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Messages - charkesd

#1
Ideas / Room Powerup on Entry or Use
April 24, 2022, 03:38:52 PM
Specifically the idea came to mind when doing a few different rooms for hospital beds, having the room power up when a colonist was put into the hospital bed - Maybe this could tie into the Vitals Monitor? I can of course set flickers at different locations to achieve the same result but this is honestly a little of an eyesore not to mention tedious; in the act of flicking, making sure everything is connected to the power cables correctly, and the extra amount of powerlines outside of walls which is again just visually weird looking.

Would be really neat if the vitals monitor would somehow turn on and off all objects in the same room, or a small radius , maybe just a heater and a lamp?

"You may connect one standing lamp and one heater to this vitals monitor."

=)

a just straight up auto flicker thing that senses when someone enters a room/radius and powers anything connected on and off would be great but i would imagine that sort of thing has a lot of implications
#2
seems like its a result of "random name"chan, nothing bad about that... its not like its adolfchan or something

:D
#3
General Discussion / List of all rooms
April 13, 2022, 04:34:43 PM
Hi I would like to create a list of all legitimate or maybe reasonable rooms possible in Rimworld. Can you help me? !

#4
Mods / Re: Blink/Teleport
April 04, 2022, 04:37:20 PM
i still want this
#5
Ideas / Sarcophagus Stories
May 07, 2018, 02:06:36 AM
I had a rat. He was a fun rat. One day a timber wolf killed him, and ate him before i could get to him. Naturally I killed the timber wolf and buried it and thereby my rat - in a sarcophagus. The art says my pawn killed the wolf in a cowardly halfhearted way. I think it should mention it ate my rat. That seems unfair!   ;D
#6
Mods / Re: Blink/Teleport
August 02, 2017, 06:01:03 PM
hello i am alive again who wants blink
#7
Ideas / Re: Your Cheapest Ideas
March 15, 2017, 07:05:32 PM
traders muffalo eat out of my freezer for free
#8
Ideas / Re: Your Cheapest Ideas
March 14, 2017, 09:02:57 PM
Quote from: b0rsuk on March 14, 2017, 09:55:00 AM
Make replacing walls and doors (for example wooden with stone) more convenient. Currently I have to manually deconstruct, then manually order hauling wood away, then place blueprints. Otherwise, builder will go to a single blueprint tile, haul wood away, fetch 5 stone, build the wall, go to the next blueprint tile.

Ideally I would want to just put a wall blueprint on a wall blueprint, see colonists reclaim wall resources by deconstructing them, put leave them ASIDE (not on a blueprint), and then fetch wall resources. If that's not possible, at least make it so when deconstructing, builder leaves resources aside, also not on squares that have just been deconstructed during last 1 hour (game hour).

please god this

i mean would it 100% be an invalid criticism if a noobie posted on the bug forums that when he tries to place a steel wall over a wooden wall it tells him theres an identical object there already?

HU? would it?? HU?
#9
Ideas / Re: Your Cheapest Ideas
March 14, 2017, 08:38:04 PM
Quote from: b0rsuk on March 14, 2017, 09:55:00 AM
Make replacing walls and doors (for example wooden with stone) more convenient. Currently I have to manually deconstruct, then manually order hauling wood away, then place blueprints. Otherwise, builder will go to a single blueprint tile, haul wood away, fetch 5 stone, build the wall, go to the next blueprint tile.

Ideally I would want to just put a wall blueprint on a wall blueprint, see colonists reclaim wall resources by deconstructing them, put leave them ASIDE (not on a blueprint), and then fetch wall resources. If that's not possible, at least make it so when deconstructing, builder leaves resources aside, also not on squares that have just been deconstructed during last 1 hour (game hour).

please god this

i mean would it 100% be an invalid criticism if a noobie posted on the bug forums that when he tries to place a steel wall over a wooden wall it tells him theres an identical object there already?

HU? would it?? HU?
#10
Ideas / Re: Racism and Prejudice
March 14, 2017, 08:28:03 PM
im not speaking about anyone in here just making vague generalizations
#11
Ideas / Re: Grazing/Hunting Areas for animals.
March 14, 2017, 02:05:30 AM
where you click to lay down a new area click manage areas and rename them or create more

when you open the animals tab just hold down the mouse and drag across the area you want them to move to

you might know this already but it kind of sounds like it might fix your problem
#12
Mods / Re: [Mod Request] Multi coloured planning
March 13, 2017, 11:31:25 PM
yes im saying skip all that and make it part of the game now

;)
#13
Ideas / Re: Racism and Prejudice
March 13, 2017, 11:28:53 PM
humans are animals - unmolded we can be horrible creatures
it feels good to be an animal - it can feel good to be horrible.

these people have found something that tells them its ok to be horrible.

that yes you can get that awesome feeling from being a horrible piece of shit to anyone you want - BUT YOU DONT HAVE TO FEEL BAD ABOUT IT

the PC world is quickly becoming less and less... horrible. and these people still need to feel like animals. but in order to do that they have to feel vindicated and righteous, it needs to somehow be ok that they are being horrible, or else they are the very thing they hate.

so now - anything can be horrible. who knows whats right - who knows if things are really horrible or if i just dont even know my ass from the hole in the ground, subjective or objective? what is life?

no. you know what a bad person is. you have known since you were a child. these are bad people. they want to do the things bad people do, and they do them.
#14
Mods / Re: Blink/Teleport
March 13, 2017, 11:01:15 PM
would be nice if it felt like the pawns could use it themselves thats a ton of micromanagement if you have 10 melee

for now il take anything i can get since i dont know jack about mods but i can see the appeal of multiple items. i just wanted something in addition to the shield to make the combat more interesting and personally i would probably be more inclined to use the mod if it was simpler with only 1 level of strength and you didnt have to click it to use it almost like it was meant to be in the game its just there. now that i think about it it might be nice to be able to manually trigger the item with just the pawns direction to just blink around whenever you wanted... god now i want it to just happen every cooldown regardless of combat so my workers will be faster even 120s cd could make a difference on like 6 pawns running around

ok ive typed too much
#15
Mods / Re: [Mod Request] Multi coloured planning
March 13, 2017, 01:40:42 AM
this shouldnt be a mod it should be part of the game exactly the way you draw and remove different areas, click to select a color then draw