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Messages - sensiman

#1
Ideas / Re: Culture (Social Interaction Idea)
March 14, 2017, 02:30:40 PM
 i wouldn't mind seeing "party" events tied to this idea!!
Although the use of the term "procreation" baffles me. mind you, i enjoy a tumble under the sheets or onto the hay or on top of grass (you name it).....
But would the world "recreation" be a better substitute? just saying... :)
#2
Ideas / Re: get rid of auto join colonists
March 13, 2017, 06:08:07 PM
arrest and release?simple if it works.
#3
is it a US thing?
#4
General Discussion / Re: Battle with a Centipede
March 12, 2017, 02:16:47 PM
judging from earlier posts from Devs that their influences include many Sci Fi authors including Alistair Reynolds and probably Neal Asher(both british ones) i can decude that "mechanoids" derive from the fabled "hooders" in near ashers novels. clearly military super bio constructs that mave devolved into super apex predators after the civilisation  that made them purposfully devolved into non sentience.their main useage was to obliterate any traces of their prior civilisation by devouring it. talking battlemechs turned super scavengers :)
#5
Ideas / separate haulage and avtual usage.
April 17, 2016, 07:03:46 PM
i would request a mod with a feature that i had on my mind for quite some time. to actually have a separate,different toggle for usage. its one thing to be able to transport/haul an item and another thing to be actually able to use it(i am looking at you,packaged meals). could it be implemented under the current engine?
#6
Mods / Re: [Mod Idea/Request] Animal manager
October 25, 2015, 10:54:29 AM
for (3), in the manage areas section, try inverting an area.
#7
i dont have an account in nexus mods and i am loath to make one,any other way?
#9
i am trying to start a new colony and when i set the beacon ,the animals listes are set for a previous biome,could you just set an option to tick and untick all kinds of animals for hunting.that is an obvious way to circumvent what causes it.

**EDIT** i tried restarting the gameand then loaded a save from the new game. the beacom shows the correct animals for the biome. hope it helps.
#10
Ideas / Re: Entertainment / Morale Boosters
March 03, 2015, 05:16:56 PM
seconded! we already have minstrels in the game.instead of making "art",meaning another type of crafting,let me sing and socialise with others,providing a significant boost to mood when others are in earshot/eyesight. singing poetry,dancing or even plain clowning. a bard/minstrel/entertainer could provide spectacular buffs to mood just by  "being there".it may also be conbined with the "gathering" spots for even greater effect.
#11
or make them bio-construct  automatons. Angus Thermopyle,i am looking at you :)
#12
Stories / Re: A new dawn
December 07, 2014, 07:52:14 PM
count one more reader to the growing list of fans/supporters :)
#13
Bugs / Re: [W|0.7.584] Rimworld584.exe not reponding
November 11, 2014, 04:21:24 AM
what is the timeframe you give the game to load? seconds ,minutes?
i have the same issue with a "heavy-modded" version of the game,sometimes. do take the time to see if the game loads at all as some point,
#14
one unhappy side-effect of the Void is that if a pawn is incapacitated for whatever reason they are taken away by default,no matter the place that they are in, wether it is lit or not.more than once i was in a bionic upgrade streak ,only to have all of the incapped colonist that magically disappear due to the void,despite that fact tha hospital room was more than brightly lit.
#15
Bugs / Re: hard lag caused by stockpiles
November 03, 2014, 11:21:46 PM
so it is the stockpiles tat do increase the lag,not the number of people i have in the colony! indeed the things i have laying around are numerous and varied.