I would like to have possibility to switch off some types of dissasters in game (raids, sieges, poison ship...)
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#2
Ideas / Be informed about the animals wandering into map
September 13, 2015, 02:55:06 PM
Hello
I would like to be informed about the herds of big animals (e.g. Elks) wandered into the area of base (same way as the traders/visitors/raid are announced)
It is annoying in the later stages of game to look
I would like to be informed about the herds of big animals (e.g. Elks) wandered into the area of base (same way as the traders/visitors/raid are announced)
It is annoying in the later stages of game to look
#3
Ideas / Auto animal kill (not to choose animal maunaly)
September 13, 2015, 02:50:19 PM
I would like to have possibility to kill animal according the age
i.e.
Kill every chicken older than 6 months
this would lead to stream of meat to stockpile, and obselete the anoying maunual work
i.e.
Kill every chicken older than 6 months
this would lead to stream of meat to stockpile, and obselete the anoying maunual work
#5
Bugs / no exotic goods trader in later game?
March 06, 2015, 11:07:16 AM
Hello
I havent seen exotics good trader after day 200 for more than 100 days
and also number of raids have decreased significantly... so theres nothing happening
story teller casandra classic 100%
I havent seen exotics good trader after day 200 for more than 100 days
and also number of raids have decreased significantly... so theres nothing happening
story teller casandra classic 100%
#6
Ideas / Re: Stockpile Sorting by Quality / Incinerate Clothing by Quality
March 04, 2015, 10:13:44 AM
yes to this, and also sorting at traders
#7
Bugs / Artist and Cooking Experience
March 01, 2015, 02:50:18 AM
Hello
I have noticed that artist and cooking skill experience is falling down when the skill is not currently performed. so far good.
however I did notice that this fall of experience is going ever through levels of skill.
I.e. if the person gain experience from 11 to 15 and than some time he/she wont perform the skill, then the skill decrease to level 11 after some time.
I did expect that once the person reach the experience level than it can not fall down
I have noticed that artist and cooking skill experience is falling down when the skill is not currently performed. so far good.
however I did notice that this fall of experience is going ever through levels of skill.
I.e. if the person gain experience from 11 to 15 and than some time he/she wont perform the skill, then the skill decrease to level 11 after some time.
I did expect that once the person reach the experience level than it can not fall down
#8
Ideas / temporary camp
February 05, 2015, 12:09:27 PM
sametime when you want to do some work in grater distance from colony, the time spent on the road is greater then performing the task. (mining for example)
there should be allowed to built temporary camp that would include the campfire, sleeping pods, and small space for storing the food that would be supplied by haulers
there should be allowed to built temporary camp that would include the campfire, sleeping pods, and small space for storing the food that would be supplied by haulers
#9
Ideas / work distribution optimization
February 05, 2015, 12:06:15 PM
Work distribution optimization - when you want to built 3 lines block of wall in greater distance from the colony, 3 different colonist will get the road and each of them built only one square.
suggestion - include the distance to work in work distribution among colonists
suggestion - include the distance to work in work distribution among colonists
#10
Ideas / Re: Adding Water needs and sanitation
December 18, 2014, 11:17:12 AM
hello allredy suggested, few times... maybe some butifull day we will see it in game

#11
Hello
I was playing... and winter comes, and I did provide warm cloth to my people, well, winter passes and I have noticed that people are unhappy, because they were boiled (too warm cloths) well
lets put wardrobe in the game!
if the colonist have too much cloth on himself (he is unhappy due high body temperature) then he put the unneeded cloth to wardrobe and take cloth when he feels cold! (even child can do that!)
so theres no longer need to cycle through colonists and remove the cloth manualy
I was playing... and winter comes, and I did provide warm cloth to my people, well, winter passes and I have noticed that people are unhappy, because they were boiled (too warm cloths) well
lets put wardrobe in the game!
if the colonist have too much cloth on himself (he is unhappy due high body temperature) then he put the unneeded cloth to wardrobe and take cloth when he feels cold! (even child can do that!)
so theres no longer need to cycle through colonists and remove the cloth manualy
#12
Support / Re: Game won't run?
December 13, 2014, 04:09:23 PM
Black screen after creating new colony
Delete old worlds and create new one!
works for me
Delete old worlds and create new one!
works for me
#13
Ideas / Re: Thermal (wood) Power Plant
October 30, 2014, 03:59:36 PMQuote from: TinnedEpic on October 28, 2014, 01:27:07 AM
I think there was a topic beforehand about adding more power sources including coal, gas, nuclear, etc. As Tynan points out that was the main issue with the idea that it would consume a lot of your colonists time to run and maintain. Many of these types of powerplants have special needs and need to be monitored around the clock.
Sustainable power options just seem easier and more practical by comparison. (This is a message to all world leaders out there take note, rimworld is leading us into the world of tomorrow!)
FYI
a)in real every electric network need constant supervision (immediate consuption have to be same as immediate production otherwise big problems may occur, this is big dissadvantage of renewable sources of energy(sun,wind) )
b)basic principle of coal/nuclear/geothermal power plants is the same. Heat up water and convert this energy in turbine to eletricity
c)renewable electric sourcer are wonderfull idea with lots of practical problems (they are not working when needed, and tynan efficiency of batteries in the game is awesome

Of course, I just try to point out main issues and show that the world is not leaded by bunch of idiots, but that are physical and economical issues that have to be taken in account (the situation is same almost everywhere)
#14
Ideas / Visible talents in Colony overview
September 04, 2014, 03:17:21 PM
Would it be possible to see in the overview of all colonist their talents?
prehaps strong talen the box i yellow, weak talent box i blue (any colors)
prehaps strong talen the box i yellow, weak talent box i blue (any colors)
#15
Ideas / Re: More Medicine Options and "Advanced" Medicine.
August 30, 2014, 05:20:12 AM
yes please, apply this, its sad to waste (well kill them) your colonists due to lost some body part