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Topics - Zilch

#1
Mods / [Question] Adding a pawn to the 'Huntable' list
January 10, 2015, 07:36:06 PM
Very simple question, how would I go about adding the Mechanoids to the hunting list? they can already be selected with the 'Hunt' tool, but player controlled pawns don't actually go and attack them.

:D
#2
Ideas / Persistent online mega map.
January 02, 2015, 04:42:08 AM
When you create a new world, you can see other 'colonies', namely the Pirate base and another neutral camp.

I'm suggesting that Ludeon gets itself a big ol' server, and people can play on that. One massive map that you can see many colonies on. Would open up options for things like Asynchronous multiplayer, player driven economies, leaderboards etc.

Players could develop in-game relationships with neighbouring colonies just like they do with the various tribes/outlander/pirates that are already implemented.

This would also open up a treasure trove of various metrics and metadata for Mr. Tynan to use for maximum success.

Just an idea for you to chew on, thanks for RimWorld.
Memento mori  ;)
#3
Mods / [mod request] Set ownership of Production Tables
January 01, 2015, 03:13:31 AM
Always having a problem with my main crafter not being able to make advanced things like Parkas or Swords.
It takes far too long for regular noob colonists to make them, and they hog the table.

An option for the table to have ownership like a bed, so that only one colonist can use it would fix this quick smart.
:D
#4
Ideas / Dynamic Map Resizing
December 30, 2014, 01:51:56 PM
Long life colonies quickly eat up map resources, even very large maps.

Some form of ability to 'scan' for new nearby area, most likely at a very inflated cost.

No idea what would go into adding area to an already generated play-area, or whether RimWorld can even support that.
:D
#5
Bugs / [W|0.8.657] Hostile AI becomes active after reload
December 28, 2014, 02:35:59 AM
Noticed in 0.8.657

Enemy raid outside base is passive and able to be hit by artillery, yet after a reload from auto save they become active and attack.

Specifically it was a crashed Mecanoid ship part outside my fortifications. Multiple manned mortars can freely bombard both the ship part and enemy Mechs.
Reloading from a auto-save taken barely 1 minute before results in the whole group of Mechs taking the offensive and rushing my base.

I expected the reload to allow me to position the new mortars I built in a different location, and the Mechs to stay put.

This most definately did not happen. :P
#6
Ideas / Confirmation to cancel construction
December 28, 2014, 02:25:01 AM
Pretty simple really, instead of a one click button to cancel building, have a second layer of yes/no boxes on UI.
Preferably with no under the cancel button.
Suggesting this as I regularly miss-click and cancel EVERYTHING.
:D