Menu

Show posts

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 Menu

Topics - userfredle

#1
"To be clear - we might end development soon, or we might continue it for years. Please buy the game only if you want to play it as it exists now - not based on what it might some day become."

this is what he said under the steam early access game. Das not cool bro :(

Thoughts? I mean he has already made a cool couple mil off the game.
#2
So recently my hospital had some patients recovering from the flu, only to awake to 2 insect hives immediately spawning their death.

Im not very interested in farming them where they are in my colony

So any one come up with some creative ideas? The obvious one being burn them out, but im quite worried the heat / burn wont be enough to kill them, and there goes my whole perma death colony.

Whats your favorite method of creating some bug biscuits?
#3
Ideas / Highlight RICH SOIL when placing GROWING ZONES
September 19, 2015, 05:34:38 PM
As many of you know your not able to see the notes of what type of soil ur placing your growing zone.

This makes it unimaginably annoying to place growing zones when rich soil is right next to lichen covered soil as they look the same.

So please either keep the tool tip while selecting the growing zone, or highlight rich soil for us.
#4
General Discussion / Exploiting Man Hunter Packs.
August 08, 2015, 06:20:04 PM
Hey guys so we all know man hunters have different coding from raiders which makes them act is strange ways.

For instance, say you have your turret defense outside your base and the wargs are attacking your turrets, You can just stick your head out the door and they will forget all about the turrets, Repeating this action will result in infinite dead dogs while no turrets take a scratch.

Any ideas on how we could fix this? making them sticky on turrets i feel would make them more raider-ish, but it seems to be the only option for making them not a joke with any colony that has a turret
#5
Exactly what subject says, Interested if Stone weight factors in at all, aside from beauty of course
#6
Ideas / Meatless Alternatives, Wheres my soy at?
July 25, 2015, 05:19:55 PM
A frequently talked about suggestion, thought id bring it up agian, Im sure were all tired of extremly unbalanced mods filling in the hole here.

SO, why isnt there a substitute for meat? really limits the game, especially in deserts, the cooks become useless and you might as well farm berries instead of wasting man power and electricity on meals.

We need vegetarian alternatives to our meals!
#7
Your starting colonists in RimWorld are at a technological level in the middle of this span. But you may end up interacting with people at much lower and higher levels, as well as acquiring and using their tools and weapons. In RimWorld, a single fight can involve a bow and arrow, a revolver, a charged-shot pulse rifle, and a near-magical teleportation device.

What is this? and howcome ive never seen it in my 100s of hours of gameplay, its not the trade beacon as things fly down in pods, (Im assuming a tractor beam of sorts that we cant see grabs all our crap when we sell) anyone have a clue to what tynan was mentioning?
#8
Colonists Never, and i mean never sit in leather chairs if there are more uncomfortable chairs nearby, this goes the same for watching tv in said chairs
#9
Ideas / Allow Setting MAX level on a workbench
May 05, 2015, 09:44:39 AM
Example, 3 cooks, 1 high, mid, and low level. I want the high level cooking lavish meals, while the mid butchers and the lower brews alcohol, currently this is not possible with just a minimum skill level or else 2 colonists will be running around swapping stations the whole time.

We already have a min level why not go the extra mile for further customization and less micromanagement
#10
Hey guys so as we all know if you double click a building or item it selects all of the same on your screen.

But for mortars, hydroponics, and benches this multi select feature doesnt let you mass Issue growing commands, targets, or bills, leading to Huge micromanagement issues that makes you just not  Want to even use mortars or change crops etc...

So a solution is to make it possible to issue mass commands to selected buildings like how you can forbid.
#11
Ideas / Multi Building Commands
May 04, 2015, 09:24:23 AM
Hydroponics, mortars, and crafting benches are all things you select multiple of in a area by double clicking, However, it does not let you give commands for all buildings selected, making you go through each one manually selecting all the little tid bits.

Obviously this multi building select could be used to remedy this issue with bills, growing, and targets.

So guys, can we get some support for this idea?
#12
So i usually dont grow devilstand, and ive only ever grown it before alpha 8, i noticed with winter, its impossible to grow devilstrand even if you plant as soon as spring arrives.

I also tried the hydroponics thinking, theres no way power outages would affect devilstrand as i get solar flares atleast twice a year if not more, But sure enough.

So, what the hells the point? this stuff is impossible to grow unless your on a jungle map, and even if i might be able to get to a manually harvestable point (Which has not happened to me yet) the yield is so terribly low.

What do you guys think about this troll of a crop
#13
Ideas / Game Too Based On Turrets? Ideas?
April 24, 2015, 09:22:57 PM
Anyone feel turrets should be a very rare commodity instead of building insane amount for just metal to win the game?

We all know turrets are super useful, they provide somthing for the mechanoids to shoot at while you gun them down or maybe you exploit the explosions in a small room, either way they are way cheap and way OP

What are some ways we can make turrets still a part of the game but not the core to rimworlds combat from a defensive standpoint?

A few ideas passed around the forums and on mods is

Traders carry things needed to build or turrets as a whole.

Turrets costing plasteel making them rarer and more endgame.

I think even raiders could have somthing you can recover, such as pieces of a schematic to building the turrets or parts etc
#14
hey guys wanted to know if theres somthing i could look at that notes all the big things planned for rimworld.

Im mostly interested in social interactions and how in depth they will become, i love games like the sims, and this joy update wet my appetite for more!
#15
Guys! Tynans revamping the emotion system it looks like from the changelog!

seems he aiming for more human emotions and needs between the pawns besides plain happiness and insane rampages.

Hype? Current thoughts? Future Thoughts? Rage?
#16
I was reading in the changelog that tynan implmented hunger levels affecting conciousness, Which is cool!

--BUT--

This is just further aggravating the situation with offensive sniper teams (For sieges, ship parts, etc) And them not being able to carry portable rollout beds and meals and quickly losing potency.

SO!

Is this a sign our lord tynan is going to bless us with portability survival for our colonists in the next alpha?!

Or damn us to the depths of a wanting alpha with stockpile micromanaging!

Hype? Thoughts?
#17
So i noticed theres now 2 bars in the mental state stat.

My question is, Whats the difference from how it was before?

At the first mental threshold i have colonists giving up on the colony and walking around in a daze, which alpha 1-8 meant theyre gone unless your arrest them. has this changed? Do they eventually rejoin the colony without arresting?

I have seen how some start drinking their troubles away but 90% of the time they give up and walk around in a daze, seems like old system worked fine.

Anyone have any thoughts or difference experiences?
#18
So upon fiddling with the beauty tool i discovered something that can be taken as awesome or an awful bug in the game.

Apparently When you have NO floors dirt cannot pile up and cause mass beauty suffering, But thats not all!

I was surprised to find out that dirt has NO EFFECT on beauty! Its better to look at than concrete! and its free!

So if you dont have a devoted cleaner 24/7 Dirt floors flood your halls of armok
#19
Ideas / Stone, Plasteel Power Conduits! Heavy Duty!
February 01, 2015, 09:48:02 PM
We've all ran into this problem at one point with a steam geyser half way across the map, and if raiders arnt enough to ruin your day you have thunderstorms to worry about lighting the power conduits as a long fuse.

So a simple solution that fits perfectly into tynans, building stuff out of stuff progression, let us build expensive conduits that cost Stone or Plasteel in addition to the steel for a fireproof or more durable (For sieges) power conduit
#20
Hello guys, i have revolutionary idea!

we all know the craft to X amount bill was a blessing when it came, but my cook is always running back and forth across the map between maps to cook 1 meal, so why not be able to choose what time of the day the bill takes place and how many he makes until hes done and stops for the day.

This can be used for many crafting tables, such as artists you dont want standing around all day, stone cutters getting some work, or even taking breaks so they dont freak out from depression! you get the idea.

Please Comment or thumbs up so maybe we can grab some attention