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Messages - S810_Jr

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Creative Rewards / Re: Creation status: Needs creator review
« on: February 22, 2019, 12:23:04 PM »
I'm in the same boat and I got bought mine back in October 2014!

Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
« on: January 13, 2019, 05:39:26 AM »
Heh, was a joke about your names origin.

Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
« on: December 29, 2018, 06:49:47 AM »
Once,some cocaine fell from a escape capsule,i keeped it in my storage.
A few days later,i find a squirrel dead next to where i left the drug,he died of overdose.

Sorry for bad english

Was it related to you? Was it your lover? Is this squirrel's death the reason you now try to wipe out the humans on your planet?

Stories / Re: Your Best Screenshots
« on: December 12, 2015, 07:24:41 AM »
So it turns out chronological and biological age don't start at quite the same time...

Actually it is entirely possible for them to start at the same time. Theoretically, the closer to the speed of light we get, the slower time passes. Therefore, an individual that spends an extended amount of time near the speed of light without actually surpassing it would be older upon returning to normal speed. Likewise, cryogenics is suppose to slow the aging process, therefore early interstellar travel will most likely make use of both, otherwise the original crew would like be generations dead by the time they reach their destination. On a related note, it is likely that a skeleton crew would be required to maintain said ship in transit. The dog may have kept the crew company for nearly a month before they decided to put her in cryo too. Or more likely the skeleton crew released the dog early to keep them company as they prepped for landing.

He was talking about time travel, or just straight up breaking the laws of physics.  Notice how the Chronological age is less than the Biological age?  In other words, that dog is older than the amount of time she's been around for.

What he said ^

It's only 1 day in game, which could be a matter of seconds, but it shouldn't be possible - pawns with no stasis time don't show a chronological age because it's exactly the same. Except this ISN'T the same, somehow... It seems she was aged by something. Somehow.

Well how about this? How old are you on your 21st birthday?
21 years old?
Or 21 years and around 9 months old?

(Does that help bodge in a workaround hehe? ]; )

Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
« on: December 12, 2015, 07:18:14 AM »
If it's hot enough to spontaneously combust raiders then it's unlikely that plants would grow (out of growing range). Heaters might work, as long as they don't combust. And as long as the power doesn't go down. Hmm...

Sorry, yeah those were 2 different ideas for it, either growing or pumping hot air in.

May even get lucky with a geothermal spot (or 2) right near where you want to put "death valley". Block it in and get those coolers working overtime! Will need some trial and error on the size of the "room" for the geothermal not to insta-melt before the hot air is pumped out though.

Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
« on: December 11, 2015, 07:26:51 AM »
Woa, this sounds cool -- can you set up a perpetually burning stone cooridor wall around your base?  I wonder how you can throw more fuel in there to keep it going...

If the area is long enough (around the base it should be) wouldn't the grass and trees regrow by the time the fire has made it all the way around?

What about pumping hot air in via Geothermal, coolers and vents to keep it hot in there so anything entering would just burst into flames? Could that work too?

Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
« on: November 27, 2015, 05:41:58 PM »
1st game in A12 with animal taming i tought it would be nice to have a boomrat army so i decided to tame all of them on the map, weren't that much (i believe around 11 of them) and train them in obedience and release. Then i tought that they needed a leader and tamed 1 boomalope. Then finally i could test that 'army' as a 15 man raid came in. Got them on a distance to my base and i decided to realease the boom-army only to get the boomalope getting killed killing all the boomrats in his fire. From then i never tamed a boomalope or boomrat anymore as i think it is pretty pointless.

Oooo that gives me an idea!
Tame boom*s.
Have an inner wall to the base.
Have an outer wall to the base.
Have the boom*s live in the space between.
There would be entry gaps North, South, East, West for raiders to just "walk" in.... through a moving mine field.

Have the entry gaps of the inner and outer wall offset so the raiders have to walk a bit in the moving mine field of course. O'h and for the love of gawd, NOT WOOD WALLS!

Ideas / Default NOT hunting
« on: September 01, 2015, 03:16:29 PM »
You recruit someone, next thing you know the silly sod went off hunting something big that didn't want to be hunted with no weapon/crap melee weapon, and needs rescuing.

Ideas / Timer power switch
« on: August 28, 2015, 06:20:07 PM »
Like a normal power switch but you can set it to be on for different hours of the day (like the restrictions tab).
e.g. You connect your cooker to it so. Then set switch to have it come on in the day when you have people set to cook.

Saves all that energy wasted in the night for batteries without having to micro manage every energy using production item every single night.

The moment when, recently, I was cleaning up after dealing with an evil ship that had spat 5 centipedes, I heard an explosion in the distance.  NO! I think to the screen as I frantically zoom and pan for all my colonies worth, I SWEAR I KILLED THEM ALL. After much flicking between colonists, pausing and unpausing, I discovered the source of the noise. One of my colonists had taken it upon himself to 'hunt' an incapacitated boar with frag grenades. I watched in horror as he launched a frag grenade but feet in front of him, winced as the grenade exploded, and recoiled as shrapnel must of flew past his uncaring face. My colonist just stared at me the whole, he didn't even flinch.  Damn Luddite Rebels.
He's the kind of guy that'll go fishing with an RPG and a bucket to scoop up the pieces... They just don't give a damn.
Aye, but having said that the flip side is he's the kind of guy that has the fish cooked before you scoop up the pieces with the bucket doing it that way ]; )

Bugs / Psychopath doesn't like unburied bodies
« on: March 16, 2015, 07:33:15 PM »
-What the circumstances were.
Hauling corpses to my "do you really wanna attack me and join these?" path to my base.

-What happened.
Psychopath gets negative effect off the corpses.

-What you expected to happen.
"He doesn't mind if others are butchered, LEFT UNBURIED..." - Shouldn't get any effect due to not caring.

-How we can reproduce the bug. This part is important!
See picture

[attachment deleted due to age]

Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
« on: February 25, 2015, 11:41:02 AM »
This is Tater. Say hello to tater.
Tater is a man from the town of Beggar's rest stop. Every week or so he comes to my colony, sits in on a box of potatoes in my fridge for about a day, nearly dies of hypothermia, and then leaves again. I didn't know that rimworld had recurring characters, but Tater has left and returned to my map at least 3 times, always doing the same thing.

He better hope you don't get any cannibals or they may end up saying "boil em, mash em, stick em in a stew".

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