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Messages - TheXIIILightning

Pages: [1] 2 3 ... 8
General Discussion / Re: Blockmaking in Alpha 17
« on: May 28, 2017, 08:20:48 PM »
If this change is intended, how about making it so that 100% of the experience gained is divided by: 25% crafting 75% construction?
Or perhaps even make it a 50/50 split. That way the colonists are slowly evolving in both jobs but the appropriate tasks such as building still provide 100% of construction experience.

Perhaps actions like making joints and weapons could be the only way to get 100% crafting experience.

I vote on waiting for a bigger release that includes Refinements and Content.

But considering what many have said above, i also feel like letting the players and testers get used to the new refinements could help with testing and feedback for the new content.

As such I recommend releasing the Refinement update as an opt-in Beta that those who want to play it can access freely and use for a Vanilla experience, and the Content/ Refinement Update later down the line as Alpha 17.

That would also make the wait for a new Patch more bearable. ^^

Releases / Re: [A13] Floor Lights (v1.7 - Updated 16.04.2016)
« on: May 04, 2016, 11:46:58 PM »
Good mod but I found a bug that only went away when I deactivated it. I can't build with this mod active since it won't generate any roofs. I have no idea why it happened.
The other mods I use are: Recycle, Storage, Hospitality and GlitterTech.

The problem persisted even after I deactivated Glitter so it can't be from that.

Attempt to break it as much as possible and slide the remains under Tynan's door. XD

Mine was on the 4th, but I'd still appreciate a belated gift! -wink wink nudge nudge-

General Discussion / Re: Pets: The pros and cons of your animals
« on: September 02, 2015, 01:51:52 PM »
Hey there, great guide!

Though I just wanted to let you know that Wargs CAN appear on your map randomly, though it is rare. In my current game I saw 4 or so appear on the map during Winter. Aside from those 4 I've only gotten them in a Manhunter event.

I came across Rimworld while I was searching for a colony management-type game.
The game looked to be quite pretty and deep at the time, so i decided to give it a shot and see if it was what I was looking for.

Sadly since the game was in Early-Access and it had no Demo available, I looked up for a version online to torrent or download, and find it I did.
I had some fun with it and once I saw that Patches were coming in monthly and vastly improving the game, I quickly gathered a few bucks and gave Tynan some well deserved bling. XD

Keep up the great work!

General Discussion / Re: Your Predictions for Alpha 9
« on: January 30, 2015, 11:18:15 PM »
I predict Tynan made this whole game just for me, and really everyone else just thinks he made it for everyone, and so because he made it just for me, Alpha 9 will be released on my birthday, March 10. :P

Nuhuu! It'll be released for me and on my birthday. March 4th. ^^

I see, that could be quite interesting to have. "This War of Mine" had a similar feature at the end of it, where every major even had a date and description next to it.
Though I can only see this being implemented after the game is released or via a mod (a very intricate mod).
For now we have the Statistics and timeline in-game. It lists all of the events that happened in your game.

General Discussion / Re: Underground?
« on: December 10, 2014, 04:57:48 PM »
Under mountains most likely. ^^

General Discussion / Re: RimWorld change log
« on: December 04, 2014, 03:20:19 PM »
So when can we expect the new version?
In December. ^^

General Discussion / Re: When is Rimworld Over?
« on: December 04, 2014, 09:34:44 AM »
Most straightforward and easiest answer? When it's done.
As a player, in my opinion the game could very well launch as 1.0 today, that most people would be satisfied. Hell, I already forgot the amount of hours I sunk into this game across the Alphas.
"When it's done" is clearly the best estimate we have for now, since the game is being improved and receiving content at a steady and amazing pace. ^^

Though I hope that Tynan keeps working on the game even after it launches. It would be amazing to have DLC as well as a lot of improvements. ^^

General Discussion / Re: Melting Chamber
« on: November 26, 2014, 08:43:05 PM »
Sorry to say this, but according to the changelogs, Raiders and colonists will try to avoid areas with either too high or low temperatures.
Meaning that if the only way into your base is through a killbox that's burning at 40�C, the raiders will most likely avoid it and try to find another way inside. Like banging their heads against some of the many Stone walls out there.

Also, if the entry to the killbox is opened ( a destroyed door) the heat will come out and merge with the outside air.
Unless you're able to plan ahead and create a long hallway with a lot of Heaters that can quickly heat up the room while the raiders are still inside, AND close the entrance they came in, you'll have a hard time killing anyone by using temperature alone.

Thus far the only applicable use of temperature when it comes to killing stuff, is making a 'guest room' for the visitors that show up.
Make the furniture out of stone and once they start asking questions about the weird smell... just barricade the doors and turn on the temperature. ^^
Leave them nice and toasty~

PS: Of course, my argument will be entirely void if Tynan adds doors that you can automatically leave open and close via the UI.

Just imagine, a large, automated stone door slowly coming down from the ceiling, closing you and your friends inside a large room... a room that is slowly heating up the longer you stay there.

After poor Greg fell to the floor and began to combust, was the moment when you were finally able to tear down the massive stone door... but all hope was lost when you found out that the colony had built a second door, erasing any hope of you surviving that death trap of a room.

(( Welp, that was dark... <.< ))

What you're saying is true, at this point it might be redundant, but it may be useful in the future. ^^
Not to mention that having a world generator so that you can compete with your friends, share maps and such is pretty neat.

PS: The world map is there to pretty much make the game a little deeper, as well as for potential updates, like enemy bases or even Multiplayer or New Game+

Imagine something like Sim City, where you can build several colonies in the same World Map. Trading with one another or potentially conquering the entire world sounds neat, but we can only hope that it evolves into something like that in the far future. ^^

General Discussion / Re: RimWorld change log
« on: November 13, 2014, 08:48:09 PM »
Ooo we got some bugfixes. Looks like we're on the tail end to Alpha 8

I don't think so. Tynan seems to still be implementing new things and optimizing the 'Art' things.
It's great to see that Pathfinding is being optimized, but I don't think that's a signal that the Alpha is nearing. Don't forget that the Temperature system is gonna have to be tested, meaning that it'll probably take a few weeks until the Public Testers can provide proper feedback and look for bugs.

We'll be lucky if we get this Alpha in early December or on the 24th, and we'll be EXTREMELY lucky if it's out by Thanksgiving.
Though, I bet that on Thanksgiving will be when the Alpha is out for Public Testers to fiddle with. ^^

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