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Messages - willywonkasrevenge

#2
Ideas / Re: Rimworld on multipe screens
June 17, 2021, 03:42:00 PM
Think bigger...

2nd screen for a caravan that's in the field. Or a second colony on the other screen.
#3
QuotePawns that notify me that bills can't be produced due to lack of X resource availability.

+1 this. You get a lightning bolt icon on an electrical device when it doesn't have power or a wood icon on a campfire. I'd think having additional icons on workbenches for missing resources would be fairly easy to add.
#4
General Discussion / Re: give me my refund.
May 11, 2021, 10:45:32 AM
#5
That is actually brilliant. Sometimes the simplest ideas are the best ones.
#6
QuoteNuking everything from orbit usually fixes this sort of thing

It's the only way to be sure.
#7
I agree. It would make sense that better hearing might give some slight combat bonuses, too. Obviously, hunting would be easier with super hearing so maybe have it slightly reduce the chances of an aggressive animal attacking a colonist since they would be able to hear the panther stalking them. This one is difficult to implement since the game doesn't really include any sneak mechanics.

And I totally agree about hearing giving a bonus to trade and diplomacy.
#8
Mods / Re: Mod Request: Insect's Not edible
March 18, 2021, 11:41:01 AM
Maybe I'm oversimplifying, but can't you set your food policies to not use insect jelly and make sure all of your storage zones and kitchens exclude it too? Then your colonists won't have a reason to fetch the jelly.
#9
Off-Topic / Re: Dumbest thing you've ever heard?
March 12, 2021, 10:54:37 AM
Not the dumbest ever, but yesterday a client on one of my jobsites recommended a place for lunch. After praising it, he finished with "Oh. Wait. Nevermind. You can't get there from here."
#10
Would it still be a snake?
#11
I think simple vehicles built into the core game would be nice. No tanks or aircraft carriers... just simple things like covered wagons, ATVs, dirt bikes, pickup trucks, sled dogs. Things you would likely see on the rim. I mean, my crew can build shuttle pods, but not an ATV?

It seems like the same game mechanics could be used for rideable animals, too.

I realize this feature has been asked for over and over and that there are several mods of varying qualities floating out there, but vehicles are the only thing I feel like are really missing from the base game to the point that it's immersion breaking.
#12
Releases / Re: [1.2] [KV] RimFridge [ModSync RW]
March 10, 2021, 10:15:45 AM
This might be my new favorite mod.

My colonies all started to look the same, huddled around a big central freezer for efficiency. Having local freezers opens up the layouts to be more creative.

Keep up the good work!

p.s. I love the subtle blue-white glow.
#13
Ideas / Re: Auto Rebuild Include Bills
March 09, 2021, 06:17:29 PM
Wow. That is exactly what I was describing.

Thanks!
#14
I don't always give useless pawns to other factions. But when I do, they have a luciferium addiction.

And one kidney.
#15
Ideas / Re: Auto Rebuild Include Bills
March 09, 2021, 05:31:45 PM
An alternative might be an idea I've had kicking around in my head for a while. You are able to copy/paste bills and storage parameters using little buttons on the GUI, but you can't save them to a file on your hard drive. I'd love to have the ability to save those parameters to individual .xml files I could load up any time I wanted for a given workbench or stockpile. As an example, there's a certain way I like my smelter set up with about 10 different bills depending on item type and quality. As it is now, I have to recreate all of those bills from scratch on every playthrough. I'd love to be able to just load up a "Baseline Smelter" file when I build the first one in the colony.

Obviously, this would work for your needs, too.