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Messages - Ace_livion

#1
Add Steam Achievements!

add Fear of Clowns as a Trait.

Make Dogs dig up their dead bonded owners. for the added "Aww.... now im sad" feeling

Also make it work whit VR !
#2
yeah you could use a lot of Yes and No options for friendly events.
would make it feel more that its one owns choices that change the colony then random RNG.
#3
Ideas / Re: Nutrient Paste Dispensers
February 21, 2017, 07:01:56 PM
Nutrient Paste Dispensers main purpose for me is feeding prisoners.
it allows you to place meal outside the prison and having them extract it in the shape of Nutrient Paste inside of the prison.
saving you time feeding them. well worth the investment.
#4
Ideas / Re: Write an event!
February 15, 2017, 07:23:54 PM
Airstrike Event.
x numbers of mortar shots comes from off map and hit random places on the map.
why? because Rimworld.

Golden Egg.
a 1/1.000.000 chance that the egg a chicken lays is a golden egg.
why? because people who don't read the wiki/forums gonna be WTF one day...
and people who do read forum/Wiki will have so much lag trying to have a reasonable change to get the egg.
(or simply just lie in the update note that's its part of the game)

Adaption !
a colonist have adapted to the harsh environment of the rimworld.
works like typical birthday, except this is a good thing. like +10 to a random trait.
just like how buying colonists form pirates tell that they are unmutated from another planet.
well this time they are mutated !
#5
General Discussion / Re: Battle with a Centipede
February 14, 2017, 02:47:54 PM
i was always assuming that since it has rings, it kinda moved like a centipede but without legs
(which in turns make it move not like a centipede )
you know in a kinda cartoony way~~ since i don't think it have any "leg" limbs
#6
Ideas / Re: Pawns viewing art in others' bedrooms
February 14, 2017, 12:19:45 PM
what?
but but, how are my ugly deformed colonists then supposed to lure married women into his bedrooms if not for "viewing art" and being impressed by his wealth?

Outrageous !
#7
Ideas / Re: Cannibal balance - Kuru
February 12, 2017, 08:09:32 PM
on the other hand, I believe cannibalism should kinda work like alcoholism, in a reverse kinda way. so if you feed your colonists human meat over a long period of time, they will eventually gain the cannibal trait.

in a kinda Huge -> None mood penalties.
so if someone have eaten human meat once every 3 days for 1-3 years, they are pretty much a cannibal by that time...
kinda emotionally build up a resistance to eating human meat.
#8
if you have multiple colonists whit a alcohol addiction. they should be able to form a AA group.
#9
whenever a raid starts, the game should start playing some Heavy dubstep music.
to make it feel more intense... the music should of cause also be affected by the game speed.

Also make a Deep Fryer.
it works like the Nutrient paste dispenser
but make Simple / Fine meal and give people obesity as a long term effect.
#10
Ideas / Re: Your Cheapest Ideas
February 04, 2017, 01:50:22 AM
Quote from: Joel1 on February 04, 2017, 01:09:07 AM
Whenever frozen meals are eaten (-1 degrees or less) colonist should have a mood debuff for eating them.

If the meal is refridgerated then there should be no mood debuff.

well sounds ok. but? the meal instandly changes from frozen if they carry it out the fridge right? so its more a ate in the cold debuff ?
#11
Ideas / Re: Item HP
February 03, 2017, 08:43:13 PM
i like it.

but I believe if you do a nice + skill level (cap 100) at the end. then it will be perfect.
right now it looks to punishing, but having a good tailor will help mitigate the damage.

this way whit a Expert tailor you can use cloth damaged all the way down to 80% while 5% cloth from two seasons ago left in the raid will hurt you product.

since i believe it would we a pain, if cloth becomes a sacred resource that have to be hauled at the minute.
#12
Quote from: O Negative on February 03, 2017, 08:33:14 PM
Cats should scratch and bite colonists from time to time, also

and be more of a night animal. who like to walk around their bonded human, to give them disturbed sleep.
#13
Ideas / Re: Psionics and Spice.
February 03, 2017, 08:33:18 PM
Quote from: JimmyAgnt007 on February 03, 2017, 09:16:28 AM
well i always favor bug fixing over new features.  this has always been a 'when its appropriate' suggestion.

also i just thought of the ice thing so i know it needs a bit more thought before it gets into the game.  My goal is simply to figure out a unique resource for every biome.

add penguins... people who play on ice bioms do it for the challenge.
but being a penguin farmer/hunter got its own charm.
#14
if a colonist don't like the other colonists, they simply just leave the colony.
like... nobody like me here? well i guess i just go live whit the raiders where you found me.

also cats should aromatically try and interrupts all who make any kind of research, for the realism.
#15
Ideas / Re: Psionics and Spice.
February 03, 2017, 05:20:26 AM
I like the first suggestion, it would make a great addition to the whole multiple colony's / moving you colony feature.
like a start out on a easy biom.. then move later on to a biom whit rare spices/fancy stuff that would otherwise had been difficult to start at.
I personally thinks that great.

the other suggestion i "kinda" like to but i have problems seeing it be more then a Mod atm.
not that it bad, it have a lot of potential.
it simply just make to much of an impact on the vanilla gameplay. and will require a lot of re-balancing.
taking a lot of time away from the likely other key features the developers are working on (heaven know what they are but surely important, thanks for fixing all those bugs we never experienced :) )