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Topics - Livingston I Presume

#1
Mods / Shuttles from Save Our Ship
March 12, 2021, 05:20:53 AM
Hello hello

Does anyone know of a mod that adds shuttles like in Save Our Ship?  I have a had a look but with no luck, and thought surely not?  They are such a great feature of that mod there, there must a mod that just adds them on their own, without all the rest that the core mod adds?

TLDR, does anyone know of a mod that adds JUST the space shuttles from/similar to the ones from Save Our Ship?  Thanks in advance xox
#2
Mods / Tainted Gear
January 20, 2020, 02:05:33 AM
So can tainted gear not be sold?  (T shirts, vest ect)  And if not is there a mod that won't hurt a current saved game that simply allows me to sell them? 

Playing on the latest version, cheers.
#3
General Discussion / Acquiring "Recruits"
January 18, 2020, 08:15:43 PM
Hey, pretty simply question really.

What's the best way to "down" a raider so I can haul him off to the prison and begin the recruitment process?

I know shock lances are good but they're too rare.  I really want to start bumping up the numbers in my colony.
#4
If a prisoner is happy, is he less likely to attempt to escape?  And vice versa of course.
#5
Ideas / Research tech tree
March 05, 2016, 04:14:42 PM
I will try and keep this brief

However I have noticed that the research tree is actually quite short and renders the research skill useless after a year or two of game time.  The way I believe to fix this is to take the "Future Technologies" research idea from the Civilization game, and apply it to Rimworld.  For those not familiar with this idea I will explain.  In Civ series once you finish researching everything in the game and complete the Tech Tree, you can repeatedly research something called "future technologies" which just simply adds little bonuses to your Nations's happiness, resource output ect ect.  However everytime you research it, it requires more points to research, ensuring you can't really milk it to easily. 

How this relates to Rimworld is that when you finish the research tree there could be a series of techs similar to the Pneumatic Picks research.  These techs could be researched an infinte number of times, each requiring more research points.  What they improve and how much by I think would be up to people like Tynan.  But the idea is that it would provide use for researchers once everything was done, and make long term colonies more powerful and fun.  Just and idea, sorry I rambled a bit
#6
Ideas / Very cheap and easy to do suggestion
March 05, 2016, 02:40:10 AM
Having your colonist's current outfit name displayed on their info panel, the one that appears when you select a pawn 

This would be cool for 3 reasons..

Firstly I believe this is cheap (please correct me if I'm wrong)

Secondly it just helps people know what that person is wearing without having to go to outfits screen, just makes it more user friendly. 

And Finally it'd be great for people who do a bit of roleplay with their colony.  For example if one of my outfits was called Governor and I had it assigned to someone,  the title Governor is then displayed on that person's info panel, which is cool because if I wanted him to be recognized as that, but didn't want his name to be Governor I can.  It also adds another function to the Outfits feature by giving people roles as well as clothes.  I think it would just help to the overall immersion of the game, but only if people wanted it to, which is what Rimworld is about in many respects, choice.
#7
General Discussion / Prison break sound amazing
January 30, 2016, 05:27:53 AM
The title says it all, prison breaks are going to be amazing, looking forward to playing around with that
#8
Ideas / The Colonist Inventory
January 26, 2016, 11:34:52 PM
Various pawns for various reasons over the game seem to carry items in their "Inventory".  Your colonists do it when training animals, and other pawns carry meals and silver, quite a neat little thing to actually be able to carry something without it being equipped or hauled. 

My Suggestion is that the player can command colonists to add certain items into their inventory for future use, obviously limits would apply otherwise colonists would turn into walking storage zones.  However one use I can already see for this is field medics.  Give a guy a personal shield, and some medicine is his inventory, and he could go into a firefight and fix some boys up on the field.  This is just an example, but I imagine their are lots of good reasons, both for RP and gameplay.
#9
General Discussion / Your pirate faction name
January 25, 2016, 04:04:25 PM
Pirate factions  have the silliest names from my experience (this is a good thing though).  Just curious what weird names for pirate factions have popped up on other people's worlds? 

So far my most notable have been the "Anti Love Turtles" and the "Terrifying Army".
#10
Ideas / Hold Fire
November 18, 2015, 11:09:44 PM
When people are drafted, can we have a "hold fire" button.  So they won't shoot at anything?  So many incidents can be avoided from having this.
#11
General Discussion / Catering for a large population
November 16, 2015, 05:49:32 PM
Late game cooking requires a large portion of my personal to be chefs, I've lowered my standards of skill down to level 6 and I still don't have enough chefs.  What are strategies and ideas for speeding up your chefs?  Because right now they're cooking slower than our income of food and we eat the meals faster than they can make them.  Meaning my colonists decide eating raw meat instead of corn is  a smashing idea.  It's honestly more of a problem than tribal raids right now.

#12
Ideas / Big Red Buttons
November 10, 2015, 05:28:37 PM
So IED's are great, but sometimes it can be annoying when animals run over them and sometimes a raider lead element might set off them off before you want them to explode.  Or maybe you need to deny the enemy and bring down a decent half of you colony along with everything in it?  So wouldn't be nice if you could remote detonate a much more expensive and bigger explosive?  Especially if it destroyed rock, so you could do some old fashioned TNT mining?  That might be beside the point, but like the "Launch Ship" button it'd be neat if they were a few more button that the player could click that does stuff, (Primitive sounding I know) because pressing the big red button is strangely satisfying.
#13
Ideas / Medieval Factions
October 29, 2015, 05:38:55 PM
There are a lot of back stories about Medieval Factions, from Knights to Farm Oafs.  And I'd imagine they'd be quite a common faction on a Rimworld (Or as common as anything can get on a Rimworld).  I think they'd be a great addition to the game, to both add more depth and gameplay.  Maybe they're more mod territory, and that's cool. 
I'm imagining a few of new features they could bring to the game, for instance they'd have to have chain mail and plate armors for the Knights and what not, so there's something else Smiths could do, armor making.  So when they attacked there'd be Knight shock troops with Long Swords and steel armor.  And then there's the peasant militia trying to over run you, much like tribals and of course some dudes with long bows, or maybe introduce crossbows? 

Plate and mail armors would only protect you from melee attacks, attacks from guns and bows would be quite dangerous and still very lethal.  Overall besides adding  new faction, back stories and armor I'm not sure what else it could add.  Nothing too complicated I'm hoping just small little additions to compliment a Rimworld Medieval setting. 

I suppose the only thing that's really missing if you wanted to have a medieval castle is the armors, but I still think they'd be a cool faction to fight and have as friends