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Messages - Dejix

#1
Ideas / Re: The Module Poll, Which do you want most?
October 19, 2013, 09:34:04 PM
Ding. 100 votes.

To be honest it was a hard choice for me. I selfishly want everything.
#2
That is a nice summary LobsterSundew. It looks like you spend a lot of time on Kickstater. Are those tables self generated?
#3
General Discussion / Re: Why did you back Rimworld?
October 17, 2013, 11:48:08 PM
The short list:
Good idea.
Excellent work already done.
Friendly community.
Social and active developer.

All in all an excellent investment in my opinion. The experience of seeing things grow and even helping them do so is icing on the cake.
#4
Support / Re: Dumping Area Buttons
October 17, 2013, 11:41:42 PM
Ooo good catch. I didn't even notice that myself.
#5
General Discussion / Re: Issue Tracking
October 17, 2013, 04:44:43 PM
There is currently a bug tracking solution being used.
#6
General Discussion / Re: Some newbie questions.
October 17, 2013, 02:28:17 PM
From what I can tell you get back 50% of the materials required to build the object. You get it all back if you remove it before it's built.
#7
General Discussion / Re: Some newbie questions.
October 17, 2013, 01:05:23 PM
Thus far only raw crops and nutrient past are available for colonist consumption. Colonists don't like eating raw crops even more than nutrient past and will not do it if nutrient past is available.
#8
General Discussion / Re: Some newbie questions.
October 17, 2013, 04:01:42 AM
Yup. Arresting is the only way.

I'm secretly hoping that I can plan and enact an elaborate trap that I can "rescue" a wondering person from causing them to join my colony out of gratitude.
#9
Ideas / Re: Idea(s): Healthcare and Chemistry
October 17, 2013, 03:51:12 AM
I love it. Now we can add a whole other paradigm of story telling based on life choices regarding cybernetics and mad medical science. What kind of crashed people are you and how far will you go to survive...
#10
Ideas / Re: A night shift or general schedule mechanic
October 17, 2013, 03:48:08 AM
A detailed time based scheduler with lots of options would work for some fun things, such as a curfew or light/device timing, and lead to lots of other time based fun. Not the simplest of things to implement I'm sure but a fun thought for later on.

The initial idea of a night shift was based of a simple shift idea as above (2-4 shifts a day). I would even accept a toggle somewhere that just switches pm to am in the colonist ai for when to prefer sleep. Instead of going to bed at 10pm, or whatever, the colonist would opt to go to bed at 10am (assuming that time is a factor in how the little ants function in the colony and not some other magic of course).
#11
Ideas / Lights, colonists, and rooms
October 16, 2013, 08:00:10 PM
Lights in the game are currently controlled solely by the eye in the sky. I think that a healthy alternative for the lights would be to add some light on/off logic to them. If colonist in room and not asleep lights on else lights off kind of thing. Then you could have a toggle for lights on, off, or auto. Not a critical thing but it would make my repeatedly destroyed colonies feel more lived in before they expire due to raiders.
#12
Ideas / Re: A night shift or general schedule mechanic
October 16, 2013, 07:30:21 PM
Yay. No more fear of sleeping in the dark! Now the lights are even more in need of shutting off at night. XD
#13
Ideas / A night shift or general schedule mechanic
October 16, 2013, 02:23:09 PM
As much fun as it is to watch colonists sleep I think I would enjoy being able to set a schedule for some of the colonists. I would much rather have one or two colonists get up when the others go to bed so that they can keep watch and keep things going at night.

Speaking of some form of scheduler it would be nice if you could do the same for lights. Have them turn on and off at set times to help conserve power or just add a lived in feeling to the colony.
#14
Ideas / Re: Suggestion and Discussion Megathread
October 13, 2013, 03:58:47 AM
The right click just isn't enough for me. I need right click followed by o and then an m to get to mining without having to move my mouse... It's just such a drag sometimes to move the mouse.
#15
Ideas / Re: Suggestion and Discussion Megathread
October 12, 2013, 03:22:37 PM
Speaking of shortcuts I would really love to have some hot-keys for the Architect menu. For me it can remove the need to visually search for items in the menu and make it faster to access.

I also think that having more designations for areas would be cool too. That way you can assign an area as a room or whatever with a specific purpose without having to enclose it with walls.