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Messages - ChuggingClorox

#1
General Discussion / Future of rimworld?
February 26, 2020, 10:07:39 AM
Enjoying the new content so far! i was really blind sided by just the new free 1.1 content, really hope this is the start of more dlc's for the game and for once i actually dont mind buying dlc and im actually hoping they keep adding more content to the game, it kind of sucks though that it broke all of my mods. Ive also been seeing alot of people complaining about the dlc being over priced but honestly i dont really find that it is.
I dont know what do you guys think?
#2
there is no error log when it happens
#3
Hey, the architect menu options disappear when i select it, EXAMPLE: i click on the architect option to go build a table or a wall or whatever and the entire menu that branches off of the architect button vanishes, this only happens when i reload a game, ive uninstalled all of my mods and even went as far as to unsub from them, i have reinstalled the game, ive validated the game folders, its extremely frustrating. any help is welcome.
#4
Quote from: Calahan on August 17, 2017, 03:22:57 AM
Quote from: sarke on August 16, 2017, 09:05:02 PM
As I said, no BIG features. The spherical globe is OK and all but nothing huge imho.
Out of curiosity, if you don't consider a spherical planet and the ability to travel around it to be a big new feature, then in that context, what new feature from previous Alphas has ever been "huge"?:

The drugs system(A15)? Scenario system(A14)? Family and relationships(A13)? Animal taming(A12)? Or earlier stuff like the joy system or seasonal weather??

IMO all the above are (at best) on par with a spherical planet/travel, if not lower, in terms of being a big/huge new feature. So if you only consider them to be "OK" new features as well, then I'm afraid there's a good chance you will always be disappointed with any new features that are implemented in the future*, as I'm not sure any of them will ever meet whatever criteria you are using to define "huge new feature".


* I have no insider knowledge in regards anything Tynan has planned for the future. But I'd put good money on him not adding a new "RimWorld meets Civilization feature!!! Build armies, research super-futuristic tech (including giant killer robots!), and expand your empire across the globe as you lead your people on a 6,000 year mission towards world domination!". Assuming of course that that would count as a huge new feature, which it might not.

Hot damn you seem easily triggered by small questions and comments all the dude said was that the previous feature was ok there was no need to be rudely sarcastic and realistically adding something like a spherical planet and the ability to travel it is a very impressive addition from a development standpoint (as id never be able to work out how to do it myself) but from a player standpoint in terms of content its not a massive addition. Now the last thing you said about civilization meets rimworld that would be cool in a much smaller iteration and hey why not be able to research super futuristic tech thatd be badass i mean not everyone wants to spend time playing the game to simply build a ship and escape, i think some people have expressed the desire to stick around and manage their own slice of interstellar paradise.
#5
General Discussion / Whats new?
August 16, 2017, 01:49:01 PM
Hey!
was just checking the forums after a while of not playing rimworld and didn't see anything new in terms of upcoming stuff! im curious as to what amazing things you guys have been working on over at ludeon studios? (if you are at liberty to say anyways :P)
#6
Off-Topic / Re: Political Standpoints?
March 12, 2017, 01:43:26 PM
Quote from: mabor0shi on January 23, 2017, 05:57:21 PM
Voting is for whitey. I won't participate in The Man's system.
I hate politics  >:(

lol that is the single most asinine post i have ever seen in regards to politics. If you were trolling then please let me know because if you weren't you seem to be very uneducated towards the actual importance of voting as it has nothing to do with the color of your skin despite what you probably assume is popular opinion.
#7
General Discussion / Re: Mortars: Useful or not?
February 20, 2017, 08:34:51 PM
I dont see a point to constructing them on sight for offense i think they are extremely useful though in defense.
#8
I think waiting the extra amount of time is a better idea personally i mean just look what you guys produced last update and that took quite a while. quality over quantity!
#9
Ideas / Re: Selective stockpiles
February 05, 2017, 11:03:47 AM
"If you are asking if there is a way to say "this work benches goods gets hauled to stockpile 'x'", similar to how you can set things up in dwarf fortress, then no, can't do that"

Yes thats exactly what i meant and was really hoping would be implemented eventually.
#10
Ideas / Re: Permanent Colony's?
February 05, 2017, 10:55:01 AM
Quote from: O Negative on February 04, 2017, 12:28:14 AM
When I think permanent colonies, I think:

- Established colony, self sufficient
- New generations of pawns born through reproduction (*highly debated)
- End goal of peace. Destroyed raider bases all over planet. Mechanoid production ended. Healthy faction relations.

Just my 2ยข :)

yah there just needs to be a way to make the game feel like its not trying to rush you off the planet in my opinion, id really like to see reproduction in the game and a way to set up a classroom and teach them to do certain jobs which i guess would have to be a large colonys late game since youre investing time into raising a new generation of kids for your colony and it wouldnt take a small amount of time and would require a way to find renewable resources for them to use when they are the ones running the colony probably mostly through trade id assume at that point or some crazy expensive time consuming advanced research to fabricate an alien plant fiber into some kind of metal weave material that replaces steel when the time comes that youll probably need it.
#11
Ideas / Re: Selective stockpiles
February 04, 2017, 02:58:10 PM
Quote from: BlackSmokeDMax on February 03, 2017, 09:51:54 PM
When setting up the stockpile, click on the storage button. That will give you the choices to narrow everything down with as fine detail as you'd like.

Edit: just in case, the little triangles in the left column are expand/contract buttons to see more details.
Well yes i knew all of that but i didnt mean options to narrow things down i meant having an option to create multiple stockpiles for the same foods, a good example would be i have 3 food stockpiles for hay rather than having them stockpile all the hay in 1 stockpile until its full then move on to the next you would have an option to have multiple hay growzones ordered to stockpile in a specific zone rather than just the closest or most important one that way they all get filled up as you need it.
I dont know am i explaining this correctly? lol
#12
Ideas / Selective stockpiles
February 03, 2017, 09:15:54 PM
So i got this idea when i was trying to get food to a specific stockpile from a growzone. Would it be possible to maybe implement a way to grow a crop and have it only stockpiled at stockpile A rather than stockpile B? like for example i have multiple stockpiles for food like animal foods and stuff i have pigs cows and muffalos and its really hard to cart hay to all 3 food stockpiles because they only focus on stockpiling 1 of the 3 stockpiles.
if there is a way to do this already and im just retarded please let me know.

#13
Ideas / Re: Permanent Colony's?
February 03, 2017, 09:12:04 PM
ohh man i really like that idea maybe a more established rimworld nearby civilization has their current planet destroyed or a natural event makes it impossible for them to live there so they aggressively expand to the rimworld your on to take over kind of a join us or die thing and you have to fight back or choose to join or whatever.
#14
General Discussion / New weapon types?
February 03, 2017, 05:39:22 PM
Will there ever be new weapons added to rimworld or is what we have it? I'd personally really like to see laser and plasma teir guns from a pistol all the way up to a high powered mini gun version or a turret. What do you guys think? Inb4 mods.
#15
Ideas / Re: Animal Feeding Trough
February 02, 2017, 08:47:25 PM
this idea would be incredibly useful instead of having to lug animal food to a designated stockpile in their pen.