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Topics - thefinn

#1
Mods / Stop skill degeneration.
May 29, 2017, 07:43:23 PM
I thought I saw a mod that did this, but I cannot find it.

If you can point one out it would be great.
#2
Had 5 pawns working away... 1 comes down with plague.
2 hours later another then another and another....

Within 24 hours had only 1 pawn left (it used to take a few more days I think) after I had wasted huge amounts of medical supplies thinking that was the way to get them immunised (it used to also).

I don't necessarily mind I guess, but I think a vast reduction in the chances of getting plague (it's as common as flu) could be necessary if this is indicative of how the gameplay is meant to be.

Certainly lots of things do arbitrarily kill your colony - especially early on - so... but the change was kind of massive.

Edit: Thinking about it really, I'd like to see a vast reduction in a lot of the negative effects. So that they are more .. idk .. special (?).
#3
Have been running rimworld just fine for ages.

Ran up A14 and it starts running on 2nd monitor for no reason that I could see.
There's no way to specify which monitor it runs on?

Also an option for windowed-fullscreen would be nice.
#4
Mods / Request: Random Site for your colony.
July 14, 2015, 11:53:33 AM
To be able to just hit "random" at the map screen and have it not show where it chooses until you're in-game.

This way also the prepare carefully mod can be a little less OP too, because if you bring winter gear and don't need it, you just wasted points, and if you don't bring it...

Well you get the point.
#5
Ideas / Rimworld issues and thoughts.
May 04, 2015, 10:24:45 PM
One issue I ran into recently, was the ending.

Having played a lot of dwarf fortress and having so many different styles of endings there, the one thing missing seems to be varied endings.

The game almost always ends up with a drop pod group that get some kills
Then someone maybe dies from wounds because they logistically kill my guys before they can med up after the fight.
That's followed by another group that just comes in too soon afterwards or... Mechanoids.

That's pretty much every ending ever in rimworld right there.

DF by comparison just has a lot of other things that can go wrong - a lack of socks or a particular forgotten beast or even wildlife/indigenous weirdo's and it's all over.

On the idea of forgotten beasts, one of the things I really did like about that game was the random ability of the engine to create a creature completely from scratch. Whether it was a flying ape creature that spewed fire or a spider with the head of a goat - it was always original.

The maps does tend also to fill up with things dropping in from space randomly. I'd love to see those deteriorate faster when they aren't in some kind of storage space or zone.

I had these experiences on "the way rimworld was meant to be played" difficulty (can't remember the exact setting right now).
#6
General Discussion / Stupid Joy.
April 27, 2015, 10:28:03 AM
Doctoring, Hunting, Cooking and Planting should all come before seeking joy.

I have people starving to death in blizzards while the main cook/hunter is playing horseshoes. I can't MAKE them go hunt as there's no right-click menu for it.

Anything that keeps people alive should basically overrule seeking joy.
#7
Is there a way ?
#8
General Discussion / So... stonecutting... why?
December 17, 2014, 01:15:26 AM
Why on earth remove the "Do until you have X" option from this table ?
#9
Mods / [suggestion] Reverse Cycle AC
December 12, 2014, 04:16:35 PM
Heats in winter, cools in summer... Reverse Cycle Air-Conditioning.
#10
Mods / Small mod suggestion
December 12, 2014, 02:24:57 AM
Add the new button Tynan put on stockpiles to the crafting menu, done.

(The button that turns off/on all the ingredients at once)
#11
Not particularly saying I'd like to see less content updates, but at some point I hope you do one just making a lot of the "little things" better...

There's a tonne of stuff that really needs improvement now. (There's a lot of awesome suggestions in the suggestions forum).

The trade screen takes ages if you have like 10,000 of something you need to get rid of...
Eating food in a configurable order...
Being able to create specific jobs for a specific interaction object in the Overview menu...

etc..

Love the content so far though too. ;)

This is easily the best Early Access Alpha I have spent money on, and I have a few from Dayz, to Prison Architect, the forest, the long dark etc..

This is definitely the one I have the most fun with man.
#12
Ideas / Food Overview.
December 08, 2014, 12:34:40 AM
An ability to list the order in which food will be eaten.

Like -
1) Simple Meals.
2) Nutrient Paste.
3) Survival Meals.

It would be nice.
#13
Help / Survival Meals Eaten Last ?
December 07, 2014, 02:55:58 PM
There was a mod which allowed for survival meals to be eaten LAST instead of first...

However, it seems to have disappeared (or I have misplaced it).

Can anyone remember the name or know where it is ?
#14
Ideas / Z-Levels
August 31, 2014, 08:32:08 PM
You know you want to!
#15
When I think of games like this I think dwarf fortress - not the sims.
(I would really hope Tynan has played a bit of DF :)).

I'd really like to see more complex behaviours, fist fights, people each colonist likes or dislikes, food they like or dislike, etc... There are jobs they are passionate about, but no jobs they dislike - it just goes straight out outright "I don't do that".

I'd also like to see more interaction from people toward objects, like power switches or loading ammo.
#16
Ideas / Home Zone
August 29, 2014, 04:23:01 AM
For the love of god, either fix this being generated outside our walls (not sure how that works) or stop it being automatically generated after the first building/room.

It is a constant annoyance to see people wanting to clean outside the walls during a zombie apocalypse.
#17
Ideas / Injuries.
August 27, 2014, 01:29:08 PM
Much as I love the new injury system, I'd also love a way to have people who lose a leg or foot to get around.

Crutches, or something?

Losing a leg shouldn't mean bedridden forever more.
#18
Stories / Poor Chef
August 27, 2014, 11:46:06 AM
Chef landed in the original pods, life was hard but he managed to eek out a living on the surface of this rock.

Desert Canyons, Thick Shrub, the terrain was tough, but Chef beat the land. That is, until got caught out the front of the base in the midst of a zombie herd attack, one of his own turrets shot him in the head.

3 days in bed, the Doc hovering over him, he finally woke up... and all he counld say was "T-T-Turret".

Every time they accepted new people into camp there was that look, pity, disdain, even laughter.

That is... until the raiders came.

In one raid 5 people lost their left leg.

Now the slavers are in orbit, and chef he just smiles and says "T-T-T-Turret".