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Topics - quxzcover

#1
so Gameband is coming out in October and already Terraria and atari are signing on with Gameband.
if you don't know what Gameband is it's a smart watch that:
A) lets you play minigames of downloaded games, ie: Terraria, pong, etc.
B) saves a portable version of the game that you can plug into any computer and boot up the game.
I always used to carry Rimworld on a USB stick and play it anywhere I went. I thought it would be cool if that was turned into watch form as it would let people play Rimworld anywhere.
anybody else agree?
#2
Ideas / Floor qualties
July 17, 2016, 06:29:25 PM
from what i can tell, almost all the floors give 100% move speed, and the only real difference is how beautiful it is. how i see it is there are 3 qualities of a floor:
movement speed
cleanliness
beauty
if a floor is really good in one, it should lack in the other two. as such it gives us good variety and options to use in different scenarios. living rooms could have beautiful floors, whilst hallways can have fast floors. my suggestion is that the current floor options are re balanced or new floor types are added that incorporate this. that way people could have more options, and more variety, instead of always defaulting to carpet.
#3
I am making a google sheets laying out the growth time, Avg yield, Food/day, selling price, Etc of plants and animals. there are some factors that i dont know if they make a difference or not. they are:

- Nutrition
- fertility factor
- hunger rate
- Does maturity in animal mean optimal meat and leather?
#4
General Discussion / question about steam key
July 12, 2016, 02:04:24 AM
i know you probably immediately thought "wow, another question about steam keys, just stop already" but i have a question that i havent seen answered yet.

– Valve's standard Steam distribution agreement does not allow us to sell Steam keys to a game that isn't also up for sale on Steam. So, we can't promise you'll definitely get a Steam key, because that would be the same as selling Steam keys. (On the FAQ)

they cant promise it but that dosent mean that we definitely wont get one. is there even a possibility of getting one? i bought mine after a13 was released, so passed the date where they can promise it. is there even a chance for someone who bought the game recently to get a free steam key for this game on steam? the FAQs answer is too vague.
#5
General Discussion / Best animal purely for a pet?
July 09, 2016, 06:37:33 PM
i was wondering what the most efficient animal was just to have around as a mood buff was. take into consideration:
- their life span
- how much they eat
- how easy they are to care for

possible animals include:
cat
Yorkshire terrier
warg
golden retriever
Labrador
husky
#6
Ideas / Make deadfalls more useful
July 09, 2016, 04:36:16 PM
Im going to make a pros and cons list quickly showing why this is a problem

Pros:
- Prevent cover for enemy's
- Manhunter animals have a small chance of walking over them.

Cons:
- cover is constantly changing (mountains mined, trees cut down, chunks hauled)
- They hurt your colonists
- They cost too much
- they are hard to set up in ways that are useful
- if one faction remembers where a trap is all factions remember is
- animals by default know where traps are
- colonists will avoid them most of the time but wont care about them when wandering or moving causing a lot of accidental trips.
- almost useless against large tribal raids.
- deadfalls hit shields before people.
- you get one or two uses out of them until you have to deconstruct them because the enemy knows where they are.


When deadfalls were first introduced they had almost none of these cons. they were fun and easy to use, but they've been made so useless. and you would think something useless would be cheaper but no. im pretty sure im the one that made tynan make them cost more when i created over a 700+ dead fall kill box with a few turrets to attract attention. and it didn't even work against tribal and robots.

currently traps are too high risk and are not effective enough too be able to use. changes that i think should be made are:

- Animals dont know where they are
- factions remember where they are slower
- they are made cheaper
- make it so that colonists will have a much less chance of pathing over traps
- to balance it make it so they have less of a chance of going off, making you need more.
#7
General Discussion / should i turn hay into kibble?
July 09, 2016, 12:14:37 AM
should i turn hay into kibble?
#8
Ideas / LESS DISEASE
July 08, 2016, 03:48:24 PM
i just had 13 colonists and 5 prisoners get sick with malaria. i only have 15 colonists and 5 prisoners. i only have 220 medicine. there is almost no way to recover from this. and the funny thing is, this happened from two different consecutive malaria events. like half a day apart. please lower the amount of people that get sick from one of these events.
#9
i had two colonists, one had proposed and the other turned it down. they were now ex-lovers. yet they've still been sleeping together for another year or so after. and i have checked, they hate each other now.
#10
I like to have marble set aside for statues, and granite set aside for building. although, i'm having to constantly micromanage my supply of it, because there is not separate bills for different types of stone bricks. my suggestion is that the 5 different types of stone all get there own bills, so when you set it to "build until you have X" you don't have to constantly micro your pile.
#11
General Discussion / Can enemies go berserk?
June 26, 2016, 03:00:20 AM
so im trying a psychically deaf colony with a crashed ship part emanating -50 mood. some traders just passed through, and were at 0% mood almost the entire time, and none of them broke or went berserk. i havent tried with enemies yet, but can people who are not your colonists suffer from penalties from having low mood?
#12
General Discussion / From Grave to Cremation?
June 22, 2016, 06:25:53 PM
is there a way to have it so that dead enemies or colonists go into a grave, and then when there is spare time, get cremated? it would help with over flow on tribal raids, too have a bunch of graves right beside cremation, so no one goes insane.
#13
General Discussion / Stone Brick Melee Weapons?
June 22, 2016, 10:24:32 AM
is there still an option to make melee weapons from stone bricks? if not is there a mod that lets you do this again?
#14
Bugs / [A13] AVG Crashes Rimworld
April 08, 2016, 12:12:58 AM
If you use avg then your going to have to disable it to play rimworld. when you have avg activated, whenever you start rimworld you will be greeted with a frozen "..." with all consecutive opening of the game crashing. when i opened avg it made me delete the .exe that opens rimworld for "malicious content".

BTW AVG is a computer security program.
#15
Ideas / Aoe turrets!
April 07, 2016, 04:28:36 PM
The biggest problem with turrets, is when you have a big enough base, you get 50+ tribals all on the same square, moving in a big clump from turret to turret. i know turrets were not even suppose to be added to begin with and were just a place holder, but when i make colony of 50+ colonists, I'm not going to set them up every day. turret are a lot more efficient and sometimes the only good option. so some suggestions are:

Flame Turret:
Deals fire damage in a straight line in a short distance. sets things on fire.

Piercing turret:
shoots 1-3 bullets, but they keep traveling after going through targets, doing less damage the more people they have to travel too. but be careful of them targeting that melee tribal attacking your colonist. it might make friendly fire.

Shrapnel turret:
A turret that shoots a cone of shrapnel, repelling a line of close enemies. the reason i didn't call this a shotgun turret is because, as said in other posts, shotguns are not cones of death.

I have not played A13 yet so sorry if some of these are already implemented. also, mortars are not a realistic option when most enemies are constantly moving. i hope to hear you guys feedback :)
#16
Ideas / Event's should be balanced
March 23, 2016, 04:19:44 PM
for every event there should be a pro AND a con. for most events there are but for some its a lot more con than others.
these are fine:
Raiders and Attackers: Con: they attack Pro: you get loot
Cold Snap: Con: people freeze Pro: Food dosent go bad
person running away: Con: you get attacked Pro: you get a person
these are fine because they have choices and payoffs that help you create your own story. but events that can not be worked around that have little to no positive feel like there just fillers.
electrical fire: Con: you lose all connected energy and have a fire. Pro: ?????
Toxic fall out: Cons: you get a bunch of animal corpses all over your map. Pro: ?????
Heat Wave: Con: Everything gets overheated. Pro: raiders are slightly overheated.
these have little to no payoff. theres no way to benefit in almost anyway from these. in certain biomes some of these may be switched around like the cold snap, and heat wave but my point still stands. there should be a negative and a positive to all events making you have to  make more decision instead of just... surviving. it makes it so you have to take more risks instead of just bluntly dieing cause of a series of events that kept beating you down. and no way to adjust to them. maybe make it so that there are more events that give you choices, or make you have to change you strategy in a way that won't obliterate your colony. i haven't played in a while so i might be wrong but events should make it feel like your forced to make hard decisions. what decisions does a electrical fire give you? how about a heat wave? there is no decision. you just have to tough it out and cut your losses. as well with the raiders, maybe more scenarios where you get a big payoff for fighting them, but have the option to not engage. does anyone else agree?
#17
Ideas / A New Type Of Meals
October 21, 2015, 12:40:03 AM
 was thinking that a group of people living off the land would learn how to make meals that lasted longer. Ex:
A meal That takes alot of effort to make but is realetively cheap and lasts along time in odd temperatures and outside. Ex:
Beef jerky
Twinkie
MRE (Meals Ready To eat)
IMP (Same Idea as MRE, Look them up, there disgusting but last forever.)
Etc.
I just thought it would be a good idea for colony's having trouble getting there fridges up. people would probably also get the debuff: Ate Pre-packaged meal. It would take alot of effort to make but would last practically forever and probably wouldn't take very much ingredients to make. For colony's that have a fridge and are confident that they can protect against power outages will probably think that they could easily want to have any other meal type but especially when there's a heat wave and your fridge cant keep up and you lose your food, it isn't  bad idea to have back up food.

Just a small idea i thought might help. Please comment and post any other suggestions you might have for more meal types or expand on the types of meal listed above and have a nice day.  ;)

#18
Ideas / Less Sappers!!!!!!!!!!!!!
September 12, 2015, 04:48:32 PM
In my world i find that once you get 5+ turrets or make too many dead fall traps then 100% of the raids are sappers. at this point i don't even bother with traps and defensive structures because sappers will always just go around. i feel it takes all my planning for the future and strategy and throws it into the nearest incinerator never to be seen again. now my 6 combat capable colonists have to fend off 15+ fully equipped sappers and i don even get the help of my traps. now my dead fall trap pit is only used against rabid animals. i want to see more regular raids because so many sappers just drains the fun out of the game in my opinion. even though it can push more story so can regular raids. even if i have a kill box its only because 60 percent of my colony is frail or cant even use a weapon. if there are going to be sappers every raid then i would at least like to see more weapons and armour's if that's the only thing you can use to prevent total death.

please comment your suggestions, possible alternatives and own stories with sappers. i would like to see if people agree or disagree with this. the least that could happen is sappers being turned down to a 50% chance instead of every raid being sappers.
#19
Ideas / Automatically unforbid toggle option
September 11, 2015, 08:14:36 AM
Problems with auto forbid.

1) Toxic fallout. Whenever this occurs, especially on  big maps its just alot of dead skeletons to unforbid. it gets very tedious after the first 2 fallouts.

2) Hunting. Whenever a animal is caught in the crossfire i still want them to haul it, but instead it sits there to rot.

3) Raids. Whenever a raid occurs i have to manually go around and unforbid everything when in bigger raids this takes quite a while.

these are just a few problems. if you find your own problem and also want this option, post about it in the comments and i do really hope this gets added.
#20
Ok so the breeding is fun. I started with 2 Labrador's. They started multiplying. Yay free labour right? Well after a while it goes from 2 to 5 to 12 to 23 to 46 to 94 to 236...... I don't want to have to go on a murderous rampage of slaughtering Labrador's do I? Have you ever heard of a meat processing plant that processes dogs? that's what I'm going to have to do! I also have a chicken farm. alot more manageable cause they lay eggs. so I cook all the eggs right? I wanted a few more chickens so i turned off cooking fertile eggs for about 15 minuets. i look back at the coop and my 20 chicken nest is now a 71 chicken nest. last but not least i have a mufflo farm. and you know how many baby muffalos ive seen? none, and ive had them longer than my chickens. this really needs to be rebalanced.

Please suggest ideas in comments on either fixes or ideas. i would really like this rebalanced or maybe a way to keep them from multiplying so fast.