Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - greggbert

#1
I decided to stop worrying about the 10% speed/efficiency debuff and every aspect of my life has improved.  My wife and I get along better, my Tonail Fungus went away, the dog stopped eating the cat's food, even walmart milk we buy when we can't be bothered to go the extra 2 miles to Safeway is drinkable now and doesn't taste like the cow was living on a diet of battery acid and onion rings.  I'm a new man.

Apparently micromanaging uniforms like a maniac to avoid that 10% debuff was taking a lot out of me emotionally in all aspects of my life.  This is a public service announcement.  Just give in and give everyone power armor.  You WILL LOVE THE NEW YOU!!!!
#2
The "old profession" names of the colonsts are very prominent on the UI, appearing in every single UI Screen and are totally useless in game.  Is there a way in game to change this to something useful? 

I'm sick of having colonsts with names like "Tailor 1, Scared Child"  or "Doctor 2, Sheriff".
It's stupid and it breaks the immersion.

I'd really like to keep the name and change the profession
Instead of "Tailor 1, Scared Child" Why can't we have have "Jax, Tailor 1"
Instead of Doctor 2, Sheriff, why can't we have "Comba, Doctor 2"

So is there a way to do this without mods and why would this usless background info be so prominent in the UI if you can't change it?

#3
Never did a caravan before, what happens to your settlement while your caravan is traveling?  Where is the game focus?  When I'm playing the game I'm always pretty busy I can't imagine switching back and forth between world view and settlement view every few seconds, so how does it work?  The non-video tutorials don't say this and the video ones are too annoying.
#4
Subject says it all.  What's a good mod that will add options to the way buildings, clothing and weapons look without changing any core gameplay?  I'm more looking for something that adds variety rather than replaces existing tiles.
#5
Shout out to Ludeon and Tynan.

Hey man, I love your game, and your willingness to engage the community.  I also loved Claudia Lo's article, and thought it created a lot of great buzz about Rimworld.  I know at least 3 people in my office who will now buy the game because they read the article.  This is one of those situations that ONLY SUCCESSFUL ARTISTS have to deal with, people feeling strongly about your art, even if not in the way you intended.

Congrats man, you're a real artist and the controversy makes your game even more popular and buzzworthy.  The article takes a few digs at you but clearly the author has played and likes the game a great deal.  This is what being successful is all about.  In the future I hope you welcome all articles about your game, especially ones that get everyone so excited, and realize that if you were not so successful, nobody would be talking about it!  Reality is that the day someone writes a 100% accurate and nice article about your game is the day your sales slump.

Congrats on the game, it's success, and the extra publicity the article brought.  May not feel this way now but in the long run it's all good.
#6
Ideas / Android
October 18, 2016, 05:07:44 PM
Ingredients:  AI Core, 2 Bionic arms, 2 Bionic Legs, 1 Bionic Eye 500 Plasteel, 500 Uranium, 500 Pig Skin.   Requires "charging station" (1 Medical Bed, 1 Cryosleep Casket).  Eats Nutrient Paste only.

It cannot do combat of any kind.  Can only wear cowboy hat.

Certain colonists find it to be creepy and get a bad mood from it. 

It will short out and freeze completely in the rain and must be rescued.  Also freezes during solar flares and freezes and must be rescued if it is hit even once by an EMP weapon or EMP ff.
#7
Just created a drug policy called "High Performance" and gave it to all my colonists without chemical interest and teetoaler.  They are allowed to take go-juice every 3 days.

So far 1 full season with no psychite addiction and they are working their butts off.  It's like having twice as many colonists.
#8
Hi!  I've been playing with default cassandra settings and I have a question.  In my 3rd year temperate biome some of my colonists became sick with milaria.  It was a huge massive pain but I eventually got everyone immune/cured about 2/3 got infected.  Then I started producing and distributing malari-block, but found that they were taking a ton of it and the danger of re-infection seemed low.  Eventually I got tired of making it and just stopped.  Three years later no malaria. 

So what is the point of malari-block again?  To give to your colonists forever?  Are there certain events which increase your colonists risk for malaria, or are there some biomes where it's pretty much a constant threat all the time and you have to keep taking malari-block just to stay healthy?

On this map I don't really need the moisture thing either are some items such as malari-block just not useful in some biomes?