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Messages - cameron908

#1
Creative Rewards / No Backer Tier
February 11, 2022, 08:13:12 AM
I have been a backer of Rimworld from when it was on Kickstarter. I got around to creating an account for the creative reward page with my original email but it does not seem to be associating a backer tier with it. Now, I could be wrong, but I am 80% sure that I did get the "Pirate" tier which allows you to insert your name into the game. Am I using the wrong service/page for the kickstarter tier? Was there a cutoff date for the kickstarter folks that I missed out on? If it is of any value I do have a email lying around from 2014 when the game was distributed on sendowl if that is of any value/verification. Any assistance would be greatly appreciated <3
#2
I give Ludeon permission to use my colony commercially.

[attachment deleted by admin - too old]
#3
Built moderately sized room inside a mountain, contained a food paste dispenser (using only human meat) and was crammed full of as many "unwanted" or "hard to recruit" prisoners as possible, I encased the room to prevent entry or escape and allowed the prisoners to go insane and brawl each other until only 1 victor was alive (the rest died from malnutrition since they where constantly incapacitated from fighting before they could eat) and would proceed to install new bionic equipment and recruit the survivor
#4
General Discussion / Re: Could this run Rimworld?
April 04, 2016, 06:02:52 PM
Quote from: Tynan on April 04, 2016, 05:50:09 PM
Quote from: Devon_v on April 04, 2016, 12:03:01 PM
Rimworld isn't going to change to the degree that Space Engineers did though. It started as a 32-bit DX9 game in a 10km3 sandbox and it's going to finish as a 64-bit DX11 game in a 6.6AU sandbox with destructable voxel dwarf planets.

Hey, don't sell us short :)
hehehe... triangles... luminaty... 64 bit, multiplayer, and z levels confirmed
#5
When you accidentally set your time schedule to sleep for all times of the hour so you just sleep and do nothing productive
#6
Ideas / Re: Your Cheapest Ideas
March 23, 2016, 06:29:19 PM
Quote from: wetbread on March 22, 2016, 07:06:04 PM
you know how you can buy hoovers/vacuum cleaners that clean up by themselves (romba i think is the name of one of them)you could program them to be like a pet except without most of the human interactions. it would be there purely to take care of cleaning jobs to free up your colonists while still cleaning rooms. maybe it could sleep/charge beside a battery or more efficiently  in a specially researched wall socket? it should probably also be confined to indoors.                                                                                                                                    Also i find that any artists i have cant do art until relatively late game (they have other duties) it would be cool if they could carve on the walls to make the walls give a positive boost. maybe just make the walls have a few lumps and add into the joy activities for colonists to walk up to them ad admire them.                                                                                                                     another idea would be if you had been raided by pirates or tribesmen or towns if afterwards you had taken one of their people prisoner they come to break him/her out. If they are in a mountain they mine through it or if hes in a house they smash through one of the walls. it would be even better if you didnt get a notification about it until they were almost there.
"roomba" can already be found in frequent suggestions topic, plus would probably be a much more intensive thing to add to the game so also probably not a "cheap" idea
#7
Quote from: Thane on March 18, 2016, 03:06:25 PM
How could any one thing that kills dozens of death-bots be any less terrifying?

Not meaning 1 single event murders off all those terrifying robotic death machines but over a long expanse of time multiple events wind up finishing them off
#8
First off, at the moment sending your (atleast 1 colonist) off in your expensive space craft gives you a simple "yay you escaped" reward, I think it would be much more interesting if after a certain period of time (maybe years) the craft will return to your colony with some reward or event (craft returns with bountiful trade goods, craft returns with crew infected by space born xenomorph, craft returns with dead crew) and maybe variables such as x ammount of colonists that boarded and x mood of colonist will affect outcomes.

Additionally, some form of a super speed up option that speeds up time relative to days? months? years? if you get those pesky swarms of robots and want your entire colony to hibernate in their cozy cryopods until they go away or get killed by something less terrifying.
#9
Ideas / Re: Your Cheapest Ideas
March 18, 2016, 10:45:26 AM
Quote from: Mossy piglet on March 16, 2016, 03:19:52 PM
Quote from: cameron908 on March 15, 2016, 04:27:49 PM
Quote from: Mossy piglet on March 15, 2016, 03:38:12 PM
Quote from: cameron908 on March 14, 2016, 01:16:54 PM
Quote from: StorymasterQ on March 13, 2016, 08:56:04 PM
Quote from: Mossy piglet on March 13, 2016, 10:30:08 AM
Quote from: cameron908 on March 12, 2016, 08:43:21 PM
Tynan mode 8) hidden option in settings that replaces a significant amount of in game text with the word "Tynan"

"a Tynan is visiting your Tynan" "Tynan has died from Tynan" "Tynan is going on a Tynan" "Tynan has gone Tynan!" "Tynan is no longer Tynan"
"a Tynan year old Tynan is being chased by Tynan and is asking for Tynan" "Tynan has given birth!" ;) "Tynan was crushed to Tynan"
"Tynan has Tynan'ed to death" "a group of Tynan has decided to Tynan your Tynan"

Why?

Why not? That sounds amazing Tynan.

Although, it does make the colony sound like a Smurf town, only with Tynans.

I mean... why in the Tynan would you not want Tynan all over the Tynan!?

The point is would you rather have tynan\piotr coding this or coding something that could actually add good things to the game. It is just a waste of time on the developers part.

What in the Tynan is not good about that? I am Tynan and I find that offensive (nothing is a waste of time if it makes the game more fun)

You are not Tynan if you were I might take your post seriously.
In all reality this would very likely require very little effort to implement code wise (change events to state Tynan instead of someones title) and potentially semi tedious process of changing whatever he wants in the game to Tynan and setting it as an option (but who knows im "not Tynan")
#10
Ideas / Re: Speakers and custom music.
March 16, 2016, 02:32:31 PM
Quote from: Pactrick Willis on March 16, 2016, 12:29:08 AM
Quote from: Mikhail Reign on March 16, 2016, 12:04:58 AM
I'd craft a guitar outa wood. Would be cool if a colonist could equip it like a weapon and give them, and a AOE mood buff every now and again during joy time.
Yeah. Would also be cool if you could here it. Not the singing mind you, just the guitar. A bit like the billiards sound affect.
QuoteAnd the obvious El Kabong resulting battles.
Raiders beating my colonists to death with a guitar. I can Already see it.
I think it would be funny as hell to charge into battle mad max style with a pawn blasting a guitar solo
#11
Ideas / Re: Your Cheapest Ideas
March 16, 2016, 02:31:03 PM
Quote from: mumblemumble on March 16, 2016, 01:52:58 PM
Fallout 2 style targeting OPTION, with attempts to hit certain body parts, perhaps with less chance, but obviously, much more likely (though not guaranteed) to hit what you want (an aimed head-shot could miss and hit the torso or arm).

Even if it was just a slider for focusing hits on non fatal, center mass, and very fatal blows (limbs, junk, ect for non fatal, center mass being the current system roughly, and fatal aiming primarily for head / heart) That would work, but giving the OPTION at least to aim would be sweet.

Would make those 20 rank melee /  shooters all the better if we could use them to either reliably disable enemies (aim for limbs, genitals, or even perhaps have critical strikes with better effect without completely removing the limb, like an unarmed attack to the leg out right toppling someone, but keeping the leg intact) or conversely, make extremely impressive usage of otherwise outranked weapons (an assassin using a pistol to eye shot raiders, killing them instantly when it goes into the brain)

(with my limited knowledge of programming and/or game development) I would like to say this probably belongs in suggestions rather than cheapest ideas considering this would probably require a significant change in how the combat system works
#12
Ideas / Re: Your Cheapest Ideas
March 15, 2016, 04:27:49 PM
Quote from: Mossy piglet on March 15, 2016, 03:38:12 PM
Quote from: cameron908 on March 14, 2016, 01:16:54 PM
Quote from: StorymasterQ on March 13, 2016, 08:56:04 PM
Quote from: Mossy piglet on March 13, 2016, 10:30:08 AM
Quote from: cameron908 on March 12, 2016, 08:43:21 PM
Tynan mode 8) hidden option in settings that replaces a significant amount of in game text with the word "Tynan"

"a Tynan is visiting your Tynan" "Tynan has died from Tynan" "Tynan is going on a Tynan" "Tynan has gone Tynan!" "Tynan is no longer Tynan"
"a Tynan year old Tynan is being chased by Tynan and is asking for Tynan" "Tynan has given birth!" ;) "Tynan was crushed to Tynan"
"Tynan has Tynan'ed to death" "a group of Tynan has decided to Tynan your Tynan"

Why?

Why not? That sounds amazing Tynan.

Although, it does make the colony sound like a Smurf town, only with Tynans.

I mean... why in the Tynan would you not want Tynan all over the Tynan!?

The point is would you rather have tynan\piotr coding this or coding something that could actually add good things to the game. It is just a waste of time on the developers part.

What in the Tynan is not good about that? I am Tynan and I find that offensive (nothing is a waste of time if it makes the game more fun)
#13
Ideas / Re: Your Cheapest Ideas
March 14, 2016, 01:16:54 PM
Quote from: StorymasterQ on March 13, 2016, 08:56:04 PM
Quote from: Mossy piglet on March 13, 2016, 10:30:08 AM
Quote from: cameron908 on March 12, 2016, 08:43:21 PM
Tynan mode 8) hidden option in settings that replaces a significant amount of in game text with the word "Tynan"

"a Tynan is visiting your Tynan" "Tynan has died from Tynan" "Tynan is going on a Tynan" "Tynan has gone Tynan!" "Tynan is no longer Tynan"
"a Tynan year old Tynan is being chased by Tynan and is asking for Tynan" "Tynan has given birth!" ;) "Tynan was crushed to Tynan"
"Tynan has Tynan'ed to death" "a group of Tynan has decided to Tynan your Tynan"

Why?

Why not? That sounds amazing Tynan.

Although, it does make the colony sound like a Smurf town, only with Tynans.

I mean... why in the Tynan would you not want Tynan all over the Tynan!?
#14
Ideas / Re: Your Cheapest Ideas
March 12, 2016, 08:43:21 PM
Tynan mode 8) hidden option in settings that replaces a significant amount of in game text with the word "Tynan"

"a Tynan is visiting your Tynan" "Tynan has died from Tynan" "Tynan is going on a Tynan" "Tynan has gone Tynan!" "Tynan is no longer Tynan"
"a Tynan year old Tynan is being chased by Tynan and is asking for Tynan" "Tynan has given birth!" ;) "Tynan was crushed to Tynan"
"Tynan has Tynan'ed to death" "a group of Tynan has decided to Tynan your Tynan"
#15
General Discussion / Re: muffalo and deer
March 11, 2016, 06:57:18 PM
Quote from: erdrik on March 11, 2016, 05:44:03 PM
Quote from: asanbr on March 11, 2016, 03:39:21 PM
...
I like to tame alpacas and muffalo and sell to traders asap. Other than that, I stopped trying to make animal farms work because they eat so much food. ...
How many animals did you have that their food consumption became a problem?
I currently have 2 muffalo, 3 pigs, and a hare and have no problem feeding them.
I have a single 5x8 hay field for storage growth, and another 3x5 field for them to directly feed from.
The fields are operating at a surplus.

pfft try attempting to keep over 60 wild boar constantly popping out babies and the food requirements for training them all to hauling capacity, they consume wild grass so quick its not viable to let them graze      (a large radius around my base is a grassless wasteland)