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Messages - Tankh

#1
Congratulations Tynan & colleagues. This really is a Masterwork Game you've produced.

Thank you also for including two of my base screenshots for your game presentation. It makes me happy everytime I think of it =)

I expect RimWorld to Grab all GOTY awards this year! (And then Factorio can claim all GOTY awards next year!)
#2
Bugs / Re: Bills do not count items not in stockpiles
February 10, 2017, 10:37:11 AM
Also, the stockpile can of course be hidden so it's a quite invisible workaround that I've recently adopted.
#3
Quote from: CruelBanana on January 24, 2017, 03:35:38 PM
So, I didn't find my problen in FAQ and, lets be hones, 332 pages are too much to browse.
I have no raids. I play as Randy on rough difficulty, and in about 2 weeks I hadn't a single raid. I am playing A16 (writing it in case there is no A16 compitability yet). In console, if I try to "cheat" a raid, it says  that no faction could spawn. Help in solving this problem would be much appreciated.

Here's my history graph after ~4 years using Cassandra on intense (although I'm pretty sure I've had more than 8 raids? Maybe my memory is a bit off, or something's bugged)

Seems raids are quite rare for some reason. The first games I played I got no raid in over a year I think.
#4
I can't make repair kits. bill recipe doesn't exist in neither the electric or normal smithy

can't make sniper component. bill recipe doesn't exist.

How many of these bugs are around? It's so hard to know what stuff is missing when there's 1839547 new things in the game
#5
Snipers and patience?
#6
Which research is required for mending items?
#7
Can't seem to grow stuff like rice or carrots for some reason. I have the seeds and they do show up in the growing list due to completed research, but they just won't ever plant it. I'm in a region with year-round growing too.

I can grow potatoes and fruit trees etc. and cotton.

Edit: ok suddenly they started planting carrots, but only on the growing zone with rich soil. still wont work with rice though.
#8
General Discussion / Re: Build releases vs modding
February 19, 2015, 09:55:24 AM
Quote from: Skissor on February 19, 2015, 08:47:55 AM
Quote from: Matthiasagreen on February 19, 2015, 08:30:32 AM
I think they mean the time between alpha 8 and alpha 9 was quite some time.

You got it.

Yeah I thought that was pretty obvious :P
#9
General Discussion / Re: Build releases vs modding
February 19, 2015, 07:32:14 AM
Quote from: rakkaus on February 19, 2015, 04:15:45 AMhold a release for a couple months.

It's been a couple of months...
#10
Ideas / Re: Carrying a Ranged AND a Melee weapon
February 06, 2015, 07:31:12 AM
I love this idea. I would also like a button that appears when a colonist is drafted that forces them to use their melee weapon so they dont accidently shoot each other when they are trying to kill a mad squirrel.
#11
General Discussion / Re: RimWorld change log
February 06, 2015, 07:07:43 AM
Quote from: Evelyn on February 05, 2015, 05:52:48 PM

Hehe, soon indeed. Or he's just getting lazy with the documentation..
#12
Ideas / Re: Write an event!
January 30, 2015, 08:43:34 AM
A lot of great ideas here imo. Would definitely like to see them in game.

btw, where can you read all the latest changes/additions to coming alpha version? People talk about alcohol and manual activations etc. but where do you get this info?
#13
I don't quite see why pants must stay invisible?

Also, when it comes to headwear, why not let each colonist have 1 hat/helm they wear normally, and 1 hat/helm they keep in their inventory that they put on as soon as they are drafted.

That way you can have you mr. cowboy or whatever, but as soon as the battle starts he can get serious and put on the protective gear instead.

That or some designated locker that they store their equipment in when not drafted.
#14
Ideas / Re: Your Cheapest Ideas
January 28, 2015, 07:44:03 AM
Quote from: monkeystyxx on January 27, 2015, 09:33:52 AM
Simple one that might've been mentioned in here before (I mentioned it in another thread earlier and realised 'hey, that actually sounds really cheap!' so thought I'd put it here too).

When a colonist hauls a corpse, have them strip it first (as part of the same task). That way, you don't end up burying/cremating precious armour and bionics because you forgot to strip that one corpse manually.

Yes please. That would be very useful after sieges of 30+ units.
#15
Mods / Re: Adding new levels to buildings
January 27, 2015, 07:20:30 AM
Dwarf Fortress was only 2 dimensions for quite a while. Maybe sometime in the future he will add it, but adding a new dimension to a game isn't done overnight. It's a very big thing to develop, but definitely not impossible.

It might be impossible to mod it in though.