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Topics - Thane

#1
Bugs / [B19] Wool Strengths Standardized and Not Updated
September 16, 2018, 11:28:19 PM
Okay so looking through the various wool modifiers I noticed they all have the same sharp (36%) and blunt (0%) modifiers which I assume we would agree make them terrible and this makes sense except for Megasloth wool which has flavor text stating that it should be strong "Its long fibers make it very strong. It is exceptionally warm."

This seems to be a case where everything was balanced out and then never brought back to reasonable values. Am I on the right track.
#2
General Discussion / Stop poisoning the Dogs
September 01, 2018, 01:05:59 PM
Bedrooms surrounding a dining room. Chocolate in the dining room for joy. I have dogs.

I use zones to keep the dogs away from the chocolate.

The damn trainers grab it after breakfast and shove it down their maws. I harvest 500 chocolate and only half goes to my people. I have raw meat and veg. It's just not as close by. Why would chocolate be a training treat same with insect jelly? IS there a mod or something for this?
#3
General Discussion / Insect Jelly Food Poison?
August 31, 2018, 11:09:24 PM
Just had a colonist get sick from jelly. I thought it was always supposed to be safe, never rot, joy food. Any ideas what's going on. Dirty room? What? It said it was a dangerous food type.

Completely Vanilla btw.
#4
Ideas / A bit more info on run aways..
February 18, 2017, 06:50:52 PM
It would be great to know if the person escaping pirates will be entering by walking, or by drop pod.

Right now it's just  a rage worthy moment of pain. Like, "You are not worth an Urban Fighting scenario, go back and die. Have your toes cut off one by one. I don't care. Just don't rain death up in here."

I think we all know the feeling. Yes it adds an element of uncertainty, yes there's the whole 'fun' aspect, but it's just really annoying that the message offers no indication that they will be arriving by drop pod, as opposed to walking.
#5
Ideas / Second Hand Smoke
February 15, 2017, 01:39:32 AM
Rooms that have frequent use of smokeleaf, flake, or other to be implemented smokeables should eventually develop a fog of smoke that will slightly increase the resistance of any in the room to some degree. Ventilation should help to some degree and an extremely low addiction chance rolled upon entering.

Additionally Teetotalers should be averse to staying in such rooms despite any level of excellence. "Ugh it's a drug den in here!" -10 expires in 6 hours
#6
Ideas / Bad Vibrations
December 19, 2016, 10:40:39 PM
Vegetation vibrates in greenhouses.


This is wrong...

There is no wind inside my mountain home.

Only insects and depression. No wind.

Make it so vegetation doesn't vibrate while under a roof. That is all.
#7
Ideas / Shoot walls in home area
December 07, 2016, 10:40:43 AM
What the title says. Sometimes I want to be able to breach a room while unholy hellfire rains down on the vicinity. Generally there are bugs involved.

I've figured out I can shoot walls to pieces by removing them from the home area but this seems like an unnecessary step. Why can't I shoot my own walls to pieces if I please?

That is all.
#8
General Discussion / A fox?
July 19, 2016, 08:01:43 AM
So a fox just tried to eat one of my people. A fox.

Thoughts?

Any historical precedent?
#9
Stories / How am I supposed to?
June 27, 2016, 10:30:44 AM
Any Idea on how I'm supposed to trade with this:



Even sign language may be useless, what with her misinterpreting it as a desperate need for fresh crab and then promptly forgetting about my supposed desire for succulent underwater insect meat.
#10
Ideas / Remove floors near map boundary
June 25, 2016, 10:23:57 PM
As the title says.


I was prettying up my map by removing all the little walls and bits of floor. I can deconstruct the walls, but the floors cannot be removed. A very minor inconvenience.
#11
Completely vanilla game this happened with a bear and I have had something similar happen before:

Infestation gets out of hand

They mine out into the wild blue

Burn down hives with mortars

Bugs wander

Predators hunt bugs

Bugs fight back

Predator blames the colony

... :/
#12
Stories / Iguanas man...
May 27, 2016, 08:44:08 PM
So had a random iguana tamed. Later some terriers show up.

Iguanas are supposed to prefer vegetation and can eat meat.

Freezer full of berries nearby.

I see a pop up in the top left. 'Iguana has eaten Pollina'

The iguana had eaten a terrier whole... What?
#13
Ideas / Events for Undiscovered Rooms
May 27, 2016, 02:07:02 PM
You know those little rooms you break open, but don't give you the 'Ancient Danger' Warning. Well, why don't we turn those into something to encourage the story?



       
  • Broadcast Tower: Your TVs work here. Why? There are old broadcast stations apparently. Why isn't there a low chance to find one? Some stacks of old films and a turntable. Basically if you find one you can mix up the programming and reduce the buildup of passive tolerance. Shouldn't be OP, but good enough to encourage you to have one colonist being the tape pusher/DJ
  • The Forgotten: You open a small room and find some skeletons. They have a high probability of being related, or married. Both should have died from approximately the same cause. Chopped off heads, malaria, toxic buildup, hypothermia etc.
  • Factories: You find old industrial components. These can be used to increase production of your workstations like a tool cabinet just a good sight better.
  • Furnished Rooms: Old rooms furnished like you might expect of an old habitation. Furniture should be damaged and made of stone to explain how long it lasted
  • Records Room: You find a stack of movies/books, maybe a procedurally generated last will and testament.
  • Crypt: You open a room to find sarcophagi. There is a good chance that the colonist who opens it or enters the room for several hours gets 'Ancient Disease'. A deadly condition that requires intensive medical care
  • Trap Rooms: You open a wall and FIREBALL, or maybe an explosion.
Feel Free to add any more you can think of! And of course strike down any ideas you think are a bit too out there.
#14
Ideas / Multiple work order tabs
May 13, 2016, 12:10:17 PM
There have been a lot of suggestions around the forums lately for things like 'Yellow Alert'.

An simpler way of doing this is to have multiple work order tabs you can switch your ENTIRE colony between. Maybe max 5 tabs.

This way you can have your normal work tab, your post raid tab, your growing season tab, your harvest tab, etc.

It lets the player set up their yellow alert if they want and allows for more on-the-fly flexibility for work priorities.
#15
Stories / Turretless Fortress
May 08, 2016, 10:23:45 PM
This is honestly just showing off a bit. It's not the best colony ever, but I think it demonstrates a unique defense style taken to the extreme. That is the tendency of the various AIs to spread themselves out and attack various points at once.

The dozens of doors lining the perimeter scatter large raids like chaff. This makes it easy to catch small groups in intense crossfire with charge rifles, or longswords. Even large Mech raids are taken out with relative ease, granted copious quantities of booze.

There are no turrets, it is a flat jungle. I'd share some stories, but unlike many of my colonies I did not get particularly attached to any colonists. The ones I did promptly filled the caskets in the bottom left. It was cool watching 5 mechs eliminate an infestation I let go though.

Causes of death ranged from disease to triple rocket launchers to the face. Difficulty is Cassandra Extreme.

In the Third Year:


In the Fifth Year:



I might have maybe, just maybe dev-moded that bit of marsh away... It was in the way of Symmetry!!!!
#16
There's a bit of marsh in my way. I want the marsh gone. My colonist's can't just fill it. I can't find the right dev tool to fill it. Which dev tool do I use to remove this marshy annoyance?

Thank you in advance.
#17
General Discussion / Cassie is worse than Randy.
April 30, 2016, 12:48:38 AM
Y' know Randy doesn't like you and he can kill you way more than Cassie early game, but if you have early game down Cassie is more lethal in the late game.

Been playing a permadeath colony in the Jungle flats for three years. Have always had the 'poor colony' modifier. And now Cassie wants me gone. Enough diseases to eliminate 2 of my colonists. One of whom had malaria, plague and sleeping sickness simultaneously.

Coupled with near daily raids at this point it got my pop so low the 'wanderer joins' event triggered.

My beautifully lush jungle now looks like a wasteland. Hardly any trees. Grass covers all and barely hides the mounds of bones everywhere.

Only half the research is done.

And now three people have mechanites. And this is why I stocked meds. Welp, they ain't getting off this rock at this rate. It was a cool turretless bunker base while it lasted.
#18
General Discussion / Advice for Married Colonists
April 23, 2016, 04:17:19 PM
Hello, and welcome to RimWorld Relationship counseling the Radio show.

Do you have a significant other on this barren rock? Of course you do! Do you want to love them forever, but that new girl in hydroponics is beautiful and charming?

Well, do I have the secret for you! You see, based on our extensive research here at RWRCR, the strength of your relationship has nothing to do with how much you love and cherish your loved one. Of course not.

It has to do with how often you talk with them!

In order, to ensure a healthy relationship make sure you are around your loved one, constantly chewing the fat. Are you the cook and is she the sculptor? Then move that sculptor's bench into the kitchen with you. Sure, you might get tired of seeing sculptures of meat, but that is the price for love!

If that doesn't work and you still want to have a little liaison with that other cutie just sneak into the mayor's office and change your hearts desire's schedule to a night shift. You know the old saying, "Out of sight, out of mind!"

And finally if all else fails lock yourself and your wife in a room with a month's supply of food with nothing else to do. This final method has proven to be 100% effective at determining the course of your future. Either you will kill each other in a myriad of horrible ways, or you will love each other with the passion you had at the start all those months ago.

This has been RWRCR signing off and telling you to 'Keep that ring on it.' And with that bombshell, Goodnight!
#19
Stories / O.O
April 17, 2016, 12:25:27 PM
So I've been playing a colony for about Four years and I have a married couple Ameilia 'Engie' Flais and Henry Wilson. Who have stuck together through thick and thin. They really make up the backbone of the colony. Then for some reason I get a wanderer.

It's Guy Wilson. Henry's father.

Apparently at some point Engie had killed one of Guy's biggest rivals. So he loved her right off the bat. A few day's later he attempts to woo her. HE ATTEMPTS TO WOO HIS SON'S WIFE! It doesn't work, thankfully, but man Henry had some sort of scumbag father!

Maybe that's why Henry will only hunt, recruit and research. It isn't because he was a noble. That's a lie. His father scarred the poor boy.

Also, I had another couple Fred and Anna. They didn't get along, not sure why they married in the first place. Then Fred divorces Anna. He kicks Anna out of the room. There are no spare beds. Anna sleeps on the floor for who knows how long until I notice. Anna hates Fred now.
#20
Now that we have the ability to make our own weapons in A13, apart from mods, I'm curious to see if Assault rifles have replaced charge rifles as the mid-range weapon of choice for mostly vanilla games. I've always thought that the charge rifle is in no way superior to the assault rifle and that it was always a measure of scarcity for the latter.