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Messages - Mufflamingo

#1
Releases / Re: [1.0] Planetside Politics (1.2)
May 16, 2019, 10:14:47 AM
Quote from: TempestBob on May 15, 2019, 07:56:46 PM
Quote from: Mufflamingo on May 13, 2019, 02:33:42 AM
I wonder how we can give individual ownership so that a capitalist perspective would be possible.
Easy. Just create a zone for each pawn, restricting them to their own house, workspace, and any applicable common areas. ;)

Is there a mod that adds a "Haul to Specific Place" command, so we can have them stock their house full of their own stuff?
[/quote]

Wow. That's gonna be a lot of zones.  ;D
#2
Releases / Re: [1.0] Planetside Politics (1.2)
May 13, 2019, 02:33:42 AM
Quote from: Jazz on May 13, 2019, 01:27:10 AM
Quote from: Mufflamingo on May 11, 2019, 02:07:00 PMHostile towns may have fascist, socialist and communist perspective.

Are you aware that RimWorld colony is, basically, communist society (until it starts producing for exchange, then it becomes market socialist)?

Lol true.

I wonder how we can give individual ownership so that a capitalist perspective would be possible.
#3
Releases / Re: [1.0] Planetside Politics (1.2)
May 11, 2019, 02:07:00 PM
Democracy aint really a political ideology, its a type of government wherein the state is ruled by the many. So with Monarchy, Aristocracy, Polity, Dictatorship, Oligarchy.

Ideologies are Realism, Idealism, Liberalism, Fascism, Socialism, Communism, Capitalism.

Pirates should have realist perspective. They just want power and act for their self interest.

Neutral towns should have idealist, liberalist and capitalist perspective.

Hostile towns may have fascist, socialist and communist perspective.
#4
Wish we could toggle items and structures too.
#5
Are you planning on adding sapphire, emerald and other real world stones?

Also, other accessories such as earrings and bracelets would be nice. :)
#6
The vibes I get is different. It feels very much like starting a civilization rather than managing a colony and escaping afterwards.
#7
IIRC he said in his videos/posts that the number signifies tge number of days he's been working on rimworld. Its on the 17xx patch. (I think)
#8
Riman - Human
Rimans - Humans
Rimanity -  Humanity
Rimane - Humane

You dig? No?
#9
General Discussion / Re: Scouting jobs
August 14, 2018, 07:04:31 PM
Quote from: dogui on August 14, 2018, 10:02:09 AM
It's not a bad idea, but I think should be more realistic building a turret in the higher lands of your surroundings.
A sort of military post, guarded by a pawn of yours.

Except there is no "higher" land because there is no zlevel in rimworld. :p

Quote from: tarator on August 14, 2018, 12:10:40 PM
Are you playing on the largest map (hidden in options, Extreme 400x400)? It's pretty large, you should have space even for a perimeter wall if you build in the center.

I only play the second medium map. I dont play the largest because it causes lag on my laptop, I dont have a hard gaming pc, jist potato laptop. Its so sad. :(

Quote from: mlzovozlm on August 14, 2018, 12:40:56 PM
1 of the reason i like mountain or coastal base, you basically have your base build at 1 side of the map, leaving plenty of space at the other 3 sides no matter how big the colony is & how small the map is

Sometimes I do that too, but I usually play on flat terrains with rivers.

Quote from: MarvinKosh on August 14, 2018, 02:28:11 PM
If your buildings are made of stone bricks they're going to be quite hard to demolish. Obviously there are things other than walls that can be set on fire, but generally by focusing on trashing the place, raiders tend to open themselves up to being picked off one by one.

Well the main buildings in the middle are made out of stone, then sometimes I run out and just chop/buy wood for houses on the edges. I play on flat maps so no stones to mine.
#10
General Discussion / Scouting jobs
August 14, 2018, 09:40:27 AM
Wish we can send people to scout the surrounding area for raids.

I usually build towns and most of my games, houses and buildings fill up about the whole map with little spaces on the borders of the map.

It is very hard to defend during raids because the raiders would be almost near my buildings when they arrive at the edge of the map. And my people wouod still be walking as the raiders demolish and fire my town. I dislike killboxes.

Wish there was a scouting job like form a scouting party instead of caravan and these people will patrol the surrounding tiles and send message to the colony like "Enemies spotted at the northern side. ETA 6 hours" somethinf like that so I can prepare for my people to defend the northern area of my town.
#11
General Discussion / Re: Prosthetics
August 12, 2018, 11:17:52 AM
Well the mending mod solves your rifle repair problem. Seeing it on the vanilla game is something we'll have to wait.
#12
So I created a rule for my prisoners. I forbid fine and lavish meals only simple meals and raw food but my colonists still deliver fine meals to them and the prisoners wont eat and have starvation debuff. One nearly died because I was not attentive enough to see that one prisoner is starving.
#13
Use electric tailoring bench but dont power it.

There you go.
#14
I usually just make a pen and plant 2 zones of Haygrass. One for grazing and one for harvesting when winter comes. Iplay on Temperate forests so this is easy. Goodluck doing that on ice sheets though.
#15
Quote from: Ser Kitteh on August 01, 2018, 01:26:56 AM
After much thought I think the new flak jacket needs a teeny bit of a rework. The shape is fine but it does somewhat resemble a hoodie too much. Maybe a few pouches on the front?

Flak Jacket looks like a parka. Its too wide for my taste. I think making it slimmer will make it look okay. At least for me.