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Messages - 4myGod

#1
I just found this one:

Seed: antjizz
Lowest Average Temp: -85.9C

Sorry about the seed name, it was getting late and I was trying weird names
#2
I found this when searching Google for cold rimworld seeds.  Since this is still being used for people looking on Google I thought it's a good place to keep future cold seeds we find below -80C.

I play cold seeds to keep the game challenging.  I found this one today:

Seed: 2287951388
Terrain: Ice Sheet (with mountains)
Location: 75.74S 129.19E
Temperature: -80.9C (-108C to -54C)
#3
General Discussion / Collab or git?
June 24, 2017, 02:32:19 AM
Do you guys use Unity's built in collaboration version control or do you use git/github? or both?
#4
Perhaps something like the fire extinguishers.  You can prebuild insecticide vents around your base with a switch from outside.  So when you get an infestation you have to move all your colonists outside and poison the building, then wait for the poison to go away over a few days time.
#5
Yeah, I personally never found a use for caravans for trading because food itself was selling for 10-15 silver.  So to get a good size caravan going out to trade I'm already losing like 1000 silver or more just in food.
#6
Ideas / Re: Suicide
June 01, 2017, 10:26:53 PM
I understand that suicide is a real life problem, but so is husbands leaving their wives or wives leaving their husbands and yet we have that in the game.  Also people going crazy and killing people is a real problem, and we have that in the game.

I don't think suicide is a 100% chance of loss of your character.  It simply means if you have a guy who just lost family members or was left by their spouse, you should probably keep them in the base near others so that if they start to attempt suicide then others will rush and prevent them.  Even if they are able to complete the suicide attempt, it can still fail resulting in losing body parts, bleeding, and needing treatment.

In my opinion, I'd rather have someone depressed who I keep at home so I can prevent their suicide than to have someone with the plague.  It also seems more realistic to me that a person who suffered the loss of a family member was suicidal and not that they went on a killing spree in a berserk stage.
#7
Ideas / Re: Suicide
June 01, 2017, 01:43:45 PM
I too would like to see suicide.  Here are my thoughts on it though:

Its only possible in extreme conditions: family death, multiple person family death, husband/wife leaves them.

When it happens, there is a short timer to save them if anyone is nearby they will rush to help like an injured person.  This makes it so that the suicidal person you will want to keep around other people.

Even if there is no one around to help if the suicide is complete there is still a chance for failure (eg. shot off body part, cut off arm w/e) and blood loss needing medical attention.  Or they succeed and that person insta-dies due to suicide.
#8
In the same way that a person can just join a colony without you accepting, a person can be kicked out if he has too many enemies in the colony.
#9
Ideas / Re: Your Cheapest Ideas
June 01, 2017, 12:47:06 PM
When you build anything that has a quality value, allow the option to set the level a worker has to be to accomplish it, so only level 15 or 20 construction workers will work on it.  I am constantly having to grab my best worker and manually pull him off whatever he is doing to go build a chair or table before the noobie construction guy who has nothing to do attempts to put it together.
#10
Ideas / Re: Your Cheapest Ideas
June 01, 2017, 12:44:41 PM
If you have someone as a prisoner then there is a percent chance that their faction will attempt to form a rescue mission in which they bring a more/better equipped people.  The story can say they gathered together their friends and neighbors to rescue so-and-so.
#11
Ideas / Re: Your Cheapest Ideas
June 01, 2017, 12:30:46 PM
I don't know if this is even still being read.  But perhaps you can add spies.  When a person joins the colony for whatever reason it has a random chance of them being a spy for a previous faction.  If they are a spy then it sets a future time, maybe 27 days.  After 27 days it will wait until more than half of the colonists are sleeping or 24 hours (whichever is sooner) and the guy will turn bad and attempt to steal an expensive item (like a normal bad guy) and walk off.  It will only send a message if the guy gets away or if another colonist comes into contact with him.