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Topics - Darkmark8910

#1
Mods / [MOD REQUEST] Rename Thrumbos to ThrumBROs
June 14, 2019, 09:45:38 AM
Because thrumbos are bros. Thrumbros.

Inspired by the Dapper Muffalo mod.
#2
Per title, but let me explain. If you're eyeing new projects in the future, it might not be a bad idea to consider going the route Introversion took with Prison Architect.

I mention this solely b/c the devs of Introversion explained that they'd been making Prison Architect for almost 10 years and wanted to try new things, so instead of "retiring" the title, they sold it to Paradox, thus ensuring development of it continues. Sale price is unlisted, but for a finished game title, future sales revenue, and a successful IP, that'd be at least in the 7 figure range. The devs also likely are getting nice consulting positions that pay a decent salary (former IP/business owners consulting for new owners of their IP/business is VERY common).

Might be worth considering this with Paradox or another studio if you get to the point where you want to make a new game that isn't "Rimworld 2," wouldn't mind seeing a Rimworld 2, want some extra income security / bonus money, and they promise they won't turn Rimworld into a bad Hollywood movie or something. Although a bad Rimworld Hollywood movie would be hilarious to say the least!

Link to Press Coverage: https://venturebeat.com/2019/01/08/paradox-interactive-acquires-prison-architect-from-introversion-games/

Note: I'm not saying I want you to sell and retire, but if you're considering another project, it might not be a bad idea to sell before moving on, to keep the Rimworld saga alive!
#3
Bugs / Pawns on fire can die of hypothermia
December 29, 2018, 01:00:38 AM
If I throw a molotov at a pawn and set them on fire, they shouldn't die of hypothermia.
#4
Colonists who don't have eyeballs care about beauty values and the ugly/beautiful trait. It's also kinda funny.

Edit: should blind colonists care about room wealth? Perhaps you could offset greedy/jealous by removing their eyeballs....

#5
Ideas / Suggestion: Tornadoes!
August 27, 2017, 11:44:39 AM
Title says it all. Tornadoes! I want to see my colony flattened by a tornado!

Wooden buildings? HAH! Flattened!

Outdoor storage? HAH! Blown away!

Colonist outdoors? HAH! Pummeled by debris!

Sketchy roofing? HAH! Collapsed onto you!

Trap spam nearby? HAH! The pointy traps flew right back at you!





#6
Mods / Mod Request - Tornadoes
August 27, 2017, 11:40:18 AM
Can we have a tornado disaster incident? :D
#7
Ideas / Add Sheep
May 25, 2017, 08:15:25 AM
Why don't we have sheep in this awesome game?

We have pigs, chickens, cows... and I can see why we don't have horses yet (major addition). But sheep aren't BAAAAAAAd animals. On the contrary, they're ready to RAMpage throughout the landscape, destroying all colonies with their SHEAR power. No one can resist the sheep.

Also, they have easy-to-find sound effects online, have clear mechanics (shear sheep, get wool), and are, well... CUTE SHEEPIES.
#8
Hey y'all. I made a few sprites via Paint, but after I saved 'em and brought 'em up in-game, the sprites retained a white background. Any ideas why this happened? Pardon this dumb question. Thanks for the help!
#9
Let's say I have a bloodlust colonist. I have a prisoner short a leg. When that colonist is stressed, can I just draft her and send her into the prisoner's room & punch him for awhile?

You know, get that bloodlust up. And keep the prisoner alive forever so we have that moodlet!
#10
Ideas / Suggestion: mood debuff for unburied relatives.
January 20, 2017, 02:29:57 PM
Currently if a colonist's son is part of a raid attacking the colony, and the son is killed, the parents have no mood debuff. Perhaps a -5 or -10 for "My child is rotting away in the frozen abyss and being eaten by wild animals"?

#11
If I cover the entire map with concrete tile and forbid colonists from entering the non-constructable edge of the map, will I end dirt forever? How does dirt really work? I've never quite understood how it works. Thanks!
#12
Ideas / Evil Suggestion: cats own people
December 18, 2016, 11:08:54 AM
Please make it so the animal menu is changed only for cats. Instead of colonists making bonds with cats, cats make bonds with people. These bonds are unbreakable. Only the cat can unbreak the bond. After all, the colony exists to serve the cats.

People own dogs, cats own people. #CatLoverPride #ProudCatSlave #WhyHashtagThisAin'tTwitter #CatsEatTweets #CatSuperiorPet

Edit: cats can use the training menu for humans. Cats can train humans in obedience and hauling.
#13
Hi admins!

Five ideas are as above ^^ I've been playing the CK Plants & Animals mod, which does AMAZING work to the tropical rainforest biome, and then thought "My, wouldn't a swamp biome be a challenge? All of that swamp mucking up (pun intended) plans for the base you build every time.... I also saw a picture of an alligator in a sewer in Florida, which terrified me into thinking of alligators attacking colonists. Eeeeek.

Reptile skin! Cobraskin can be less comfy. I mean... lounging on scales doesn't sound too comfy (never done it). Perhaps more valuable, though, than cowskin anyway? It probably takes 50 dead cobras to equal the leather of one cow, after all, just due to their sizes, setting aside commonality.

Please make it so we can smooth stone walls like we can stone floors!

Enable sieging enemies to bombard specifically your mountain roofs. Perhaps not the pure mountain, but the others with the goal of collapsing your roofs. That'd be terrifying for sure! "I'm just gonna ignore all those mortors b/c I'm in a mountain... although this might collapse and fall on me and kill me...."

Last suggestion: teach dogs tricks. Dogs and other highly-intelligent animals could, say, play fetch. Joy activity :D
#14
Ideas / Idea: Prioritzation Menu for Weapon Equip Options
September 14, 2016, 10:10:19 AM
Devs,

I love the manual prioritization ability on work priorities. Can we have a similar menu for weapons?

Say you have a sniper rifle, a survival rifle, and a bow in your colony. You have 4 colonists: a pacifists, a rank 15 shooter, a 10 shooter, and a 5 shooter. You could set Sniper Rifle to 1, Survival Rifle to 2, and Bow to 3. Then your rank 15 shooter will take the first weapon on the list (Sniper 1), a rank 10 the second weapon (Survival Rifle), and rank 5 the the third weapon (Bow).

It may need tweaking beyond that - like you need to select which colonists select melee and which select ranged - but it'd be a godsend to avoid micro-managing who takes what weapon whenever you find a new, better weapon to add to the arsenal.