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Messages - windruf

#1
Ideas / Re: Please no more caravan request with apparel.
December 09, 2018, 11:55:58 PM
Quote from: Canute on December 09, 2018, 05:47:54 PM
How the game should know the current caravan is underway for these trade request ?

a drop down field with a list of all requests would be enough.
#2
Ideas / Re: Please no more caravan request with apparel.
December 09, 2018, 11:44:39 AM
problem is: when you have lots of same apparel in different material and quality(1-2 of each), it is far more, than PinA to get right amount.
it maybe not a bug, but i haven't seen something that annoying in a game for awhile.
#3
Ideas / Please no more caravan request with apparel.
December 09, 2018, 04:23:59 AM
1 get caravan request with 50+ apparel
2 use dev tools to get yourself enough
3 send caravan
4 try not to kill someone, when you come to other village and you counted wrong  ;)

possible solutions:
remove apparel from list of possible caravan requests
add filtering to item transfer screen
add filtering based on current caravan request
#4
Steps to reproduce:
1 place conduit and vent on the same tile (order is not important?)
2 when building colonist will put steel for both, then remove one steel for conduit and build vent.
3 conduit is never build until you order it second time.

works the same with autodoors, coolers and other things, that need steel to build.
#5
Ideas / Re: Improvements to Scenario editor
July 17, 2016, 04:57:28 AM
i want better pawn control: like a list of jobs, gender, list of available hairdo...
and groups of pawns for scenarios like prison transport crash...

f.e

Scenario: Beautiful Crash
description: a ship, that transported girls for beauty contest fallen in the middle of nowhere.
pawns:
    group1: pilot
        number: 1
        gender: male
        jobList:
            pilot
    group2: girls
        number: 20
        gender: female 100%
        jobList:
            Songstress
            Model
            Sex Slave
            Prostitute
        traits:
            Beautiful 100%

;)
#6
Ideas / Re: Haul to Construction Site
July 17, 2016, 04:32:32 AM
+1000
want it badly!
#7
General Discussion / Re: Rimworld: Secret Troll?
February 17, 2016, 04:32:18 AM
poison ship and a ride next to it?
where is my sniper and popcorn?
#8
General Discussion / Re: Izometric Rimworld
January 27, 2016, 12:13:02 AM
it is possible, but you need to make a new engine and redraw all graphics. so too much work for nothing.
#9
General Discussion / Re: True 'Random' Start
January 18, 2016, 12:07:15 AM
Quote from: falcongrey on January 15, 2016, 11:19:01 PM
Quote from: A Friend on January 15, 2016, 11:10:55 PM
I'm not sure randomizing the difficulty and story teller would be all that great. I for one would use the heck out of this. But I don't want to end up in Easy Basebuilder.
Another thing you could randomize would be equipment and resources.

I personally wouldn't mind setting the difficulty and story teller for the same reasons, but I like the idea also of the 'randomized start equipment'. On a thinking side of it, you could be waking up on a ship where no one sat up the escape pods properly and may only get down there to find "Oh hay, I have a pack of gum! What did you get?" situation.

true. resources in pods are standard: some steel, wood, survival packs and a pistol.
on the other hand - someone can take her fawored teddy bear with. and someone his fawored gun.
#10
Quote from: christhekiller on August 24, 2015, 06:10:02 AM
Largish dogs usually are a safe bet. Labrador Retrievers, Husky's and I think Wargs. I do believe Elephants can also haul, and Thrumbo's though I've never had one, but the legends say they're smart enough, and they certainly are large enough
wargs - yes. hard to train though.
thrumbos too but they are way to wild to be trained. 3% with 20 animal handling
#11
Quote from: Tynan on August 23, 2015, 05:58:13 PM
Interesting, thanks for the info. I'll have to review the poison ship balance. It may be too hard - or it may be ok. You are on Randy Extreme. Not really supposed to be that survivable.

problem with poison ships is, that letter shows you one of them the other you have to find yourself (if you know that there are more of them)
maybe you can put a reminder on the right for more or less important things like raids, sieges, traders...
#12
Ideas / Re: Petition to Stop autoroofing!!!
August 26, 2015, 12:20:25 AM
no z layer
now it comes: earth, floor, power conduit, buildings-walls-doors, stuff, people-animals.
if we add another layer it won't become 3D. it is just another layer. 
#13
Ideas / Re: Petition to Stop autoroofing!!!
August 25, 2015, 11:53:06 AM
Quote from: Tagasaki on August 25, 2015, 12:30:36 AM
at the meantime you can use "expand no roof" zoning under the architect and zone/area
i know that.
it is just damn PinA when with a small addition your well climated base becomes unroofed. especially in winter.
#14
Ideas / Petition to Stop autoroofing!!!
August 25, 2015, 12:21:39 AM
Autoroofing is way to unpredictable [censored][censored][censored]!
#15
Ideas / Re: "Any Stone" and Hauling Priority
July 21, 2015, 04:56:29 AM
sorry guys, but it is for a few versions so: first they haul corpses and then everything else. burning corpses has too high priority.