Gotcha, and thanks for that link milon. Honestly, when it comes out on Steam doesn't bother me one way or another, and if I were Tynan, I would avoid the summer sale as well.
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#2
General Discussion / Re: Rimworld Steam Release
June 17, 2016, 11:25:39 AM
I have been waiting for new version to come out and wonder how things work with getting new download links for those updated versions. But it's even better if it's on Steam. I do hope, and kind of expect, to get a key to add it to my Steam account and not have to repurchase the game.
#3
Ideas / Re: "Neuter" operation for tamed animals
May 08, 2016, 05:19:47 AM
Cutting off their head prevents breeding. and gives you fur/meat 
Really there isn't a problem with them breeding on their own. Just butcher the babies if you dont want them, or only tame 1 sex of the animal. I dont see the point of having to have the extra code added in to complicate something that is easily avoidable.

Really there isn't a problem with them breeding on their own. Just butcher the babies if you dont want them, or only tame 1 sex of the animal. I dont see the point of having to have the extra code added in to complicate something that is easily avoidable.
#4
Ideas / Re: Bug? It is not possible to do surgery on guests
May 05, 2016, 11:18:01 PMQuote from: Chibiabos on May 05, 2016, 10:00:50 PM
I have observed several players on Youtube completely befuddled at not being able to install a pegleg on a prisoner whose leg had been shot off, not realizing that option never appears if you do not have any available wood.
I do not remember having yet had a situation needing me to replace a visitor's leg, so I don't know for sure that it is not a bug, but I would humbly suggest you check to make certain you do have some wood.
You dont have the ability to perform any surgeries on visitors. And if they cannot walk to leave after they are healed, they will collapse from the medical bed as soon as they try to leave. So destroyed spine and missing legs will make the visitor never leave.
#5
Ideas / Re: Bug? It is not possible to do surgery on guests
May 05, 2016, 09:23:33 PM
Had a similar issue with a guest with a destroyed spine. The caravan he was a part of wouldn't leave because they were waiting on him. Every time he would try to get up to leave, he'd just fall the floor. Only fix is to starve them out or kill them that I have seen. His caravan's Muffalos were quite tasty.
#6
Ideas / Re: Components too cheap
May 05, 2016, 09:20:31 PM
I have never seen double digits of components being sold ever. Like the other comment above's assumption, I must assume that you must be using a mod to make that even possible to have 30 being available.
As for the price, I think they are decently priced. If anything maybe up to $5 more each, but no more than that. It may seem cheap because the number available is always low.
As for the price, I think they are decently priced. If anything maybe up to $5 more each, but no more than that. It may seem cheap because the number available is always low.
#7
Ideas / Re: Disassemble weapons
May 05, 2016, 09:14:49 PM
Though you cannot disassemble them for Machinery Components, you can smelt them down for the metal. (Electric Smelting Research required)
Then you can craft Machinery Components from Steel through another research, forget the exact name for it, but it unlocks a table to do that job. I believe it's a pretty good set up as is.
Then you can craft Machinery Components from Steel through another research, forget the exact name for it, but it unlocks a table to do that job. I believe it's a pretty good set up as is.
#8
Ideas / Re: Psyonic ships are defitively over powered
May 05, 2016, 09:12:16 PM
Couple of EMP Grenadiers shut them down fairly easily while the rest shoot for hours.
Yes, they are tough, but I wouldn't say over powered. Need the challenges and need the opportunity to learn better tactics to keep the high replay-ability.
Yes, they are tough, but I wouldn't say over powered. Need the challenges and need the opportunity to learn better tactics to keep the high replay-ability.
#9
Ideas / Re: A "Do first" priority option
May 05, 2016, 09:09:02 PMQuote from: MeGrrrr on May 02, 2016, 07:27:43 PM
I understand the options for prioritisation and for selecting a pawn and assigning tasks but this is not what I feel we need. The objective is to have an area of activity given priority for all applicable pawns. For example, if you've laid out a bunch of things to build and then an event occurs that requires a new build priority (say a couple of turrets) then currently your choices include:
- kill all queued up tasks (a pain)
- forbid items (might work for haul jobs but you can't forbid build tasks)
- change pawn priorities (a big pain if you have things balanced already)
- select a pawn and ask them to priorities the task (requires micro managing as they often wont complete the task)
Have a look at the Prison Architect approach in the link provided above. It would be so useful in this game.
The kill all queue, I'm guessing you mean for hunting. Simple, just dont select so much to kill, double click the type of animal you want to kill and then select hunt, or vice versa to deselect that type of animal. Alternatively, you could just decrease the hunting priority to switch the person back to other tasks. This is not a problem the devs needs to address, there are many options for you to control.
Forbid build tasks does work, just select the object and press "F". I do it all the time. I set up a lot of build projects and then forbid the ones of lower priority to get the other stuff done first. If this still causes you problems that just means you are assigning too many build tasks and need to ease up and wait for things to get done first before setting up new ones. Also, not a problem the devs need to address.
Changing a colonist's priorities (colonists have feelings, dont call them pawns or they will have social fights) is very simple to do. Now if you have a lot of colonists it can get a little hectic, but at the same time you should have no issues with build projects if you have a lot of colonists. Failing to see the issue here.
Following the above suggestions should prevent you needing to micromanage your colonists (again, you trying to get Frank to go berserk by calling him a pawn.)
#10
Ideas / Re: Rationing or low quality food to prisoners
May 05, 2016, 06:04:41 AM
This has been posted a few times. I am a big supporter of this idea, as I too have suggested it. The game already has the option to select what level of medicine you'd treat your prisoners with, if any at all. So, there should not be too much work needed to be put in to make it so you can designate what quality of food you'd feed prisoners.
#11
Ideas / Re: Walls should be placeable on uncovered stone
May 05, 2016, 06:01:04 AMQuote from: lost_RD on May 02, 2016, 10:50:52 AM
Having to designate a stone wall to be mined, waiting for it to be mined and only then being able to designate the placement of a wall is, in my opinion, inefficient design and I would like to see it changed.
I actually have to disagree with this notion. Seeing that you would have to use the chunks of stone to refine them into stone blocks in order to make a stone wall, you wouldn't be able to do that at the stone you are mining. The smooth wall option, I can support. Though I would hope that the way that regular unmined/unrefined walls seem to suck for keeping a room cool/warm would also be the same for smoothed walls as well. Not sure if you noticed this or not, but it is much harder to regulate the temperature in a room that doesn't have fabricated walls all the way around it.
#12
Ideas / Re: MultiPlayer
May 04, 2016, 07:56:34 AM
Maybe after they do a lot more to this game. I honestly think it would take away from the game a lot. Its the same thing I say about Gnomoria, Timber & Stone, and other games of this nature. Issues with speed controls in times of tactical decisions in combat, pauses due to trade offers with NPCs, etc...just would cause too much frustrations. That and the issues of finding people to play the same amount of time as you to be able to stop, save, and pick up right where you left off. Hell have issues with having saved games that never get finished in Crusader Kings II and Europa Universalis IV from over a year ago because of this reason. Multiplayer just doesn't seem like a good fit for this genre at all.
#13
Ideas / Re: Rationing food
May 04, 2016, 07:51:42 AM
Simple Food is 10 pieces of anything
Fine Food is 5 of crops 5 of meat
Lavish Food is 10 of crops and 10 of meat
I never ever use the paste, so I dont know the actual numbers for them. There is a bit of variety there and they are not all 10 pieces each meal.
Only thing I think they should do is make it so you can choose what type of meals you feed your prisoners (as I mentioned in another post). Hate when I am just barely doing Lavish or Fine foods and end up feeding them to my prisoners over Simple Food.
Fine Food is 5 of crops 5 of meat
Lavish Food is 10 of crops and 10 of meat
I never ever use the paste, so I dont know the actual numbers for them. There is a bit of variety there and they are not all 10 pieces each meal.
Only thing I think they should do is make it so you can choose what type of meals you feed your prisoners (as I mentioned in another post). Hate when I am just barely doing Lavish or Fine foods and end up feeding them to my prisoners over Simple Food.
#14
Ideas / Re: Food Delegation for Prisoners
May 01, 2016, 10:39:44 PM
Did a search for this as I was about to suggested it as well. Dang this is an old suggestion. But yes, it would be nice to be able to say that prisoners do not get my Fine or Lavish food over Simple food. I'd imagine it would be a similar coding to the type of medicine, if any at all, you allow your doctors to give to the prisoners.
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