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Topics - evrett33

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1
General Discussion / When do animals attack?
« on: February 28, 2015, 08:46:55 PM »
I've been jumped by beetles in the desert before but in my current jungle game none of the cobras seem to go offensive. I've got one living in my indoor stockpile and he just seems content to slither back and forth all harmless-like. Are these guy suppose to be attacking?

2
General Discussion / How many people are working on Rimworld?
« on: February 25, 2015, 10:34:09 PM »
It seems every day there is another example of a systems in the game that have been left in and not updated for far too long. Is Rimworld just still one guy?

3
Bugs / 9e Small statues work requirement incorrect
« on: February 23, 2015, 07:45:50 PM »
The description on the work bill states my small granite statue should require 417 work units. However when I click on the item being made it say 1807 left. Is it possible the small statue is using the grand statue work amounts? On the large granite scuplture the bill says 833 to make but the item being crafted has over 4000 work units needed.

4
General Discussion / Value of early crafted goods
« on: February 23, 2015, 12:06:12 PM »
I started my most recent colony out with a basic cloth industry making hats. When it came time to sell all the hats I discovered the values had deteriorated from a high of $66-$156 depending on material to under 10 silver per hat. Many under a dollar. I am guessing this was do to the slight loss of condition points coupled with the low quality of product produced by early colony crafters. 

Am I making the wrong items or does deterioration need a balance pass?


5
General Discussion / Charecter story events
« on: February 11, 2015, 03:19:11 AM »
One thing I think is missing from the storyteller system is more of a focus on individual colonists. Something to bring out the characters and help them move beyond "the guy thats good at so and so skill". What sort of systems do you think would be easy to build that could provide for character story individuality and have a meaningful impact on the game.

6
Bugs / clothing duplication
« on: February 02, 2015, 08:14:55 PM »
I'm not sure if this has been reported before but when you strip a prisoner and order the stripper to put on the clothes, the prisoner will try and grab the item to put back on at the same time. More often than not I'll end up with a both people wearing the same item. It duplicates when you've ordered your guy to haul the item too but that causes the pawn hauling to not be able to drop the item if the prisoner is wearing it.

7
General Discussion / Any way to remove old bases?
« on: January 29, 2015, 11:10:43 PM »
I've got a world I really like with good names and everything and its starting to fill up with old bases I lost or gave up on..any way to edit those away so I can use those maps again?

8
I am finding juggling/updating the multitude of mods I need to deepen the content to the point where I can enjoy it is getting too difficult and tedious. To many cooks in the kitchen, soo many incompatibilities, and practically no transfer of community work to the actual game.

Could you please spend some time merging some of the mods that have been around a while or are really great interface improvements so I dont have to be frustrated by choices between interface and content ?

9
Ideas / change slavetrading to an event
« on: January 25, 2015, 12:19:20 PM »
Instead of just calling up the lcoal slavetrader how about a slaver show up and you must buy/sell something with them or they will try and harvest from your colony. A slaver attack could be 3 people armed with stun weapons and 5 naked runners who blizt your base and capture your people.

10
General Discussion / what is a walruss ?
« on: January 22, 2015, 03:25:05 PM »
"The image is bordered by uncountable walruss"

I guess my real question is whether art will be allowed to depict things that dont exist in Rimworld.

11
Ideas / Compete for resources
« on: January 08, 2015, 05:24:34 PM »
Instead of having raids suicide against turrets in cartoony numbers as they do, how about some of them build a building like the beseigers do and stick around. Settle and compete for resources.  They can use up mining nods and tree and hunting and the like and shoot at your people who come near. On the maps I play there is plenty of room for additional settlements.

12
Ideas / more world generator choices and aggresive animals
« on: December 31, 2014, 06:45:31 PM »
I'd like to be able to choose the types of NPC based on my world as well as the min/max temps and rainfall amounts. I like cold deserts with lots of rainfall (for snow!) and more pirate bands than tribes..but generating a world randomly that has all these requirements is difficult.

also ..when I shoot an animal, why doesnt it attack? At least some of the time? Can we have aggressive animals that arnt part of the event system please? Especially like cobras, boars and scarabs. thanks

13
General Discussion / Toughest normal biome?
« on: December 31, 2014, 06:40:55 PM »
I like to generate really cold deserts for the lack of wood and animals. Do you think desert is the hardest start?

14
Mods / [mod request] use the warden system on colony visitors
« on: December 26, 2014, 06:52:11 PM »
Is there any way to use the warden convince to join mechanic outside the jail setting. Id like an effective way of getting people to join the colony without shooting them full of holes first.

15
Ideas / method of peaceful assimilation
« on: December 26, 2014, 06:47:59 PM »
As it is now, the only effective way to grow your colony is to shoot people and recruit the ones that survive. Id like to see a system implemented to give the option of peacefully conscripting visitors from other settlements or from visiting ships. This could be a job assigned to a colonist who goes around talking to visitors and giving good thoughts to colony members.

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