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Messages - HexCube

#1
Off-Topic / Re: Count to 9000 before Tynan posts!
January 16, 2019, 03:12:05 PM
Quote from: Kegereneku on January 16, 2019, 02:19:10 PM
Quote from: Tynan on January 16, 2019, 12:37:45 AM
Hey what's going on?
We humbly request autograph for every single person who posted in this thread.

Oh dear god, think of his poor wrist!!
#2
Off-Topic / Re: Count to 9000 before Tynan posts!
January 15, 2019, 06:32:05 PM
8897!!!!!!!! !!!!!!!!! !!!!!!!!! !!!!!!!
#3
Off-Topic / Re: Count to 9000 before Tynan posts!
January 15, 2019, 02:42:18 PM
8988

Almost done! 13 to go!
#4
Off-Topic / Re: Count to 9000 before Tynan posts!
January 14, 2019, 07:07:56 PM
8979

nearly there
#5
Off-Topic / Re: Count to 9000 before Tynan posts!
December 31, 2018, 03:12:41 AM
I'd just laugh if he's [Tynan's] subscribed to the thread, waiting to be the 9000th post :P

(8891)
#6
Well, I must say, I came here expecting a very different message - I agree wholeheartedly! Tynan, and the rest of the devs, you have all done an incredible job - keep it up!
#7
Look, as a long-time player of RimWorld, I know that I certainly don't represent the entire playerbase, much those of us who install mods, but I figure my opinion is probably similar to the collective one, and might be of some value here. Before I start, a little disclaimer: I don't intend on offending anyone, so my apologies in advance if I say something you don't like, the last thing I want to do is start a flame war, and I certainly don't want to piss off all you wonderful people who add to this game in ways I never thought possible until I saw them myself. I don't develop mods, and I certainly can't relate to the lost progress and subscription numbers, but I do understand the want to keep them. In a perfect world, Steam/Valve would have a system in place to prevent games from being broken across updates. However, they don't. I think Tynan's asking you all to upload a 1.0 version of your mods for more than one reason too, and I don't (personally, bearing in mind that I'm NOT a modder, just a mod-user, so take this with a grain of salt) think that it's all that unreasonable to upload a new version of your mod to the workshop just for 1.0 - it's a big milestone for Tynan and the dev team, it should be for all of you too, an opportunity to add just a little bit more polish to areas of your mods that need it (though, in all honesty, you all do an incredible job, and add a massive amount of enjoyability to an already amazing game.) 1.0 means you can also have a 'version 1.0' of your mods, where they, alongside the game, are a new version, and a new bunch of opportunities.

Onto my other point. As a long-time player (A10 if I remember correctly, I've been around for 3+ years) I've been familiar with mods for a long while, in fact, I only had a few stock playthroughs at first, and usually I have a stock playthrough with each new version. I usually do one playthrough of RimWorld, then don't touch it for a month or so. After that month, I delete all of my mods, and as Tynan mentioned above, I go 'shopping' for the mods I want for my next playthrough. Whether it's EdB's PrepareCarefully to speed up the early game a bit, or a no-raids storyteller for a more laid back playthrough - maybe even Zombieland for an added challenge, or half of fluffy's mods, a bunch from Mehni, and a few from Skully, or any number of mod authors. I can play with anywhere between 10 and 200 mods - then I begin the process of troubleshooting - between finding, downloading (I manually install), and troubleshooting so everything works as it should, I usually spend 2-3 lots of 3-6 hours getting the mods to work, and adding those I forgot, removing incompatibilities, etc. Then I begin my playthrough, and play the colony till it's destroyed, or overpowered to a point at which it is no longer challenging (anywhere from a few hours every day for two weeks, up to two months.)

It's the same process with games I use the workshop for (admittedly, very few) - before I do a playthrough, I wipe the modlist clean, and start again. People following your mods will do exactly the same thing, unless your mod is a staple, which, respectfully, is only very few of you - the rest add flavour, and a lot of good flavour, but it's the QOL mods that are staples - researchtree, hand me that brick, and a whole host of others. Even then, I download them afresh, just in case. My point is, apart from the odd user who plays with only 3-4 mods, all your subscribers will unsubscribe at some point - you may as well upload a new file to the workshop, because anyone who wants and uses your mod will find and subscribe. Or, like me, they'll come here to the forums and install it manually. Your subscriber numbers will be back to the level they were at previously before you even know it. I promise. Ultimately, I'm not a modder, so it's by far, not my decision, but as a player, it doesn't seem like an unreasonable request from Tynan. Again, I don't think you'd be expected to do this for, say, 1.1, 1.2, 1.3, etc., just for the big release, 1.0.

Before I go, congrats on 1.0 Tynan! It's been a long time, and I'm sure a mountain and a half of effort in the making, and I'm priveleged to have been a part of it.
#8
Damnit Tynan, I have my final exams for school coming up in the next 2 months and you're probably releasing 1.0 soon? Shame on you for sabotaging my results :p
#9
Hey Tynan, and all you other magnificent people working on the game, I haven't had a chance to play much of the unstable build, but from what I have, here's my feedback;

- Graphic overhauls are much appreciated, and were much needed - personally, I think they fit a lit more with the game. Side Note: I love the new green/red UI for placing buildings, much more obvious than the old one.
- The Ship AI core, I'm sure, exists only to frustrate those of us who enjoy symmetry. Please. For the love of symmetry. Make it either 2x2 cells or 4x4 - I don't care which, but I don't want to have to build two to make myself a symmetrical ship! Even up the resource cost a little, if you must :P
- I must say I agree with a lot of what people are saying about Legendary and Masterwork items, they were already pretty difficult to come across, requiring much of an investment in a pawn's skills, and many many resources just to get one or two - maybe reduce it from 3% to 2%, or even 1.5%, but I disagree with making them essentially uncraftable now - inspirations are too unreliable, and, in my experience, never happen to a pawn that will really benefit from them.
- As suggested, maybe fishing would be a good addition - I saw an earlier suggestion that would require no additional skill, and tie it to mele (spear fishing, I believe.) Obvoiusly it's not an essential feature, but I think it'd be nice to have, if it isn't a ridiculously difficult thing to implement.
- 64-bit is amazing, thank you for putting in the time and effort for it, it makes the game run smoother, and will make my post-1.0 100+ mod-filled colonies run at more than 3fps! Though it would seem that you've implemented a lot of QOL mods in 1.0 - a big thank-you for that!
- I know it's probably a pointless thing to ask, but would multi-core support be super difficult to implement at this stage? I have an overclocked i7 6700K, and a GTX 1080, but most of that power isn't used by Rimworld. I read what you've said on the subject, and agree that 64-bit will be better (as someone else mentioned) for battery on laptops, so would it then be possible for it to be a toggleable option? If not for 1.0, as it's probably a bit late now, would it maybe be a possibility for a future update?
- New armour - always welcomed, and the new armour system is a welcome addition. Though, as another user suggested, maybe negate blunt/sharp/piercing armour for cloth clothes, etc. and leave it to synththread, hyperweave, devilstrand, etc. Maybe stronger leathers too? I'd leave the heat/cold armour though, personally. A T-Shirt won't stop you getting shot, stabbed, or punched, but it will stop a burn for a while.
- Speaking of leathers, the cleaned up leather types is another change for the better - much appreciated. Maybe we could have something similar for meats, since most are similar. Perhaps separate them into avian (chicken, turkey, emu, etc.), white (fish? boar, pig, etc.), red (muffalo, thrumbo? alpaca?, etc.), human, insect, and dog (small mood debuff, or negated mood bonus? Most people would prefer not to eat a dog.) I feel like this would help de-clutter the interface even more.
- A little nitpicky thing, leftover from B18, may have been patched in the unstable release, but I haven't seen it anywhere. Could we have the game prevent bonded animals from being butchered automatically? Call me sentimental, but if my colony's husky dies, I don't want my colonists eating him/her for the next week, I want to give him/her a proper burial/sarcophagus. Just a suggestion. Maybe add a tag to their body, and an option to butcher recipies to prevent this? Maybe a small mood bonus, or lesser mood debuff to the bonded human if the animal is given a grave or sarcophagus?
- I agree with one of the above posts on stone walls, they take longer to build, are more sturdy, in real life, insulate fairly well, but in rimworld, you still need two layers if you want a decent freezer. Maybe buff their insulation for a bit of convenience/balance? Personally, I think their build time is a fair trade for their added benefits, but more insulation would be nice.
- On the topic of insulation, maybe there should be some sort of bonus with floors (though this may be ingame already, I don't know) - i.e. stone/steel floors provide more insulation than dirt? May be a little impractical, I'm not sure - thoughts?
- Can't remember if it was in the patch notes/changelog, and I haven't come across it yet, but is power armour still giving a -10% work speed? I would imagine it would be somewhat similar to an exosuit, boosting the user's strength, durability, armour, speed, workspeed, etc. Similarly, I would imagine that the power armour helmet would increase the wearer's sight/combat effectiveness - think inbuilt HUD. Just a thought :)

These are just my suggestions and feedback, overall, you've done an amazing job so far, and Rimworld remains one of my favourite games.  Thank-you Tynan (and the rest of your amazing dev team) for providing me, and many others with endless hours of fun.
#10
Unfinished / Re: 9thFinger's ThreadingMod
June 19, 2018, 07:17:48 AM
Just curious, is this still being worked on? How's it going, if so? No rush, just interested :)
#11
General Discussion / Re: A18 have Multiplayer?
November 18, 2017, 01:34:04 AM
To be perfectly honest, I see people asking for multiplayer all the time here, but I just don't understand what it would bring to the game. Seriously, Rimworld is the kind of game that is meant to be played solo, and, personally, I think multiplayer would kind of ruin the game - sure I could still play solo, but suddenly nearly everyone who asked for multiplayer would be complaining about it. Sure it's fun to play a game with your friends, but only if it actually makes the game any different - I don't even get what the point of it would be in Rimworld - what could you do with someone else that you can't do yourself? Anyways, that's just my two cents, take it or leave it and please don't let it start a flame war.
#12
Hi everyone, first of all, thanks for posting this, I've emailed Tynan and filed a complaint, I'll let you guys know how it goes. Cheers :)
#13
General Discussion / Re: game downloads
September 15, 2017, 09:01:02 PM
Just so yous all know, steam version runs without steam, if you run the executable direct from the game folders. (Last time I checked anyway) That means you can move the game folder somewhere else and not have to recieve forced updates, plus, you can install mods from the forum. Good luck!
#14
Ideas / Re: Mushrooms, huge herd and lightning rod
August 07, 2017, 09:17:59 PM
Quote from: JimmyAgnt007 on August 07, 2017, 08:45:37 PM
Quote from: NeverPire on August 07, 2017, 12:19:43 PM
I'm going to change the name of the topic to match your opinion. You have convinced me.

I think this is the first time I have ever seen someone say this on the internet...
It is quite the rarity, isn't it? People being reasonable and civilised on the internet...
#15
Ideas / Re: Community Card Game?
August 03, 2017, 12:36:41 AM
Sounds like a good idea, are you thinking something along the lines of requiring different structures and things, in order to make others? Like having certain workbenches would be required to build the ship, or a planetkiller? How about status effect cards too? Like a volcanic winter that lasts x turns, or something that effects only some players, and can be beneficial or not. With regards to attacks, it could be a roll of a dice, with different outcomes for players, depending on weapons and things, and maybe attacks could only be triggered when an "attack" card or something is drawn/played? Do you think it would be best for each player to be provided with a deck, and to have another deck of different cards, for the end of each 'round' (once each player has had a turn). How about also having different decks for players playing different factions, so things for tribal players, etc. And why not have something of a research thing in place, maybe as another deck still, that allows certain things to be built by all players, once flipped, or drawn?