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Messages - des

#1
Quote from: Chibiabos on May 21, 2016, 04:37:02 PM
Quote from: Jonofwrath on May 20, 2016, 08:48:31 PM
Craftable targets for shooting - this should be a joy activity and train the Shooting skill.

There are already some mods that do this, such as Miscellaneous:  https://ludeon.com/forums/index.php?topic=3612.0

Specifically, Miscellaneous Training (a component of this modular mod) allows you to build Shooting Targets (which both provide joy and training, albeit experience from shooting a shooting target comes slower than hunting or shooting enemies due to slow rate of fire), Martial Arts Dummy (which trains up melee and provides joy) and Archery Target (which only provides joy, no experience).
I believe he meant for it to be added into the vanilla game, not requesting a mod. A lot of people do not use mods, and if mods were the only thing that made  the game fun and full of features, you'd be on Bethesda forums ;D
#2
Ideas / Re: "Gay" as a trait
May 22, 2016, 07:03:01 AM
Quote from: Skissor on May 21, 2016, 07:22:44 AM
Quote from: des on May 21, 2016, 04:12:50 AM
Being gay isn't a trait, a trait describes your personality and who you are. Gay is not a personality. You cannot say (when describing someone's personality) "Oh he is Stubborn Irrational and Straight". Nor can you say "Oh he is Hardworking, Too Smart and Gay". Get it now?

As a fellow biologist, I have to disagree, homosexuality is frequently described as a (biological) trait, the reason being that sexual behaviors are called traits too. That's why common biology textbooks refer to homosexuality as a trait. But obviously it's semantics, sorry, just wanted to point that out, I had to. :P
I meant VVV
Quote from: Zombra on May 21, 2016, 01:27:26 PM

As for whether sexuality is a "trait" or not, of course it's a trait if we're speaking English.  That doesn't mean that it should be a capital-t Trait in the "Traits" section of the character sheet.  There's a difference between an English word and a game term, and anyone who wants to argue semantics needs to take that on board immediately, immediately, immediately.  Gender is a trait too, but it would be weird if all characters were female unless they had the special "Male" Trait.  See the difference?
#3
Ideas / Re: "Gay" as a trait
May 21, 2016, 04:12:50 AM
Tynan probably has his own opinions and beliefs, noone needs to speak  on his behalf. But, I believe you ALL have put him in an awkward position as a Dev. I think you guys need to take a step back and realize the Gay trait was a good intention, but poorly implemented. Being gay isn't a trait, a trait describes your personality and who you are. Gay is not a personality. You cannot say (when describing someone's personality) "Oh he is Stubborn Irrational and Straight". Nor can you say "Oh he is Hardworking, Too Smart and Gay". Get it now? Get the OP???? Now please stop with the Anti-LGBT and Pro-LGBT crap on a video game suggestion.
#4
Ideas / Re: Components too cheap
May 21, 2016, 03:57:54 AM
Im sorry I have to be the odd man out. Components are as they say, just components for a different contraption. I whole-heartedly believe you shouldn't makethem more expensive. Instead what you should do is make them less powerful. Seriously consider this, instead of having them be expensive tubing and gears. Instead they should be easier to manufacture and items should use way more components. Maybe add two different types, something along the lines of Specialized components and your normal components. Some for advanced weaponry and electronics, some for basic crafting and weaponsmithing.
#5
Ideas / Re: Why don't pawn combine stacks?
May 19, 2016, 09:40:02 PM
Quote from: Rallonox on May 18, 2016, 08:30:49 PM
That's my biggest irk with this game. They simply don't combine stacks. I've storage filled with one stacks worth of something taking up five or more spaces. :(

Pretty please make it so they are smarter about stacking?
I believe this has to do with the degradation of the item maybe?
#6
Ideas / Re: Multiplayer
May 19, 2016, 09:39:02 PM
Quote from: Tynan on September 25, 2013, 06:12:32 PM
Not that multiplayer is planned or anything.
Multiplayer was confirmed though guys  ;D
#7
Ideas / Re: Re-seeding wild plants
May 19, 2016, 09:28:52 PM
Quote from: Chibiabos on May 19, 2016, 07:39:31 PM
I think this has been mentioned a few times, but I think the way plants spread could use some tweaking.  Anyone who plays on a larger map and goes through a Toxic Fallout will wind up with a map that's completely devoid of any wild plants except at the fringes, large fires out in the wilderness can prove unrecoverable for wild plants as well.  As the plants try to repopulate, they'll hit various barriers they won't spread past like hills, rough rock floors, desert sand, marshes/water, etc.  This will tend to make the majority of the map's outdoors interior completely barren for the remainder of the game.  Could the code for wild plants reseeding to be maybe tweaked a bit to make it easier for wild plants to cast their seeds over unplantable barriers (hills/rock/marsh/etc.)?  Really kinda sucks that an event will have everlasting effects like this.
I think an easier way of doing this would be having grass grow after rain since  grass doesn't send it's seeds into the air, they stay in the ground. So aslong as there was grass there at some point there would be seeds. Maybe have an invisible passive tile trait called "Seeded"?
#8
Ideas / Re: Components too cheap
May 19, 2016, 09:26:42 PM
Quote from: Shurp on May 05, 2016, 08:25:55 PM
Every time an Exotic Goods orbital trader shows up I get another 30 components for 500 silver.  I have a stockpile of 150 now, I'm never going to need a component bench.  Component cost needs to be increased.

(Note that I modded trade so that trade ships actually show up.  What's the point of having a price on something if nobody sells it?)
Based on Tynan's video explaining the changes in A13, he said components were something like tubes and various parts. I don't think the price should be raised, considering what is being sold. IMHO if 30 tubes cost 500 silver thats some expensive tubing.
#9
Ideas / Re: Tribal/Medival Gamemodes
May 19, 2016, 09:22:04 PM
Quote from: Tynan on May 19, 2016, 05:54:07 PM
You will be very pleased with Alpha 14 :D
I would like when I read this, I yelled "Yes!" Across my house haha. I really cant wait to see it :)
#10
Ideas / Re: Tribal/Medival Gamemodes
May 19, 2016, 06:49:14 AM
Quote from: Kegereneku on May 18, 2016, 01:51:17 PM
I support this idea ... as part of my Storyteller suggestion.

Lately the newest feature have been great toward a low-tech level, from the crafting spot to the fuel powered oven, not forgetting the taming as force multiplier.

All we really need are lot of events and a themed-storyteller.
Exactly what I was thinking!
Quote from: Vaporisor on May 18, 2016, 02:14:48 PM
To have everything excluded, so to keep pirates from raiding or from modern weapons to even show up in the first place?  That would probably end up mods more than being programmed in as that would make it a unique story in itself as opposed to being a storyteller in a setting.
I feel like it would make a great story teller, I personally shy away from modding for the simple reason of incompatibility. When the game is not in alpha and I pick it up, maybe then. But mods for alpha games always either die with the newer versions of the game, or take ages to be properly updated. (M&B Warband for example) I would much rather have it be a vanilla feature that is fully supported through-out the games life cycle.
#11
Ideas / Tribal/Medival Gamemodes
May 18, 2016, 05:41:27 AM
I watch alot of Blitz on youtube while working and I think it would be really interesting to limit weapons/technology down to tribal/medieval eras. It would provide alot of interesting content. I have watched Blitz since he started his Rimworld Series and while I don't own the game I definitely feel like I've learned/seen all of the content available to the game.