Can make a fueled stove but can't make a campfire? Tynan what is this thought process?
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#2
Ideas / Re: Add ability to disable the dev console when creating a new save
February 22, 2018, 01:15:43 PM
Well first off this option would be useless to most people who don't use the dev console, it would be referencing something which isn't even essential to the game in a menu about direct game features.
There's also that its not the developers job to keep you from enabling development mode. Its also important that a player is able to read the error log when mods act up. Try the other options which you've already mentioned because this will never be a feature, its just too tacky.
You could also try in the mod section and request a mod to disable developer mode for a save, I'm sure one of the modders will help you.
There's also that its not the developers job to keep you from enabling development mode. Its also important that a player is able to read the error log when mods act up. Try the other options which you've already mentioned because this will never be a feature, its just too tacky.
You could also try in the mod section and request a mod to disable developer mode for a save, I'm sure one of the modders will help you.
#3
Ideas / Re: New Event: Resurrector Mech Serum downpour.
February 15, 2018, 08:29:10 AM
This is honestly a great mod idea, maybe we could coax the creator of chemical rain into adding this as a separate mod. Though of course any other modder could take on the task.
#4
Ideas / Rimworld Ending Suggestion
February 08, 2018, 09:52:26 AM
So while I was in class I thought of a way Rimworld could end, I see people have been wanting an ending where you colony stays on the planet to expand and grow and I think this suggestion could fulfill that want (though I'm sure I'm not the only one who suggested different ends to Rimworld).
So I was thinking what if there could be an ending where you destroy all the raiders bases, the raiders of the faction continue coming and one year later during a raid from their faction, you are revealed (like the ai ship) their original main colony, where you must defeat this threat otherwise raids will never stop coming and (if this is possible) new bases start showing up. Then after all the factions have been defeated, you are to face the real threat of the mechanoid hive mind and once this threat is eventually defeated, you are greeted with an ending story of the Rimworld becoming a governed civlization with your original colony at its foundation and you learn that eventually lightspeed travel was developed on that same Rimworld you colonized and survived on.
This is just a suggestion on how Rimworld could end, I'm not sure if Tynan has said anything about an ending besides getting off the Rimworld in a ship. I'm completely open to suggestions and criticisms. Maybe it sounds too happy for Rimworld or maybe its too linear for mods and modded factions. But I think an ending which I have described could be a good end to the emotional roller coaster Rimworld is.
So I was thinking what if there could be an ending where you destroy all the raiders bases, the raiders of the faction continue coming and one year later during a raid from their faction, you are revealed (like the ai ship) their original main colony, where you must defeat this threat otherwise raids will never stop coming and (if this is possible) new bases start showing up. Then after all the factions have been defeated, you are to face the real threat of the mechanoid hive mind and once this threat is eventually defeated, you are greeted with an ending story of the Rimworld becoming a governed civlization with your original colony at its foundation and you learn that eventually lightspeed travel was developed on that same Rimworld you colonized and survived on.
This is just a suggestion on how Rimworld could end, I'm not sure if Tynan has said anything about an ending besides getting off the Rimworld in a ship. I'm completely open to suggestions and criticisms. Maybe it sounds too happy for Rimworld or maybe its too linear for mods and modded factions. But I think an ending which I have described could be a good end to the emotional roller coaster Rimworld is.
#5
Ideas / Re: weather scan as research job on the telescope
January 24, 2018, 08:29:10 AM
This has already been suggested in a similar post about predictable events. https://ludeon.com/forums/index.php?topic=37614.0
#6
Ideas / Re: A medicine menu more similar to the outfit menu? Cut micromanaging.
December 21, 2017, 08:45:36 AM
So what exactly are you suggesting, are you suggesting that every single part of a pawn be added to this medical tab and allow each and every part to be designated for certain types of medicine. Or are you suggesting that you should be able to set if you want a bruise, minor cut or major cut to be designated medicine?
#7
Ideas / Re: My huge list of additions/rebalances for B18
December 21, 2017, 08:33:45 AM
Something like this makes it almost impossible to criticize all these suggestions. Also you're suggesting all these features without thinking about the balance with them.
#8
Ideas / Re: Disable shooting frenzy inspiration for melee only colonists
December 20, 2017, 11:35:28 AMQuote from: Yoshida Keiji on December 19, 2017, 08:54:40 AM
No, definitely wrong. It is a great opportunity to develop characters capability on both types. You just use the frenzy for its lasting duration and then just switch back to normal.
Some people will find an opportunity to every problem.
Some people will find a problem to every opportunity.
[/quote
Still like I said it doesn't make sense for someone who gets a massive debuff for carrying a raged weapon to be inspired to do something they seriously hate.
#9
Ideas / Re: Tie population cap to colony wealth
December 20, 2017, 08:53:40 AM
You're asking Tynan to completely change an established mechanic ingame, it would require a lot of re-balancing and this would break scenario options as well as mods.
#10
Ideas / Re: Operation success chance increase with multiple surgeon.
December 19, 2017, 12:28:46 PM
The whole pawn job system would have to be adapted to allow multiple pawns to do the same job. This a very costly idea that I assume Tynan isn't interested in.
#11
Ideas / Re: Disable shooting frenzy inspiration for melee only colonists
December 19, 2017, 08:45:07 AM
Brawlers aren't melee only, they only strongly prefer melee to ranged but there is the problem that someone who hates ranged weapons gets inspired to use them. So yeah it should be disabled.
#12
General Discussion / Re: mods have disapeard
December 19, 2017, 08:39:43 AM
Another which might help is to see if the mods are still in your steam workshop folder located in your steam folder in steamapps/workshop/294100/ if they are you could try deleting the mods inside the folder and redownloading through the workshop.
#13
Ideas / Re: We have lost a pack of herd animal : get them back, we will reward you.
December 18, 2017, 02:27:11 PM
How exactly would you be able to keep track of animals heading in a certain direction, seems like they would probably wander off instead of following a straight path. And if the event isn't moving I doubt the animals would stay in one place as well.
Though I do see a way this could work if there was a device making them stay in the area, the event would be a bit different, instead of them escaping they decided to head towards this psychic phenomenon. Manhunter predators would also be attracted to this device (the difficulty of the mission). The one problem I see with the suggestion I just made is that it would have to be close enough to a base while also not being close enough for it to make sense for your animals to move towards it as well.
Though I do see a way this could work if there was a device making them stay in the area, the event would be a bit different, instead of them escaping they decided to head towards this psychic phenomenon. Manhunter predators would also be attracted to this device (the difficulty of the mission). The one problem I see with the suggestion I just made is that it would have to be close enough to a base while also not being close enough for it to make sense for your animals to move towards it as well.
#14
Ideas / Re: Some events are predicted if the colony has the related item.
December 18, 2017, 02:12:10 PM
I'm pretty against the idea of predicting events, it just makes the game easy when its suppose to be difficult, also I don't believe colonists have the skill of figuring out when these event happen using the equipment, you may have the equipment but do you know how to use it?
It also harms one of the main features, random events. Knowing when or where something is going to happen takes away from the unpredictability and story telling aspect of Rimworld which is what gives it its character. Overall I think it would do more harm than good to Rimworld.
Also why exactly would you look through a telescope directly at the sun to figure out if a solar flare is coming?
It also harms one of the main features, random events. Knowing when or where something is going to happen takes away from the unpredictability and story telling aspect of Rimworld which is what gives it its character. Overall I think it would do more harm than good to Rimworld.
Also why exactly would you look through a telescope directly at the sun to figure out if a solar flare is coming?
#15
General Discussion / Re: Infestation ivent
December 18, 2017, 10:39:52 AMQuote from: BurovB on December 18, 2017, 10:32:51 AMIts spelled event, anyway I'm having a bit of trouble understanding you so forgive me if you already know this but you can modify a scenario and disable the infestation event and you can save it to load up next time, as for ongoing saves there's most likely a mod which can disable the event.
Is there is any way to disable infestation invent in the config files of the game for not disable it every time before world generation?
P.S. Sorry for my English, it's terrible...