Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Armorpiercing125

#1
Stories / Re: whats your most pathetic colonist death?.
October 27, 2017, 01:50:32 PM
One of my colonists died to a manhunter rat.
#2
Ideas / Re: Your Cheapest Ideas
August 25, 2017, 11:27:11 AM
Quote from: khun_poo on August 25, 2017, 10:54:20 AM
About the faction relation.

By now, all of the faction (tribe and outlander) seem to be friendly with each other but not with the pirate. We can also make friend with them but not the pirate.

My suggestion is, make some faction declar war with each other from time to time. Even if they're both friend of us.

For example, We are friend with faction A, B and C. Faction A is hostile to B and C.
The change of this is for caravan event that accidently visit the city at the same time. They will fight with each other but ignore us.

The good side for this is, if we were to make war with Faction A. We should call for friendly from faction B or C.
It's an idea, but it's not cheap.
#3
Ideas / Re: Zeppelins
July 19, 2017, 12:42:32 PM
Because nothing disastrous ever happened to a Zeppelin.

Oh wait.
#4
Quote from: SpaceDorf on June 22, 2017, 09:00:31 AM
Drawbridges !
This is the bad ideas thread. Why are you suggesting something that could be a good addition?
#5
Ideas / Re: Crude player made RPG
June 12, 2017, 09:12:07 AM
Quote from: doctercorgi on June 11, 2017, 06:50:13 PM
Load them with boom rats, or boomaloops.
How are you going to fit a cow sized animal in an RPG?
#6
The prepare carefully button isn't working for me.
#7
Ideas / Re: Cacao, Sugar, Salt and snacks
April 10, 2017, 01:27:48 AM
Quote from: Canute on April 09, 2017, 06:02:24 PM
Oh you mean it's your choise to ignore mods.
Why should made the developer made such a work, when there is allready a working mod out there ?

Serveral mod's allready made it into the core game of Rimworld. Try them out.
I have a few mods installed in my game, such as EdB prepare carefully and Expanded Prosthetics & Organ Engineering. I'm just making a suggestion.
#8
Ideas / Re: Cacao, Sugar, Salt and snacks
April 09, 2017, 05:03:47 PM
Quote from: Canute on April 09, 2017, 04:54:59 PM
Do you know there are alot of mod out there which enhance the game.
All your wishes are allready in Vegetable garden.
https://ludeon.com/forums/index.php?topic=12934.0
I'm just making a suggestion, it's the developer's choice whether he wants to listen to it or not.
#9
Ideas / Cacao, Sugar, Salt and snacks
April 09, 2017, 02:26:44 PM
How about letting us mine salt, plant cacao and sugar and make snacks such as potato chips (or crisps if you're British) and chocolate*?

Snacks would give a positive moodlet anywhere between 5-20, depending on the quality of the snack. They can also be traded for a acceptable amount of silver.

I also suggest the ability to use salt as a preservative for meats.

*I know chocolate already exists in the game, I'm suggesting the ability to make it
#10
Ideas / Re: New disasters
January 01, 2017, 08:06:10 AM
How would acid rain be a thing in this game? Rimworlds aren't what i'd call industrial and green energy seems to be the main source electricity.   
#11
Ideas / Re: Please. Add. Vehicles! :)
December 29, 2016, 02:08:58 AM
Here's how to balance vehicles, make them require chemfuel and increase the cost in harsher terrain.
#12
Ideas / Environmental hazard suit.
December 25, 2016, 06:57:44 AM
While playing the game, I got a toxic fallout event, it screwed over a colony that was otherwise doing just fine. It killed all my crops, disabled my ability to plant new ones, trade with other areas, mine resources, build anything outdoors and hunt (mostly because all the animals in the biome are dead). The worst part is that it just wouldn't end, and all the people in the colony either starved or went berserk. So I thought, why not add an environmental hazard suit to let pawns get out in these situations? And as a balancing feature, lock it behind research and make it impossible to wear armor under the suit.
#13
Ideas / Re: Carts, animal drawn carriages and horses
December 24, 2016, 02:52:16 PM
Quote from: Thirite on December 24, 2016, 02:32:40 PM
Well, horses are in my Taiga Creatures mod. ^^
Well, I'm not really into modding, I only have 3 mods (edb prepare carefully, expanded prosthetics and Efficient light mods) so I wasn't aware there was a mod that adds horses.
#14
Ideas / Re: Rimworld update 16 and multiplayer.
December 24, 2016, 12:32:37 PM
As long as it doesn't take away from developing the game's features, it remains completely optional and Is well executed, I can see a multiplayer mode working in the game. 
#15
Ideas / Carts, animal drawn carriages and horses
December 24, 2016, 12:16:55 PM
Since Alpha 16 just added the traveling system, I thought it would be a good idea to also add carts, animal drawn carriages and horses. Carts need to be built, they increase your mass capacity without  slowing you down, however, as a balancing feature, you need two people per cart. Animal drawn carriages would be a multi-step process, requiring you to, first, build the carriage, second, tame a large animal (such as a Muffalo, Elephant or Dromedary) and third, train the animal to pull the carriage. Animal driven carriages don't need more than one person to drive them and they increase your speed, how much they increase your speed is determined by the quality of the carriage, the material it's made out of and the speed of the animals pulling it. Horses aren't in the game, now is the perfect time to add them, while I wouldn't mind if the other systems came in later alphas since they are complicated features, I'd say that the next update is a good time to finally add horses to the game. I suggest giving them advanced trainable intelligence.