrets about 4 tiles apart so they don't explode each other.
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