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Topics - Simon_The_Space_Engineer

#1
Support / Game not loading saves or generating new ones
January 31, 2017, 07:37:35 PM
I do use mods but I have tried moving out any mods that could cause any issues (ones altering tiles on the world map and such) and have had no luck. Even if I try to load the game with no mod changes it just gives me an error message. I have also tried creating a new game but after I hit generate World it sits there for a moment then just sends me back to the screen where I can choose how cold/warm and how rainy I want it to be. I have checked the integrity of the game files through steam and there were no issues there. If you need me to pull up any logs just tell me where to find them and I will
#2
Random doors of mine will have the "hold door" box toggled and will stay open, often letting the coolers waste power when all the cold air just gets out. Anything i can do to keep the doors from randomly turning on the hold open button when i dont want them to?
#3
General Discussion / World display
December 21, 2016, 05:18:28 PM
Anyone know how to change how much of the world shows up in the world tab after you start a colony?
#4
They have just randomly spawned where they shouldn't... Only the top right one is under an overhead mountain as well as the bottom one is on what originally was dirt. Although the top right one looks like its under a mountain as well it is not

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#5
Ideas / New medical condition
November 17, 2016, 02:03:33 PM
What RimWorld needs is for colonists to be able to get a lazy eye, that way they can do this.
http://videos2.memedroid.com/videos/UPLOADED810/582d84c62fd0c.mp4
Or just get a debuff from not seeing straight with both eyes and make conversations awkward, either works :D

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#6
Ideas / Easier mod load!
November 14, 2016, 06:59:22 PM
So i have heavily modded my game and every now and then the game will continuously crash when i launch it, requiring that i go in and delete the mod config folder so none load at launch... the problem i have is having to try and re-order 20+ mods by clicking load saves, read 2 or 3 at a time, then put them back in order in a painstakingly slow way. What would be nice is an option for the game to rearrange the mods to the previous order to make loading games much easier when that happens, or if you use different mods for different saves, or have possibly different saves of the mod config that you can choose
#7
Stories / The colony of failing romances!
September 06, 2016, 02:14:01 PM
So when I started out a new colony I made some colonist based after me and my friends with the prepare carefully mod. One of them was a girl and since she likes other girls in real life I gave her the trait "gay" thinking it wouldnt do much. Turns out having 2 guys and 1 gay girl doesnt go well for romances. Everyone was still friends and happy with eachother but the friendzone was lingering high above Mark's and Sora's heads


I suppose her being beautiful doesnt help the situation much more. Eventually the guys gave up when a new girl (aiko) joined the colony and Mark hopped right to it, becoming her lover with each other both having +100 opinions of each other leaving sora alone. Didnt bother him to much after the occasional vain attempt to swoo her over to him from Mark. They are still friends with each other just mark is slightly annoyed by all the attempts. Now Sonie being the gay girl she is tries to make romance with Aiko (marks lover) but fails since Aiko isnt interested in other girls.

Eventually mark proposes to aiko towards the end of the year only to be rejected. He still loves aiko as much as he can but hes a little upset. Before the rejection he was the happiest guy in the colony (aiko being a close second to mark with 100% happiness)
(aiko now holds the lead for happiness. theirs also Cave who has Alzheimer's which makes him have little to no mood bonuses or losses so hes constantly at around 50% he is the saddest i think.

To make things worse aiko thought nothing of it leaving her lover the saddness of a failed proposal like it was something she did for a hobby on sundays


Love is trying to make it into the air but seems like the rimworld has other ideas all while some 65 year old man who ditched the colony he was leading (and the game has decided he is still their leader) can barely remember to feed himself and only worries about being cold



Update Mark and Aiko just got married! :D
#8
General Discussion / tribesmen and electricity
September 05, 2016, 01:02:29 PM
ever wonder how they find out about electricity? this was how i imagine it

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#9
Ideas / Get these walking bombs away from my home!
September 05, 2016, 12:48:47 PM
so one of my biggest fears is not only a psychic wave going over and making all the animals with "boom" in there name go mad since you can just shoot them, but it happening while they all take refuge around my farm, eating my crops! It also scares me when predators near my colony with the exploding animals near by (although they seem to avoid them) they do sometimes get the munchies for colonist flesh. There needs to be a way to scare off animals from certain areas or get them to not want to approach, maybe real world things like bear repelant for short term scaring off and for long term maybe something similar to a scare crow which attracts the animals (or tribesmen/colonist) spins around and makes loud noises when they approach(chance that it is triggered by a colonist and scares them giving them a mood debuff of "That thing scared the crap out of me!" though there would be that)
Also good for trying to scare off tribesmen but requires more research so it can identify tribesmen from everyone else (https://www.youtube.com/watch?v=JoxXMy-NStk like in this video) and of course there could be a new trait that is "Fearless" making them act like the fine gentlemen at around 55 seconds (as well as giving them a slight melee boost) and just staring at the thing.
Point is that if it where added it would be great for keeping animals out of your colony so they dont explode and set fire to everything, all your food, and the poor colonist who gets confused and wanders into the fire.
#10
so this is a quadruple suggestion. First we go gas masks and air filter mask! This will tie into the second suggestion as well as the third and forth just a little, but lets do this first. Gas mask and air filters would allow for colonists to safely breath in areas that would normally try to suffocate you and cause you to die because your lungs get clogged with stuff. no one wants those in their lungs, be it smoke or dirt, and as sweet brown says "Ain't nobody got time for that (in the context of getting bronchitis from smoke, which i dont know how that would work). Gas masks would be able to protect people from inhaling things they dont want to, as well as diseases (not as well as medical masks) and would provide colonist the ability to be outside much longer during toxic fallout (maybe clean it away from the plants in a vain attempt to save the farm). more uses for the gas mask later on. Medical masks would allow for doctors and those prone to getting sick from RNG to protect themselves from diseases. Doctors would be able to treat people with things like the plague without catching it themselves as well as other diseases. Now if it protected them from it 100% of the time it wouldnt be fair, so they can still get sick, just not as often. Other masks would include the handy dandy cloth over the mouth (worse than all other masks but better than nothing) or maybe a scarf that they can hold over their mouth as needed (basically a mask that colonist put on and take off automatically without having to drop it) and the construction face mask. It would be worse at protecting against disease than the gas mask but much cheaper and works better than the medical one for general purpose (people with asthma also should need to wear one if they are a constructor or crafter working with wood or they might get an asthma attack)

Now for the second one! Chemical warfare! Tear gas, pepper spray, toxic sludge, smoke bombs, and poison gas! This is where the gas mask (and other masks) shine more. Pepper spray (only the gas mask would protect colonist from it as it covers the whole face) could be a secondary weapon colonist could carry in order to keep raiders at close range from doing a devastating attack on a friend with a club and cause a lot of pain, and maybe even panic from said pain. Since it could be used to stun melee attackers so people can run (from bears and raiders) it would only have so many uses. tear gas, poison gas, and toxic sludge can all be grenades (tear gas and poison gas would be a lethal and none lethal version of each other respectably, and can be treated so the longer effects such as pain and death can be stopped). Toxic sludge would cover the ground and colonists hit with toxic waste that can cause sickness and create a mess (colonists would need to clean themselves off after being undrafted)

Next we got the shorter two, new weather and disease. For weather itd be great to see things like this

Dust storm: like fog but causes colonists eyes to get irritated (unless wearing something to protect the eyes and mouths from sand which may cause some sicknesses found in the dirt) reduce visibility, shooting, work speed, gets sand everywhere, great boost for wind turbines. Also lovingly called Haboobs by arizonans

Drought: causes everything to dry out making it much more flammable. may also cause colonist some discomfort from drying of skin, lips, and bionic eyes.

Monsoon season (not an actual season, just a term) (for the deserts in particular): heavy amounts of rain and cloudy overcast all the time. slightly less power from solar panels but nice boost for the wind turbines.

Diseases! ill keep this simple since this is probably a lot for most people to read
Valley Fever: nasty little bug you get in your lungs. Caught only once by most people (exceptions would be people with asthma or something that weakens their immune system). causes a lot of coughing which is annoying for both the sick people and the people around to constantly hear, minor cases can go un noticed and go away untreated, can be fatal in extreme cases. Most common in places such as deserts or some forests (the little light green tiles need to have a little sickness fun too dont they?) preventable with any kind of face mask. Also to help players find out if a colonist have had it they will receive a "valley fever scar" in their lung. a small little scar that causes no pain in the lung.

Sludged: received by getting sick from toxic sludge being on a colonist for too long. Fatal if not treated, slowly make the person sicker with coughing and they become more irritable.
(little link to the wiki for valley fever https://en.wikipedia.org/wiki/Coccidioidomycosis )
#11
Off-Topic / Ask the colonist tumblr blog (I got bored)
August 30, 2016, 07:14:08 PM
So i made a blog where people can ask rimworld colonist different things, hopefully you guys check it out. I made it because I was bored

http://markthemewvee.tumblr.com/post/149719577251/ask-the-colonists-and-tribesmen (Here's the link)
#12
Ideas / Volcanic eruptions
August 28, 2016, 04:31:47 PM
So I read a suggestion about changing bugs to capture colonist instead of kill (great idea btw) and thought "why would they be added in the first place?" I came to the answer "to drive people out of the mountains and make them have an open base!" well so many people have taken to using them as an exploitable food source and even shooting range (with mods). If there where volcanic eruptions (there are steam geysers, doesn't that mean there should be some lava at some point?). obviously this would be a serious disaster (especially if a colonist gets trapped behind lava) so there should be some things to compansate, such as a lava proof suit (very rare and expensive, but worth it to save your colony doctor) or maybe pods colonists can hide in until the lava cools and your others can dig them out (might get sick from all the ash though). Not only would it present a great deterent but it also could allow for more compact steel and plasteel to spawn on the map. Plus itd be funny to watch someone find out a way to use it against raiders.
#13
Ideas / Better animal reactions
August 27, 2016, 11:49:25 PM
Im tired of seeing a bunny try to fight a bear after it gets attacked since the bear is hungry, and annoyed when my colonist is attacked by the whole herd of deer when one gets shot (like really? Ive never seen or heard of a herd of deer attacking a hunter after getting shot). Although im ok with the animals not running for the woods when my colonist start hunting (any player knows that even the best of shots have a hard time shooting something every now and then) but I believe this is something that should be addressed. Instead of attacking back when my pet or colonist hunts some rabbit, it should flee since thats what they have evolved to do. run from danger, not turn into the evil rabbit from monty python and the holy grail, and flying into my colonists face to bite his eye. (heres the link a clip of the bunny from the monty python movie https://www.youtube.com/watch?v=cCI18qAoKq4 kinda reminds me of the old days of alpha 7 where when all the squirrels went mad you feared for all your colonists lives). seriously though i feel like i should have to go into dev tools and down all the deer attacking my hunter because its not that realistic and would be a very embarrassing way to die, along with getting hit by a dick rocket in G-Mod
#14
So I was playing with some mod load orders to try and get one to work (it was a mod that added rugs and was only loading half of the stuff... strangely enough it wouldn't let me build 2 new crafting benches but wouldn't crash the game or ruin any save files). I got this lovely little warning, and my response to it is Yes! I do really like to play with fire (figuratively), especially when my fuel is raiders

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#15
Off-Topic / Steam group!
July 28, 2016, 06:32:16 PM
so my steam group Space Miners Corp is lacking in members! if anyone would like to join feel free to here! also mention that your a rimworld player because why not =P
http://steamcommunity.com/groups/SpaceMinersCorperation
#16
i caught two of my colonist playing chess together! it was amazing since they usually end up playing alone

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#17
so ive been playing the good ol game left 4 dead 2, and it got me thinking about what jobs would be good to have and why, as well as which would be bad. this is just a few (and maybe not the most sugar coated way)

Doctor (or someone with a medical background, including anyone from surgeons to school nurses to someone who took a few classes on how to treat wounded people)
advantages:
you know how to use medicine
people are less likely to attack you (in your group) as you can help them when they get hurt
you have slightly higher priority than some in large groups or survivor towns

disadvantages:
you are expected to help others and may become one of the first medical staff (if your a doctor or work in a hospital/doctors office) to respond. at this point there might be confusion as to either or not zombies are real yet and this increases your chance of death early on
youll have to deal with infected survivors (desperate people do stupid and desperate things which means more danger)
People may fight over you (if you help out two groups and float between the two. This means one might kidnap you if things get bad enough but kidnapping is better than death so this is a double bladed sword as they wont kill you if they can use you)

Engineer/mechanic (either by trade or by education)
advantages: You can repair a car instead of having to look for one that still works
you can turn vehicles into war machines Mad Max style
make badass weapons dead rising style
again slightly higher in pecking order (only if there is a need for you however)
you can repair other survivors vehicles for supplies and or protection

disadvantages:
your like everyone else if theres no need for you concerning vehicles and or construction
almost useless without your tools so dont forget your tool box or tool belt
homemade weapons can be more likely to break unless built well

Lawyer or other political leader in the sense of rules
advantages:
you can help make decisions for the group and set rules
you have a briefcase you can use to bash a zombies head in if needed
disadvantages:
people who dont like you/previous clients are more likely to be aggresive to you (unless theyre the forgiving type)
youll make a few people angry
your around the same pecking order as everyone else unless you become the groups leader
chances are you might not be in the best shape

Solider
advantages:
guaranteed food and water
guaranteed weapons, armor, and people will be less aggressive to you in your group (survivors may be more aggressive if what you are doing is threatening to their survival)

disadvantages:
you'll be fighting a lot of zombies
lots of high danger missions
you may have to kill innocent survivors without giving them a chance to leave so they dont get killed

pilot:
advantages:
you can fly a plane/helicopter
you become higher in pecking order

disadvantages:
although you wont become completely useless without an aircraft to fly, you will loose some of your importance unless your group can keep and maintain a rare vehicle
if your flying an aircraft with an infected person on board without knowing it, your screwed. if you do know your still screwed just not as badly
if your infected while flying you screw over everyone else if you turn

fat ass:
advantages:
when you turn your a much bigger target and may get stuck in narrow spaces, blocking your fellow zombies
if your bit you can cut off a chunk of flesh if your fast enough instead of a limb

disadvantages:
you eat a lot of food
your large and a big target
chances are your out of shape and will also be the first one to die

tynan
advantages:
will survive through the whole thing by guiding his large fan base his game has made
disadvantages:
-error, none found... search again?- Y/N

Gamer:
advantages:
youll see video games with cool weapons and might be able to recreate them
think outside the box and find things easier with your developed greed for hording items that are at least slightly useful to the most useful thing in the world with the training from video games
disadvantages:
youre probably out of shape (at least if your like me)
youll either be really charismatic, a (if your a troll) big jerk, or in the middle with very little social skills outside of video games
if you are a gamer with video game blood lust it might cause you to become reckless

veteran:
advantages:
youve survived a war and have military training
you can get some weapons that civilians cant
youll know how to use more weapons
disadvantages:
there a chance for PTSD from war to get in the way assuming that it is something that has developed
Theres a chance your old and more frail (unless you age well/joined towards the end of a war)
you could have a life crippling injury
slightly more likely to be left behind if you are old or injured in a life crippling way
#18
Ideas / better fire supression
July 07, 2016, 03:23:38 PM
im glad that we had firefoam poppers added and they seem like they can be very useful (havent needed to use one yet) but the problem i have with them is how it makes my colonist think its ugly... i have also tried to place some in my underground home but i cant do so in a manner thats both resource efficient or covers all the rooms... I have two ideas that could help me keep my colonists from getting smoked out of their home.
1. a smaller fire foam popper that can be put on walls or on the roof so its out of the way (or gives cover for raiders), doesnt cost as many metal to make, and has a smaller spread (makes things far). Kinda like a fire sprinkler except with foam and only covers tiles in a 1 tile radius (squares are easier to use when all your buildings have 90 degree angles like mine :P ). and if you want to even go farther in depth you could add the fire alarms that you pull to set them all off
2. fire extinguishers! you could have them built in cabinets that sit on walls or out in the open sitting in the corner. This would make fire suppression and putting out the fire much faster (cant tell you how many times ive had to wait half the in game day for all the fire to be put out.
3. better fire spread prevention. Itd be great if you colonists didnt put all but one flame out because it was outside of your home zone. Id probably make more sense if the colonists reconized when at least one flame was in the home zone (or near) and treated all flames next to or near by as if they are also in the home zone, instead of having to have the player create then remove home zones over the fire
4. boulders in the way! like what happens in real life where fire fighters will put rocks in the way of the spread of a forest fire or quickly chop down trees and plants, colonist could be able to move boulders or rock rubble in the way of an approaching fire or one that is too big for the colonists to effectively beat out.
5. this is more of a brain fart idea i had but since we have emp grenades and molotov cocktails maybe we can have grenades that put out fire (water grenade or fire foam grenade) but since this could be over powered for both players and raiders, they can only be used a few times (either need to be refilled, rebuilt, or rebought)... why would raiders have this you might ask? it can pose a counter to heat traps (smothering the heater/cooler exhaust and suffocating the part that makes heat or just making the machine short circuit and break). itd also be funny to watch a raider or colonist with a bionic limb have the fire foam/water grenade short out their limb and have then have to try and control it again
#19
General Discussion / Last name in the game!!
July 07, 2016, 01:27:09 PM
so a long time ago when i was looking in the settings i found the thing that lets you say what last names and back stories you want to see in game and i put my last name, newman. This was back when i first started playing the game and now i found a traveler with my last name!

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#20
Stories / sleepy head and muscle pain
July 06, 2016, 08:52:49 PM
so my miner Tim got mechanites and a muscle parasite at the same time. since they both make him tire out faster (x1.7 for mechanites plus x2 for muscle parasite adds up to 3.7 times faster) he barely can do any work... luckily the mining is something that can be put on hold while he loses these things.
Guess its randy being randy like always.