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Topics - cmitc1

#1
Mod bugs / Lost buildings and pawns
April 05, 2017, 12:41:19 PM
well, ive never had this happen before, so I really don't think its a mod issue (I don't think any of my mods actually mess with map generation stuff)

(after the happening)
http://i.imgur.com/tacxAce.jpg


(before), not exactly the best, most of this was just used to discuss in a discord

http://i.imgur.com/WiN3wJy.jpg


http://i.imgur.com/3NNsiOj.jpg


http://i.imgur.com/YR6sFLi.jpg


....

no idea what happened
#2
Ideas / Pyro trait discussion
February 10, 2017, 12:11:01 PM
lets not beat around the bush here, this trait is unbearable, late game it can be managed, but having colonist rush to possibly your stockpile to burn it, and having to get 1 or 2 of your colonist to manage it is still really bad. or even worse, possible breaking during something such as a raid.

I think it should be reworked to something a bit more bearable.

my suggestion would be slight mental break increase, and having setting things on fire be a minor break.

what are your thoughts?
#3
I don't know why I am having so much trouble with this, I end of losing 2-3 colonist to malaria, when using regular medicine. I hate to sound like a noob, but am I the only one starting to have trouble with this before mid-late game when you dont have a hospital with all that fancy stuff? (I always get a doctor in my starting colonist, so its not that)
#4
Ideas / New way to "beat" Rimworld
February 01, 2017, 09:07:58 PM
the current methods of "beating" rimworld doesn't feel that achieving? building the ship isn't really that hard at all, and the traveling one isn't that difficult either, i would like to see something that is actually difficult, and takes a ton of preparation.

i'd like to see a method of winning destroying the mech hive.

i was thinking it could work something like this.

Reaching it
--------------

I have always imagined the mech hive being something in space, so first you would have to build something to shoot it down. i was thinking something along the lines of pulse cannon of something, that costs a good amount of plasteel, steel, a bit of gold, and a AI thing to run it. once you shoot it down, it will be hovering above the planet near your colony, then you will have to use pod launchers to reach it. all colonist must go, once you try to take on this end game, you either lose, or get a win screen. (can not go there if transport pods cant fit at least all your colonist)

once getting there
---------------------

once you get there, your icon to see your colony is gone, and your colonist will be spawned on the edge of the hive. there will be a plentiful amount of mechs to take on, and in the middle of all the mechs, and fortification, there is the maker of the mechs. i was thinking he should put up a bit of a fight, but nothing insane due  to the hardships of actually reaching it.

Ending
------------------------
I was thinking along the lines of,

"the people on the planet called your people crazy, but they pulled it off. As they returned back to there home, tired from the battle, and carrying the bodies of the fallen (only added if someone dies), you are greeted by the leaders of the other factions, after seeing this band of miss-fits come together and defeat they hive, they feel inspired. and decide, together, they can make this rimworld, the next glitter world."


....
thoughts?
#5
I have found making cowboy hats easy, and profitable early game. I tried drugs before, but they never really felt like they were worth the amount of time it takes to make them?... statues can be profitable, but, cowboy hats are faster.
#6
Ideas / Caravans can stop and gather resources
December 23, 2016, 01:04:14 PM
simple concept, you can bring your caravan to a square, and tell them to gather a certain resource, and depending on how many colonist, what levels, and other things such as environment, you get x amount.
#7
Bugs / bug/cheep exploit
November 04, 2016, 05:36:15 PM
I find myself using this too much.

if you dont know, there is the option of reconnecting something that requires power to different wires, and when swapped to a wire that has power, it turns on.... that being said, I take huge advantage of this with my with my defenses, and plug them all in on my own, while my colonist do other stuff.

I would suggest it requiring a colonist to reconnect a wire.
#8
Stories / Salt everywhere
November 01, 2016, 10:52:25 PM
So my first actually working colony was going amazing, I had went through 2 winters, and had my defenses beefed up enough to where I could take on any raid and not lose 1 colonist. so anyway, as i started making the ship to escape the planet, I was hit with a plague. it really wasnt a big deal, I had 2 doctors, so i would be able to manage it, but then, I was hit with Malaria like 3 seconds later.......... shit went down, and everyone died.

The end =)
#9
General Discussion / Live Stock
October 31, 2016, 01:04:10 AM
recently,  on my best world, I had a bull, and a cow join my colony.

I have never been one to raise animals, because I have just considered it extra mouths that dont do enough, but, I kinda wanted to get some thoughts/help with this?  Are they worth holding on too?
#10
Ideas / harvest field
October 07, 2016, 11:30:17 PM
for godsakes, please add a option to make your colonist harvest a entire field, instead of having to click them one by one   :-\
#11
Ideas / how raising/having children could work.
October 05, 2016, 10:20:25 PM
Lovin ;)
If you havnt noticed, when 2 colonist are married, you can get the lovin effect. (during the night, little hearts pop up above there heads)

my suggestion is that there is a x% that the female will get pregnant during it.

Stages

unlike animals (if i am not mistaking) there will be 3 stages if this suggestion is added.

The first stage has no negative effects, your just told its coming and its on there health,


The second stage has some negative effects (I was thinking having the same amount as a pregnant animal), but its up for debate.

the third stage is the in labor stage (late stage) where the pregnant female will stay in her bed, or, a hospital bed for 3-4 days if you have it prepared.

New Colonist as a Baby

This stage requires at least one of the spouses, or someone that is close enough to one of them(+50?), to not be busy with a job to watch the baby, I was thinking this could last about maybe 3/4s of a season.

Colonist as a child (backstory maker, creates passions, creates traits.).

This is a very important stage,


during this time, you will need to tell the child who you want them to understudy, and what skills you would like them to learn from who they understudy. You can tell them to learn learn up to 3 per stage.

This also effects backstory,  things such us "understudied -Name- about being ____, _____,_____ plus 3-5 in this stuff =P",

based on what they study, they develop passions, you have a 100% chance to get a passion for one thing understudied, the second maybe about 50%, the third 15% and for the others.

they will gain one random trait from one random person they are understudying.

Teenager

second understudying stage.

Becoming a Adult
yayy, your child is finally grown, now, based on what they did, they will be grown with certain passions, and skills.

(keep in mind, if you have someone grow up never studying one thing, there not just going to have a 0 in it, I was thinking a low number with no passion for it).



anyway, i understand this idea is probably not new, I just wanted to get thoughts on my idea for running it.

#12
Bugs / happyness bug
September 04, 2016, 01:19:59 PM
I am not 100% sure if this is a bug, but what happen is, one of my characters wife died, so got the -20 percent happiness for her dying, but he also lost 7 happiness for losing a friend?

again, not sure if it is a bug, and sadly, I cant show a screen shot due to a update outdating my world.