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Topics - rsdworker

#1
Ideas / RimWorld Alpha 16 suggestions
December 20, 2016, 02:14:08 PM
i loved the new features BUT i have suggestions

World view: show timezone and temperatures and such to chose where to land
World view: add information for symbols

Transport: - build roads for caravans to travel over it (basic road - dirt road or faster road - Tarmac)
Transport: - instead of small pods - research airplanes or ships = those would be a basic for people to travel on it on long distances
Transport: - railways - if you want load alot of goods without needing transport pods - this can be easily returned back to any colony or setup automatic train transport between two or three or more places (research High speed trains like Magtev
Transport: - Bridges - build bridges to connect lands
transport: - make vehicles such car or bus to transport people or goods without having animals (in case if no animals to carry the goods for basic transport)

changes for research: make Transport pods as advanced for high speed travel (rocket tech)



Communications: setup comm radio to able to talk to other own colony if player has set 2 colonies

Visiting: - when you arrive at any non player colony - load the map and save for later if they revisit also allow sharing between colony (allied only)

World creation - make more settings - example number of non players and bad people in world

Place name: - add name for location where colony is at
#2
Support / bug or its intended?
July 24, 2016, 02:24:50 PM
i was in scenario editing  i noticed the age box is gone - i am not sure if its was intended or not - its was there before update
also the mods keep deactivating on own (i have to re active them every time)
i use steam rim world

let me know
#3
Ideas / Speical care suggestion
September 17, 2015, 07:13:19 PM
let me show a example
if person had Brain damage (very severe) example there no way to get brain repaired so he is confined to medical bed in Hospital section so doctors are tied up feeding him or care rather attending to another urgent patient
so my prospals to make easier for doctors so new jobs
doctors are only there for medical treatment
and Nurses (medical care)
the above jobs are for confined to Hospital beds
and carer care so he can moved to his room or special room (special care unit)
to create special care units - a hosptial bed can turned to care bed (simllar to setting medical beds)
if no care beds - he/she can moved to his original bedroom
new job (carer) this is carer who brings him food and talks to him and gives any small Medicals and also moves he/she to places where she could go
also wheelchairs could produced if he or she cant easily move around rather having peg leg or have carer to move him/her around in chair if he/she has lost arms as well
but also other reasons can make player to put the pawn in special care - example she has forget or old age which is more harder to walk around the base  so they get care
#4
Support / download is broken
February 18, 2015, 03:16:30 PM
i got email saying rimworld was updated but when i tried to download the windows version

This XML file does not appear to have any style information associated with it. The document tree is shown below.
      <Error><Code>NoSuchKey</Code><Message>The specified key does not exist.</Message><Key>RimWorldAlpha9Win.zip</Key><RequestId>45E9E08765AC02E5</RequestId><HostId>0f3cH7Xbvq8BYhse12ThGdfiW/V/KC7pdqXlDNADdcYYEhW/nERNhDeCrSfUI/UQ</HostId></Error>
#5
Ideas / Heating and cooling system
November 10, 2014, 03:05:06 PM
the changelog shows there will be heating/cooling but i suggest a Buring Boiler (wood/coal and water) or Electric Boiler (power and water) with piping to rooms with radiators
each radiators can be adjusted (on or off or set Temperate)
for cooling - early type is basic fans can be installed on walls or celing and connected with power supply
if resarched - a advanced cooling/heating - a chiller or Heater (or Combi) connects to vent system
the each room will have controller for vents in room (on or off) or change to hot or cold or close vent or open vent
to dispose any excess heat from rooms a exhaust vent which carries heat out to either Heat exchange or exhaust stack or vent on outside wall (fan)
for basic without vents - a windows could be opened or closed to exhaust any heat (doors can be used as well)
#6
Support / no new colonists arrive via droppods on A6
August 14, 2014, 12:59:06 PM
i played for long time and there was no new Colonists arrival via dropships - i using proibe basebuilder AI which supposed be delivering new colonists like happened in A5 and A4
i used causal mode
i am not sure if its bug or its intended?
#7
General Discussion / what happened?
July 14, 2014, 10:58:24 AM
the access to forums was offline so i don't know what really happened
#8
Ideas / Access zones and doors locks
February 28, 2014, 04:41:51 PM
i had idea for restricting access to areas/rooms - would be defined as zones for outside and inside - but basic settings can also be done via door settings if player wants lock off the one room or more without zone and locks

Zones:
1: Open - no access limits applied - example shared hallways and rooms - visitors and traders and animals can wander inside or outside - colour: white

2: residents - only allows residents (who permantly live in) colour: green

3: Prisoners - only prisoners can wander freely within this zone without confining to their cell - warden and guards can enter this zone as well and also Maintenance jobs can be done by prisoners - colour - Orange

4: High risk zone - weapons room which restricts to only guards and Maintenance jobs
color - red

5: Job zones - restricts people who have proper job example Cook to work in kitchen  so anyone without proper job assignment can't enter but can be bypassed by adding allow Maintenance jobs and cleaning or hauling in settings
color - Blue

6: No Animals zone - Banishs any animals such boomrats and etc - this would be separate zone from access list - color - striped red

7: construction zone - this probits anyone who not building to try to work within zone - only allows builders in  - striped orange

8: Private rooms - for residents who live in rooms - they can lock doors without letting people in and out - striped Blue

Doors:

Open - doors are locked open (access allowed in and out)

Closed - doors are closed - people can open them when passing (default)

Locked - locked so people will unlock door when passing through and locks again - see locks

sealed - people can't pass through this door (raiders will try unseal this door if fail they just give up)

Locks:

No lock - no lock means door is freely open accessible

Locked with bolts = basic door can be bolted locked - only visble on inside side - (raiders will bash from outside side unless if door bolts is facing to raiders means they can just unbolt from wrong side) for one way doors - the bolt locks again after person leaves from entry side to no entry side

Locked with key - only people who have key to access the room (raiders might need find key to unlock if they fail they can just bash through) - can be assigned to person - example person has come to unlock door to let prisoner through to storeroom

Locked with electric keypad - requires power and the person will unlock that door (radiers will hack this door) - if no power - the door will be unlocked unless has extra lock such like bolt or key

Locked with remote control - requires power and is hard to break through door so person who is manning at comms desk or secuirty desk will unlock the door if he sees person entering
(raiders will fail at this door unless they find desk nearby to unlock or they can hack at nearby panel) if no person manning at desk - its will stay locked unless player specifics the desk operation - example unlocked in night and locked in day
if no power - the door will be stay locked or unlocked

One way door - people can leave or enter in one direction - if its locked - you can specific which direction of lock example one side is open - while other side is locked with key - example emergency exit door or one way gate and speific who allowed go in wrong direction - example guards can enter from no entry side (raiders can ignore this and bash through the door)

Door strength

basic wooden door - easily bashed through can have basic lock or bolt (easily burned down)

Basic metal door - can be broken in with crowbar with basic lock or bolt (sightly hard to burn down)

Basic electric doors - has power to open and close - no lock can be fitted in and more slightly hard to bash through and can be forced open if no power resulting door being Locked open

Tough electric doors - has power and has keypad or remote locking fitted in

Tough wooden door - upgrade from basic door to tough - more harder to bash through can have tough lock and can be equipped with keypad and can be upgraded for remote locking

Tough metal door - same as wooden but more choices of locks - more hard to burn down

very very tough metal/wooden door - a very secure door - its very hard to bash through or be burned down can have all locks - this be useful for base entrance door

suggestions or ideas is welcomed
#9
Support / question
February 26, 2014, 10:20:41 PM
i saw change log - Added simple door. Cheaper, but cannot be powered.
but i played in game - the simple door isn't in game so where it?