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Messages - FtDLulz

#1
Ideas / Re: Priority Queue
October 25, 2014, 03:15:26 PM
Quote from: Cr0ss0vr on September 17, 2014, 06:18:59 PM
priority queue +1, also.. i'd like to be able to force\prioritise people to eat and\or sleep...
+1, I've always wanted a feature like this in Rimworld.
#2
Ideas / Re: Your Cheapest Ideas
May 21, 2014, 05:48:00 PM
Developer mode is pretty much sandbox.
#3
Ideas / Re: Your Cheapest Ideas
May 02, 2014, 07:06:30 PM
All of those ideas are great. Tynan is in the process of implementing one or two of those I think, such as a buff to Firefighting that you can research.
#4
Ideas / Re: Rescue Allies and Infirmaries
April 27, 2014, 09:49:34 PM
I think Tynan is considering something where you can rescue your allies.
#5
Quote from: renwold on April 20, 2014, 07:35:11 PM
Having a violence threshold for individual colonists would be really interesting, so a new or inexperienced colonist could instantly lose her mind if things went south, while the battle-hardened veterans wouldn't even blink. You could even have something like a chance of developing PTSD which could cause issues during peacetime, like a debuff that goes up for time out of combat which would mean non-combat setbacks like power outages could set them off.
Sounds really interesting, I like it.
#6
General Discussion / Re: The Big Patch Notes Topic
April 20, 2014, 08:43:48 PM
Quote from: Rex705 on April 20, 2014, 08:39:05 PM
I have never seen the name I entered in game :(
In the options menu, you can enter your character name and it will have a higher chance of appearing.
#7
Ideas / Re: Ranges
April 19, 2014, 12:28:44 AM
I'd love for it to auto-place a stockpile. I don't use the range function on bills much, but I can see the inheritance for range being a time-saver.
#8
Hah, wow. That's really neat, I never thought of that.
#9
Ideas / Re: Your Cheapest Ideas
April 19, 2014, 12:13:40 AM
Quote from: Foul on April 18, 2014, 11:45:42 PM
Not sure if these have been suggested over the last 50 pages or so, but a simple thing I'd like to see is an animal's soon-to-be corpse being automatically marked for collection when selected for hunting. Its extra busy-work to hunt the animal then have to manually select the corpse to retrieve and butcher it into food. To kill an animal without intent of collection is to fire upon it without the hunting designation, although that's a waste of fine meals. Hunting implies that you return what you kill.
Don't worry about the first one, it's on Tynan's to-do list. ;)
#10
Tynan said this will be fixed in A4.
#11
System: PC (Desktop)
OS: Windows 7 Home Premium (x64)
CPU: AMD A10-5700 APU w/ Radeon HD Graphics (quad core) ~3.4GHz
RAM: 10GB RAM
GPU: AMD Radeon HD 7660D
DirectX Version: DirectX 11
SOUND: Beats Audio
Rimworld Version: 0.3.414 (Dev build since I don't have the normal one atm)
Average FPS: 60 zoomed both in and out, on normal and high graphics.
Additional Info: New map, size 300x300.

Forgive any mistakes, I'm a noob at computer inner-workings.
#12
General Discussion / Re: How to publicize RimWorld
April 16, 2014, 11:25:15 PM
I know TB does videos covering early versions of games, but like you said, might want to wait.
I love ChristopherOdd, and he loves X-Com, might want to give him a try.
RockLeeSmiles and Nerd³ both do indie games, they're also a good bet.
#13
Quote from: Tynan on April 16, 2014, 10:45:47 PM
Why thank you!

It is getting exciting around here, what with the mods advancing so rapidly and stuff like this fan-made RW intro video.
Oh man, I hadn't seen that before. That's awesome!
#14
General Discussion / Re: Alpha 3 questions/comments
April 13, 2014, 12:10:56 PM
Dead animals being forbidden is on his to-do list, and you won't be able to sell ammo, uranium, and the like until they actually do something.

I like your idea though, it does get frustrating when your colonists run into gunfire to go haul metal or something.
#15
Ideas / Re: light affected area display
April 12, 2014, 05:41:26 PM
The light radius is on his to-do list.