If this was Dwarf fortress your people would of given the panther a cool name for its valiant victory!
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#2
Bugs / Custom scenario trait % is bugged
August 03, 2016, 02:40:39 AM
Player starting characters have a 50% chance to start with trait: Hard worker. It seems that this is actually 100% chance. You can see the scenario here http://steamcommunity.com/sharedfiles/filedetails/?id=736126865.
#3
General Discussion / Tribal food shortage?
July 25, 2016, 09:10:01 AM
I am currently playing the tribal scenario and find myself with not only a food shortage but my tribe prefers to eat raw berries and meat over prepared meals. Has there been some food change or is it just a game mechanic for the new tribal player faction?
#4
General Discussion / Question about steam key
March 02, 2016, 08:54:37 PM
I was wondering how I go about changing my email for my steam key when I no longer have access to my old email address?
#6
General Discussion / Re: RimWorld change log
January 30, 2015, 11:52:20 AMQuote from: milon on January 30, 2015, 10:03:05 AM
Personally, I'm trying to figure out how to weaponize alcohol.
Picture this: A siege party shows up, sets up camp. One of them notices a stockpile of alcohol nearby. Hooray! Pirates get stupid-drunk, hung over, and murdered in their sleep.
The game has already weaponize alcohol even before alcohol was in the game ::::throws a Molotov cocktail::::
#7
Outdated / Re: [MOD] (Alpha 8) More Storage - New skip, pallet and gunrack added
December 20, 2014, 12:18:15 PM
I think he means if you have a empty corner in a refrigerated room and you put food baskets directly next to and above or below, so that the corner is boxed in by the baskets, that corner will not drop below freezing so the food next to it doesn't either.
My issue is how to move rotting food from the storage area. Can you make a trash bin for that rotting food?
My issue is how to move rotting food from the storage area. Can you make a trash bin for that rotting food?
#8
Outdated / Re: [MOD] [ALPHA 8] Nu Metals - by JuliaEllie (11.12.2014)
December 18, 2014, 08:29:29 PMQuote from: Clibanarius on December 16, 2014, 08:02:58 AM
Not only does this rule for creating more complexity to the production chains, it's balanced! I disliked how you just hacked a little gold from the mountain side and then had a huge amount of trading capacity to work with; now you needa smelt that shit, too. Ditto on Plasteel, making it a more involved process that fits the potency of the materials yielded!
Gold mining does not require much smelting since it is not a alloy. Miners pretty much dig it up then sell it. That being said I do enjoy this mod and see potential with its growth.
#9
Releases / Re: [MOD] (Alpha 8) EdB Prepare Carefully (v1.4.1 - Updated 13 Dec 2014)
December 17, 2014, 12:33:47 PM
I am not sure if this is just a problem on my end but whenever I delete and add new colonists they spawn in naked. Does your point system account for this?
#10
General Discussion / Re: I just lost enough electricity to power all of Africa
December 15, 2014, 08:26:50 PM
I think electrical explosions are more common then blight and enjoy trying to work around them.
https://www.youtube.com/watch?v=yX5TIDLvMyw
https://www.youtube.com/watch?v=yX5TIDLvMyw
#11
Outdated / Re: [MOD] [ALPHA 8] Canned Food - by JuliaEllie (11.12.2014)
December 11, 2014, 05:11:53 PM
Canned food does have a shelf life depending on what it is. It is also one of the ways you can get botulism.
#12
Ideas / Proximity power consumption
September 02, 2014, 02:15:38 PM
This is something that is fairly simple but may be over looked. Right now our colonists live in a pretty wasteful society. Lights are always left on, Our stove is always hot and our communication bay is always on. It would be nice if these things were either activated by use or by proximity. All those lights really start to add up in power consumption once your colony gets big enough.
#13
General Discussion / Re: Nonhuman colonists?
August 29, 2014, 11:10:59 PMQuote from: Tynan on August 29, 2014, 03:59:56 PM
Yeah, no aliens. I don't think it's really necessary; with just a bit of imagination you can see a vast variety of lifeforms and intelligences developing from purely earthly sources. From robots and AIs to pseudohumans and animal/human hybrids, to genetically-engineered weapon or worker creatures, to the mysterious intelligences born in transcendent systems. Hell, this stuff is much more exotic than anything in Star Trek or Star Wars.
And - if only I had time to sit and write more story stuff! But most people seem to want more game rather than more backstory. And anyway, writing backstory like that is pretty exhausting and takes a really specific frame of mind for me to do. I find long-form writing very tiring compared to coding.
Why not have some writing contests where the winners backstory can become part of the game. That way you get to stick to coding and still have some varied backgrounds to pick from.
#14
General Discussion / Re: The pro's and con's of this game
August 27, 2014, 03:39:42 PM
I really think if seasons were added it would solve a lot of these issues. Make stockpiling food more important. Maybe put trapping into the game for small game or for predators if those are in the works to give players other options to find food during the lean months.
#15
General Discussion / Re: The pro's and con's of this game
August 26, 2014, 10:33:25 PMQuote from: Tynan on August 26, 2014, 04:20:10 PM
Well, food should be pretty plentiful in temperate forest. Is it that easy to get in the desert, though? If others agree, I'll definitely take a look at balancing this again.
The thing is it is only plentiful at certain times of year. I spent a lot of my teens and twenties playing in the White Mountains of New Hampshire which is a temperate mountain region. Your berry picking starts in late July and runs through August (blackberry, blueberry boysenberry). I will not get into things like apples and the like since there are not currently fruit trees in game. In the winter months food is pretty scarce and having to travel through the cold and snow it makes it much harder to get.
I really enjoy survival type games and this game starts off like one. You crash land on a planet and have to get a shelter up and start looking for food. The problem I have is it switches from a survival game to a tower defense where I am building mazes to focus the 200 invaders into tight quarters with turrets. That isn't to say I don't enjoy this aspect of the game because I do.
There is a survival game I have played a lot of over the last several years Tynan and you should check it out. The game is called Unreal world. This is a rogue like survival game that takes place during the Iron Age of Finland which is mostly covered in a temperate conifer forest. Out of all the survival games I have played this is probably the best. The game is free to play you can find the download on their website. There are also some Youtube videos.
Quote from: DarkMyau on August 26, 2014, 10:12:36 PM
I don't really agree. Except for water being a thing.
Food is hard enough to grow these days. Especially compared to earlier alphas.
I have no idea why you are having a hard time getting food. I have played on every biome and the only time I have run out of food is when most of my colony was killed by mechanoids and my last remaining colonist is laying in bed with no legs from a earlier attack.
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