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Topics - AWildman

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 I restrict my pawns to the infirmary using an area when they're sick. I have a pawn with a title that's sick and he keeps trying to reign from his throne, which he can't reach, so he just stands on his bed instead of resting.

Not 100% sure if this is a bug or just a quirk of circumstances but this log has been repeatedly throwing a lot of red at me so I thought I should post it. Log file attached.

Bugs / [A16] Needs tab causes severe FPS drops
« on: January 02, 2017, 10:57:12 AM »
I get almost crippling lag when opening the needs tab of any pawn. Any other tab is fine, health and social and all that don't cause any issues, but the moment I click on needs the game slows down, sometimes to as low as 18 FPS, even when paused.  Some pawns are worse than others but I haven't noticed if it's related to a specific moodlet.

Occurs in an unmodded Alpha 16 colony that wasn't carried over from a previous version and persists after closing and reloading. I should also say that "Lavego" is the worst offender I've found.

Link for save file:

Mods / [Mod Request] Pierson's Puppeteers
« on: August 25, 2015, 05:41:36 PM »
It's unlikely anyone will take this up as it's a pretty niche request, but why not.

So, Pierson's Puppeteers are a race of intelligent herbivorous aliens from Larry Niven's Known Space series. Details are on the Wiki page for a rough idea of what they look like and how they act.
I'd like to see them as rare wanderers/escape pod survivors that can join or be recruited to the colony. Rather than just giving regular traits and skills to some new art, they'd have features unique to their race that would be useful, such as a "tasp" which is a device they use to pacify other individuals and a powerful melee which they only use purely defensively (like when cornered) and never as a direct attack. Of course, they have flaws, like commonly being perceived as cowards and pacifists, so they'd generally be non-violent (except for the aforementioned melee), they eat no meat, only plants but don't have as much of an issue with nutrient paste as regular colonists.

Anatomically, they're quite different from most other Rimworld creatures. They have three legs (two front, one rear) and two "heads" with a mouth and an eye on each which they use for manipulation and as such have hands or arms. The brain being in the main body under a thick mop of hair. I think this would make for quite an interesting colonist when it comes to taking damage as it could lose a head and leg and still be able to move around and function. Maybe not as efficiently as a human, but more so than a human missing a head and a leg.

I'm not really one for using existing IP's but I'm a bit of a Niven fan so I thought it was worth a shot.

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