As with all things, they must end. Thanks for all the work over the past few years! I have used your mods for some time, will be weird w/o them..On to new adventures for you, maybe I'll come across more of your works in the future GLHF
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#1
Releases / Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
July 15, 2016, 02:48:29 PM #2
General Discussion / Re: RimWorld finally RELEASED ON STEAM (Early Access)
July 15, 2016, 02:38:26 PM
All good here...werks just fine. Ty Tynan for all the time/work!
#3
General Discussion / Re: will i get a steam key?
July 15, 2016, 11:40:14 AM
K guys, it seems to work fine. Use Milon's link in sig. I'm not sure on the cut-off for this to apply to all, I joined the crusade in October 2013.
#4
General Discussion / Re: Let's get those paint brushes moving folks!
July 14, 2016, 11:34:03 AMQuote from: Argelle on July 08, 2016, 12:43:06 PMNice use of shading. I can imagine a entire 'comic' done in this style. Possibly using the occasional colour to spark or draw interest to a a certain item or event. Cheers.
Just to illustrate my latest mistake...
#5
General Discussion / Re: My steam play button just became a "preload" button
October 14, 2015, 09:01:15 PMQuote from: Spectre on October 14, 2015, 06:46:44 PMhehe, I hear ya. It is good for advertising no doubt.Quote from: daft73 on October 14, 2015, 11:03:13 AM
/snip
I only load it through Steam to let my 4 friends that I won't be able to talk because I'm engaging in some Rimworld goodness. Waste of time because they never speak to me anyway.
#7
Releases / Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
October 14, 2015, 04:59:34 PM
Thanks EdB, for continued updates!
#8
General Discussion / Re: Does RimWorld feel Western?
October 14, 2015, 01:58:21 PM
I agree with the 'Old Western', though in a post modern world. The idea of settling a town in a far off place, coupled with the idea of raiders taking what they want from the local townfolk, for me screams 'Old WesternRim'. Not to mention the game icon
#9
General Discussion / Re: Caveman Challange
October 14, 2015, 01:46:38 PMQuote from: MarvinKosh on September 17, 2014, 07:34:10 PMI dig this. Though I think a tech tree would be part of it, just an ancient tech tree would apply. Something similar to what Caveman to Cosmos did for Civ4. This would take some effort sooo..I see this as a mod or a later addition by Tynan.
Honestly, this sounds like a great mode for the released game, with a stone age version of the music tracks.
#10
General Discussion / Re: Development Stopped?
October 14, 2015, 11:51:32 AMQuote from: ison on October 02, 2015, 07:38:01 AMWelcome back ison, enjoy your stay, looking forward to the future happenings.
As Tynan said, I'm working on the RimWorld now, so I guess the development is not stopped.QuoteFirst time I heard of this Piotr. Has he been with you for long?
I've started working on RimWorld in June 2014, but I had a 9-months break from October to June 2015, and now I'm back and will hopefully stay until the end of the RimWorld's development.
#11
General Discussion / Re: My steam play button just became a "preload" button
October 14, 2015, 11:03:13 AM
Not sure about this one. In the years I have had Rimworld, I have never loaded it through Steam, really never saw the need. Right-clicking the Rimworld Exe, send to desktop....always seemed easier. As far as the Steam what the change, most likely Steam wierdness.
#12
Outdated / Re: Alpha 10 Mod List
April 29, 2015, 10:46:34 AM
Thanks for updating the list InfinityKage, it does what it does well.
#13
Outdated / Re: [MOD] (Alpha 10) EdB Mod Order (v1.4.1 - Updated 18 Apr 2015)
April 29, 2015, 10:37:18 AM
Thank you again for the update EdB, any bug will be brought to your attention.
#14
Ideas / Re: Nearby Worker Enhancing Buildings
March 24, 2015, 09:56:41 PMQuote from: Coenmcj on March 24, 2015, 09:23:32 PMQuote from: daft73 on March 24, 2015, 08:02:47 PMBut if they were to be zones we would need of balancing them, like, you couldn't just place them down and have them work instantly.Quote from: Kegereneku on March 23, 2015, 07:15:35 PM
I like the idea a lot.
only remark : we might have to find a way to avoid cluttering the Architect menu if we get a lot of them.Quote from: Johnny Masters on March 23, 2015, 02:39:01 PM
Maybe they could be place-able zones. To prevent abuse there could be a limit of how many to make , say 5, after that you would encounter diminishing returns.
I agree, still brainstorming concepts, hoping the community might have some ideas.
Could be 'x' furniture/distraction * 3 + walls, door = working zone.
Maybe an entertainer skill set, much in the same manor as warden. Colonist goes to 'entertain' fellow colonists in need of R&R.
Possibly research involved.
#15
Ideas / Re: Nearby Worker Enhancing Buildings
March 24, 2015, 08:02:47 PMQuote from: Kegereneku on March 23, 2015, 07:15:35 PM
I like the idea a lot.
only remark : we might have to find a way to avoid cluttering the Architect menu if we get a lot of them.Quote from: Johnny Masters on March 23, 2015, 02:39:01 PM
Maybe they could be place-able zones. To prevent abuse there could be a limit of how many to make , say 5, after that you would encounter diminishing returns.