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Messages - OpposingForces

#1
sounds kinda like an old bug that there used to be. the ground lost it's fertility level and so plants couldn't spawn and spread. strange though. pretty sure tynan fixed that a long time ago.
#2
Quote from: BlackSmokeDMax on April 07, 2016, 02:39:17 PM
Was there another new one? I just got my initial email about the A13 update finally today. Only reason I knew it was out was monitoring the forums.

yes, i downloaded alpha 13 yesterday. played it. then today i check my email and there's another sendowl notice that rim world was updated, went and checked and sure enough my download count got reset back to 7. oops never mind. just looked at the new zip and it's exactly the same as yesterday.
#3
as the title says, got a new message from sendowl stating rimworld was updated again. downloaded it. so what was changed fixed from the initial alpha 13 release? really miss the regular changelog updates.
#4
Bugs / Re: Destroyed stomach does not lead to death
September 16, 2015, 12:36:53 AM
you don't need to have a stomach in order to eat. your intestines are what absorb nutrients, you'r stomach just breaks the food down making it easier to absorb. your saliva also starts the breaking down process.
#5
Bugs / Re: [W] 12.914 Some resolution bugs / issues
September 16, 2015, 12:34:15 AM
no one else have this issue? seems strange to me.
#6
Bugs / Re: Xerigium problem
September 03, 2015, 02:51:37 PM
Quote from: TLHeart on September 03, 2015, 10:27:44 AM
growers don't harvest at 90%. They wait until fully grown and ready to harvest.
true but as he stated they are auto harvesting at 90% which would be a bug.
#7
Bugs / [W] 12.914 Some resolution bugs / issues
September 03, 2015, 02:49:49 PM
At a screen resolution of 720p the tops of certain menus are cut off. IE the aren't scaling properly / at all.



also trying to change in game resolution to a larger one than the desktop is fails to change resolution at all.
EXAMPLE:
Desktop resolution is set to 720p, game launches at 720p, in options set resolution to 900p. resolution doesn't change but window pops up asking if i want to keep my changes. i press yes. window closes, resolution has reset to 720p. only way to make it larger is to change desktop res to 900p then game will allow changing to a higher res.
#8
tynan has mentioned in the past adding relationships and i think kids. but how would one go about  dealing with said children? my guess would be some sort of accelerated growth such as gene mod therapy to accelerate growth, or some nursery object that spits out young adults.
#9
an add on to your idea of starting new colonies would be that your old colony becomes an allied ai faction to you. a trading partner and military support by requesting help.
#10
Ideas / Re: Random Landing Site Option
February 08, 2015, 05:20:27 PM
trust me it didn't start that way. but it's getting there. i like the idea of just picking random spot when making a new colony. it's be nice if by picking that you also didn't get to re roll colonists.
#11
Ideas / Re: Write an event!
February 08, 2015, 05:11:49 PM
 ice event: wind turbines get stuck due to ice, movement slowed.

meteor shower: small bits of metal / ore/ stone rain down. damages any thing they land on.
#12
the only ores are gold and silver. both compacted steel and compacted plaststeel are supposed to be the remains of ancient structures and / or ships. though i do like the idea of more mineable ores.
#13
Ideas / Re: Idea: Injectable Traits
February 08, 2015, 03:28:24 PM
maybe a potential side effect could be schizophrenia. after all you're trying to alter some one's personality in a non natural way. would make more of a risk reward type deal.
#14
Ideas / Some ideas for traits, mood, food, zones, etc.
February 08, 2015, 03:01:36 PM
here's some general ideas for the future. some Tynan might already have planned, idk.

Food variety, Effects mood and health: Currently there's no real reason to grow more than one kind of crop other then visual. My idea is two fold. the first is that nobody enjoys eating the same thing over and over again. so idea would be that colonists would get grouchy having to eat the same thing over and over again. the second part is health. people need to eat a balanced diet to maintain nutrition and health. so if all your people are eating just meat, or just potatoes then their health may degrade a bit.
Related events and traits: mono cropping irl is a bad idea since blights effect certain foods. so my idea would be a change to the current mysterious blight system. instead of it effecting all the crops it would target a certain type. so it could go " a mysterious blight destroyed your potatoes." etc. this would encourage greater variety of food types to be grown to avoid whole harvests wiped out.
as far as traits go i can think of two to tie in: carnivore and vegetarian.
carnivores would prefer eating meat, possibly even raw, and would receive a mood boost. they'd be willing to eat fruits and veggies but might take a slight hit in mood. and the flip side of that for vegetarians. colonist would also purposefully seek out their preferred meals / food when hungry.

rehabilitation: this idea may be to complicated or go counter to the vision of the game but i thought i'd throw it out there. the idea would be to have sessions of some sort between doctors / wardens and colonists that have bad traits, I.E. chemically interested, depressive, etc. over a long period of time the patients could reduce or lose those traits.
traits could remain as recovering chem addict or recovering depressive. events could cause them to regress perhaps.

keep clear zone  and forbidden zone: the keep clear zone would allow you to designate an area to keep clear of trees, bush's etc. colonists with the plant cutting job would cut down what ever is set in the area's bill. so if you only wanted grass to grow in your compound you'd set trees and bushes to be cut. it would exclude automatically growing zones. would be useful for creating fire breaks and keeping firing lanes clear.
forbidden zone, this would be useful for keeping colonist away from certain areas such as keeping non combatants away from a warzone. these two ideas would help to reduce some of the micro management that currently is required.

assignable groups: what i mean by this is the ability select a group of colonists, hit ctrl + somekey and assign them to that key. so whenever i need them i press that key and bam all of them(still alive , functioning) are selected so i can quickly respond to threats.

Research: a new research tree for wood / plant cutting. these task are slow and never improve. how about researchable wood axes, chainsaws for wood and pruning shears for bushes and grass? would fit in with pneumatic picks. sledge hammer for construction/deconstruction, "diamond" hoe for farming(never waste diamonds on hoes... lol)

new ore and more power wire types: new ore would be copper, could be used for weapons, wiring and for making mortar shells.
new wire types in addition to steel would be copper and gold. steel would be the worst wire while gold would be the best with copper as the middle ground. perhaps the new wire types would have less chance of faults or shorts. realistically copper and gold handle power much better as steel has too much resistance. lead can also conduct electricity better than steel. perhaps wire could have efficiency like batteries, so steel would only be 50% efficient, copper 75% and gold 100%. so for better power flow you'd want better wire. would make gold actually useful besides a secondary currency and make it hard to decide between gold statues and better wiring.

Trapping / traps: build-able traps such as bear traps and snares. for hunting purposes they'd have to be baited, they'd have a storage slot much like weapon racks but for bait. for defensive purposes they's just need to be built. against enemies they'd only do minor damage to the legs, slowing them down. a colonist with a clumsy trait could have a chance to set off traps and hurt themselves. clumsy trait would slow all work by a small amount.

Mulch pile zone: the ability to zone an area as a mulch / compost site. all rotten food and animal corpses get hauled there and slowly over time turn the soil underneath to rich soil. only available on surfaces that can already host plants. rich soil could become extremely fertile but take a very long time to improve. any rotten items place in this zone would be auto marked as forbidden. they would remain till their durability is gone then they'd disappear leaving a small patch of rich soil. it could serve as a good solution to disposing of rotting food.

sand / gravel and sand bag / concrete changes: currently sand bags / concrete are made from steel... ok. my thought is any rock you mine that doesn't produce ore  or a stone chunk should produce gravel or sand. these together would make concrete(not realistic but better than steel) and gravel / sand and cloth could make sand bags.

new Maintenance job: walls, conduits and production tables and power generators could slowly degrade over time and need maintenance.

Oil and gasoline generators: would need pipes i guess but basically you could pump oil to a generator for producing alot of power. colonist wouldn't like them much though do to noise and pollution but could be handy for a temporary source of power.

well that's it for now. if i think of more i'll add them or if anything is unclear i'll try to reword it.
#15
General Discussion / Re: Call for public testers!
February 04, 2015, 03:43:41 PM
Tynan, i'd be interested in testing out alpha 9. I have some game development experience and am able to(at times) figure out why code or a game act a certain way.