Build a gibbet cage so Mac can have Talias by his side forever.
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#2
General Discussion / Re: Chicken brains?
May 17, 2016, 01:18:01 PM
Couldn't you create an "Animals Indoors" zone and specify that as their allowed area?
#3
Ideas / Remove Gender from Romantic Relationships
April 08, 2016, 12:17:36 PM
As Nasikabatrachus so eloquently put it, attempting to represent the entirety of human sexuality can be very trying in a game like this, especially one with such a small population of colonists. Rather than trying to code in traits for the LGBTQ community, and crossing your fingers that the two gay colonists might maybe be socially compatible, wouldn't it be easier to allow relationships of all stripes to occur regardless of the pawns' genders?
You're out in the middle of nowhere with only a few humans in your immediate vicinity. The likelihood that you'll develop strong feelings (whether positive or negative) for the people around you is practically inevitable. Why not allow the possibility for romance to form between anyone? (barring relatives, of course)
You're out in the middle of nowhere with only a few humans in your immediate vicinity. The likelihood that you'll develop strong feelings (whether positive or negative) for the people around you is practically inevitable. Why not allow the possibility for romance to form between anyone? (barring relatives, of course)
#5
Water is one of the most frequently suggested features, as listed in the "Frequent Suggestions" topic pinned to the top of this board.
https://ludeon.com/forums/index.php?topic=12024.0
https://ludeon.com/forums/index.php?topic=12024.0
#6
General Discussion / Re: Question: Prisoners and clothing
May 12, 2015, 01:23:11 PM
No, ZOMBIE, that was MY suggestion.
#7
General Discussion / Re: Question: Prisoners and clothing
May 07, 2015, 05:10:30 PMQuote from: TLHeart on May 07, 2015, 02:45:28 PMFixed that for you!
Create a small stock pile in the prison, for apparel only, stock it and then set fire to it, raising the temperature of the room
#8
General Discussion / Re: How do I do surgery?
May 04, 2015, 06:41:27 PMQuote from: TitaniumTurtle on May 03, 2015, 09:33:37 PMOh goodness, do let us know. ::grabs popcorn::
Also, my doctor only has one arm, so I dont know how this is going to turn out...
#9
General Discussion / Re: Fire too OP?
May 04, 2015, 06:39:21 PMQuote from: GamerGuy on May 04, 2015, 12:35:26 PM::looks up:: EEK!
This may be hard to believe but what if I told you... fire is UP!
#10
Ideas / Re: 'Priority Build' designator
April 29, 2015, 01:48:10 PM
I don't know how it could be implemented, but I'd love a screen that lists the construction projects and you could drag more important ones higher in the list. It would be easy enough for furniture and buildings, but I'm not sure how it would work once you get to walls, floors, etc. (certainly listing each by tile would be outrageous; could all contiguous tiles of the same job be grouped easily?)
This could be extended (perhaps more easily) to crafting, medical operations, and other orders that use the billing system.
This could be extended (perhaps more easily) to crafting, medical operations, and other orders that use the billing system.
#11
General Discussion / Re: Dealing With Incapacitated Guests?
April 27, 2015, 02:55:58 PMQuote from: milon on April 27, 2015, 07:55:57 AM
That's definitely not murder. Totally an accident!

Source: Extra Fabulous Comics
#12
General Discussion / Re: Your ship just crashed.
April 24, 2015, 04:44:06 PM
1.) What use are you?
I emit a psychic drone that steadily increases, first driving the local animals mad and then inducing psychosis in the colonists who crashlanded before me.
2.) How long do you foresee your group surviving?
Depends. Are either of my two friends equipped with an inferno cannon?
I emit a psychic drone that steadily increases, first driving the local animals mad and then inducing psychosis in the colonists who crashlanded before me.
2.) How long do you foresee your group surviving?
Depends. Are either of my two friends equipped with an inferno cannon?
#13
Ideas / Re: Renaming colonist jobs
April 20, 2015, 06:51:20 PMQuote from: Cracker21 on April 20, 2015, 06:17:58 PMYeah, keep in mind that a person's occupation has a direct impact on their skills (http://rimworldwiki.com/wiki/Backstories). If you need a reminder as to what a person's role is in your colony, why not just rename them entirely? Cook1, Hunter1, Hunter2, etc.
+1, you could even just add an optional block in the character tab that is listed as "colony occupation" that way you wouldn't have to remove or edit their "past" occupation. It would keep the gameplay and imagination factor intact. Just my thought but I agree completely.
#14
Ideas / Re: Learning skills
April 20, 2015, 06:49:36 PMQuote from: Cracker21 on April 20, 2015, 06:27:04 PMKeep in mind that this isn't necessarily about whether someone can LEARN something, but whether doing something violates a person's ethics or is below their station.
How can someone be incapable of learning how to pick stuff up, walk, then put it down?
Considering even someone with "0" ability in a skill can, with enough time, train to become an expert, I think permanently disallowing certain behaviors makes the game far more interesting.
#15
General Discussion / Re: Prisoner Fights
April 17, 2015, 01:37:21 PM
Funny you mentioned this. I was just thinking that betting on prisoner fights would be an obscene source of joy for colonists.