Yeeeeah...
Kinda...
...Never mind.
Kinda...
...Never mind.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: A Friend on April 09, 2016, 10:56:29 PM
That was the original plan. Sadly, making the jellyfish glow in the dark is impossible to do without it looking very awkward and off-putting due to code related things.
RIP What could have been
Quote from: Harold3456 on November 10, 2016, 12:07:55 PM
That said, there are many constraints to children in Rimworld that have nothing to do with realism - the fact that kids would be a massive burden, for one, and without proper tweaking to the triggers that result in childbirth, children in Rimworld could be a massive source of frustration. I would say something like what others have said, where only purchasing baby-related items and putting them in a couple's room would trigger a chance for baby-making.
Quote from: Harold3456 on November 10, 2016, 12:07:55 PM
Also, as some have said, there's the issue that the game may not sell as well if it depicts children dying. I can understand this from a political point of view. That said, if any game could get away with children dying, it would be this one. The graphics are simplistic enough for it not to be terribly graphic, giving some disconnect (losing a 17 year old is no more tragic to me than a 65 year old, as long as their stats are about even). The mechanics of the game already punish you for killing people for the sheer fun of it (executing prisoners, letting your own colonists die, etc), you could throw on an additional debuff for "child died"/"witnessed child's death". Which brings me to the final consideration: would children be allowed to be raiders? I would say no, for the mere reason that if one were to implement a harsh "witnessed child's death" debuff, children could fast become the most potent weapon in a raider's arsenal.
Quote from: Alphanoob393 on October 29, 2016, 12:40:49 PMPersonally I would be more disturbed by the sight of dead bodies; bloody, cut open, sitting in a pool of urine and feces...Quote from: Alenerel on October 29, 2016, 12:19:02 PMJust saying: most humans share at least a slight level of empathy towards other humans. It's (part of) why we have international laws against torturing people willy nilly.
Remove the debuff "saw a corpse" when watching corpses of non colonists. Make it appear only if the pawn has been around a corpse for 2 or 4 hours.
I get pawns can live with corpses nearby, I get that pawns care about other pawns and that these should be buried, but they shouldnt go all emo when seeing a dead raider/s who tried to kill you. Or just unkown people like visitors or refugees.
I really want to dump raiders corpses at the entrance of my colony so that attackers see them when coming to visit.
On that note, we need the option to build heads on sticks.
Quote from: Monkfish on April 02, 2015, 12:29:28 PM
Ahh, that's the topic I was looking for!
Anyway, I quite frankly couldn't give a shit if a child growing up in 4yrs or whatever feels ridiculous to some when we consider that colonists can land on a planet having survived a catastrophic deconstruction of their space ship and immediately be able to magic up complicated structures and machines out of some scraps of metal on the ground. If we're going a pull an "aah, but x" argument card for an idea, it's only fair and reasonable to apply that card to the game as a whole and see if the argument still stands on its own merits. Something being seemingly ridiculous on its own suddenly isn't so ridiculous when compared to the context of the entire game.
Quote from: A Friend on March 12, 2016, 09:20:32 AM
How. About. Some.
RAINBOW CHICKENSSSSSSSS!
http://imgur.com/a/2ns1m
Quote from: Tynan on March 06, 2016, 02:24:11 PM
Y'all should also keep in mind that diseases are meant to be deadly in this game. Disease is dangerous in a frontier environment; in some places (like a jungle) it can be the most serious threat to health.
Quote from: teknotel on February 19, 2016, 02:24:31 AM
Trying to successfully regulate the temperature in my base. Have never used the ducting before so thought I would give it a shot. Took me a bit of searching but found some images and useful information which have led me to follow this model:
- One cold source and one hot source
- Cold air on lower ducting and hot air on upper ducting
- Active vents in rooms I want to regulate
- Freezer storage for food on a seperate cooling system to rest of base.
- Many intake ducts in heat source rooms
https://gyazo.com/05a727123877231ee197883844987781
That is an image of base but here are problems I just cant figure out:
- All industrial coolers to the right of base in the main room are set to -10. Why is the temperature of the room between 5-15 when there is 8 of them?
- Same for heaters, they are all set to 60, why is the temperature in the room stuck at 23?
- I am presuming upper and lower duct pipes can overlap?
If anyone knows a guide or wiki or anything that can help me understand how the elements of this mod work and how to set up proper efficient colling and heating systems for large bases I would most grateful thank you.
Quote from: Long Night'a Hooking on February 19, 2016, 06:59:38 PM
The mending job destroyed my work priorities, does anyone know of a solution?
Quote from: Shurp on February 20, 2016, 06:03:30 PM
What controls your starting pet? I was thinking of modding to start with two pigs instead of one yorkie, is this doable or is it hard coded?
Quote from: Louisthebadassrimworlder on February 20, 2016, 10:12:42 AM
LittleGreenStone!
Wow... there's some really cool ideas there!
Doggie Armour!!!!!!
Quote from: danjal on February 18, 2016, 06:24:21 AM
Kinda surprised that with all this input there's no talk of why animals can't be trained to hunt.
Aren't dogs especially known for their use by hunters?
Quote from: AllenWL on February 13, 2016, 12:51:18 AM
...
or remove the limb the body part it attached to before giving a new limb, which causes a big mood debuff for the colonist and a mood debuff for everyone.
Quote from: w00d on February 12, 2016, 05:31:41 PM
cannot seem to get this Mending to work, chcekc and left everything as expected but my colonist will not pick up and mend anything, ignoring the bill. I got everyone on craft, repair, art or repair enabled so am unsure what the issue is
Quote from: w00d on February 12, 2016, 05:31:41 PMDid you try enabling "Mending"?
I got everyone on craft, repair, art or repair enabled...
Quote from: NoImageAvailable on February 07, 2016, 03:45:55 AMQuote from: AllenWL on February 06, 2016, 06:36:59 AM
This might be a silly question, but what does combat realism do for melee combat? I mean, there are tons of ranged-weapon things, but what about the melee weapons? I can't see much of a difference between vanilla melee combat and combat realism melee combat.
Edit: Also, I note bows don't have ammo?
So far melee is only affected through some minor cooldown and damage changes and it takes advantage of the armor penetration system but not much else beyond. Next version features some additions like parry/dodge chance depending on melee skill and more accurate body height detection (so no more getting your nose bitten off by a tortoise) but that's about it. Frankly, I've been having trouble finding a niche for melee to exist in. It doesn't do anything a shotgun or SMG couldn't do just as well or better, so it kinda ends up obsolete as soon as you have proper firearms.
Bows used to have ammo at some point but I removed it because it didn't really make sense. They'd just reload after every shot and spam the reloaded mote over and over and you can't really keep a bow "loaded" to begin with.