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Messages - KugelBlitz

#1
Bugs / Minor Grave bug
May 04, 2016, 10:13:08 PM
Version 0.13.1135
OS: Windows

This bug happened after a game was saved. I had a dog of ours die from a random bear attack and we buried it. I had to stop playing because I was so sad. I came back the next day and my dog became a wild boar. The colonists still visit the grave as if the dog is in there but he is not. Maybe the dog was boar.d of being dead?

P.S.
This is my first play-through since about 3 updates and I gotta say Rimworld is becoming something incredible. I will not be on this forum for awhile, I just wanted to tell you about the bug.
#2
It is August of the second year and every 3-5 seconds there is a lag spike. I tried reloading Rimworld and that didn't work. I have never had this issue until Alpha 8. Maybe it has something to do with the weather? Also I'm on normal speed, not Fast mode. Ideas? also how do we download the latest version? I tried to go to Ludeon.com but I couldn't find it. Anyone have a link?
#3
General Discussion / Re: injured neutral
December 16, 2014, 08:39:10 PM
Yes this should be an option in future patches. I just hate watching them die slowly. Maybe it could say "rescue" and take them to a med bay. Then once healed it could improve good will between colonies!
#4
General Discussion / Re: Awesome World Seeds
November 02, 2014, 11:44:06 AM
Quote from: ItchyFlea on October 02, 2014, 08:09:04 AM
Game version: Alpha 7
Seed: 8awm
Size: 200x150
Good location: 6.93oE - 18.13oN
Awesome location! It took me forever to find because it was way over in the corner of the map and I don't know how to zoom in to the corners.
#5
I've noticed that weaker weapons are less fatal. For example the M-24 is almost always an insta-gib, but pistols and improvised turrets do small damage so they kill less. my only problem is that once people drop their friends run right over them and get them shot in the cross fire. so in the end they all die anyway hahaha
#6
Mods / Re: [Mod Idea]-Cure Illness
November 01, 2014, 12:37:07 PM
Quote from: skullywag on November 01, 2014, 12:24:01 PM
You can only research if someone actually has the disease at the time.
That could work, but I think that might cause the research times to be way too long. So they would need to be shortened, otherwise it could take forever to research a cure for even one disease. Especially on the later levels when your chance of even becoming infected are lowered.
Also that might cause problems and make the research project stop each time. A player could go 20 minutes and realize that the research project never continued. Ease of use is key with a management game like this one.
Perhaps a better way of doing it would be to lock the research project until a colonist has been infected. That way it stays simple. :D
#7
Mods / [Mod Idea]-Cure Illness
November 01, 2014, 12:21:06 PM
So I woke up inspired this morning to an idea for a mod for this wonderful game. What if in research you could cure diseases like malaria and the flu?! I think it should be researched in levels, slowly lowering the chance of infection and death of the researched disease.

For example:

In the research screen:
Develop Cure lvl 1 - Flu
Develop Cure lvl 1 - Plague
Develop Cure lvl 1 - Malaria

When researched it would globally lower infection chance and if they do get sick it would lower chance of death. (I don't know how the code works for disease but it looks like if it goes untreated it has a chance to get worse or kill). Each level would slowly decrease these chances by a small percent. Which makes sense because as your colonists learn more about the diseases they become infected less and if infected they understand how to treat it more effectively.

To balance it I think each level of cure should take 1000-1500 research time and have up to 5-10 stages of research before a cure can be created.

There are two directions this mod can go in: Once research is complete. Either you completely cure it and no more action is necessary or you develop a cure in the form of vaccines. The vaccines could be at a special workbench and made out of a few med packs and different plants like agave fruit.

Lets talk about this in the comments! I would love to hear some feedback on this thought.
#8
This is a weird yet funny bug. My colonist would run from bench to storage over and over. I noticed it because I got the warning that he was starving so he must have been stuck in loop for awhile. To try to stop him I Drafted him and the meal was stuck to his neck and he could not drop it. So my next idea was to arrest him, because clearly he has gone insane. Then he disappeared! I'm sure my guy will die but this is a funny bug. Have you guys seen it before?

The pic below is of him before he pulled his disappear act one me when I tried to arrest him.

http://imgur.com/HzKPjZN
#9
This makes me think of another idea. You know how when you go to the airport you walk on those moving sidewalks. What if you could make that?!
#10
General Discussion / Re: How can I upgrade my alpha?
October 31, 2014, 01:37:59 PM
For all of my updates I have gotten an email with a link to where I can download it. Have you looked there?
#11
Well for one, plasteal being required for the ship construction makes it VERY expensive. I have tried to build outside and try to rush the ship and it takes FOREVER! This makes it so you have to play for the late game.

Also on an unrelated note, the whole concept of being stranded on a rim-world is very far fetched. If you have traders who can find you to make trades couldn't they just send for help? or couldn't you just pay to hitch a ride?
You have to look at your demographic for the game. People who play this genre love to build a base and sit tight expand and grow. When I play, even if I could launch my ship I chose not to. I spent all this time building this base now I want to see how long it can hold out.

Perhaps T should consider implementing different game modes? For example there could be modes like:

escape-early game focused, get out asap. Maybe even link the game to a leader board. This way you have a reason to escape ASAP.

survival-late game focused. Also could be linked to a leader-board with net worth, time survived, # of colonists etc...

To make the late game more interesting, we need more research objectives. As it sits without mods, you run out of research within the first year. So from then on there is no progression. Some research ideas could be:

Positivity beacon: your colonists have a constant happiness buff maybe like +5 or +10
after you are attacked by the first crashed ship that emits the psychic drone you can research the beacon.

Nano-bots: heal speed increased by x%

Neuro-Trainer production: Be able to create neuro-trainer devises. They could be expensive maybe even require plasteal.

Organ Farming: Be able to create organs and limbs. IRL we are already very close to making this a reality so why not in this universe were space travel is a ting.

These are just some vague ideas, I'm just trying to make a game I love even better.
#13
Ideas / What's with the walls?
October 30, 2014, 10:32:47 PM
So why did the walls change in Alpha 7? They were perfect in Alpha 6. I enjoyed the way they "stuck" to the rock face when building in a mountian. It made base-building especially satisfying because it looked so good. Now the walls no longer stick. On top of that, the side of the wall which is touching the rock face is considered "outside" while the inside is still inside. My walls went from beautiful to ugly in one day, and what's extremely annoying is when the base is under siege the mortar shots now hit the walls due to it (that's my guess).
I thought the whole point of building in a mountain is to be safe from mortar... I can't see a single good reason for these changes or maybe I'm just a bit slow.

My pic shows that even my colonists agree with me on this one.
http://imgur.com/3mOlRoy

Please do one of two things. Either tell me why the change or fix this drek!
#14
I'm glad you all liked it! Glad I shared it
#15
General Discussion / Re: Ship Takeoff
October 04, 2014, 11:38:38 PM
yeah it don't matter, a cool trick is you can build many of the main structure parts so you can fit more chryo pods on it! that way no one gets left behind :D