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Messages - PokestarFan

Pages: [1]
General Discussion / Re: How do I fuel a Fueled Stove?
« on: September 30, 2016, 04:44:16 PM »
your hauler should do it by themselves but if you want it done asap. click a pawn that can haul then right click on the stove.
Thank you very much. I was trying to put hoppers on the stoves and failing. This is simple!

General Discussion / Re: RimWorld change log
« on: March 08, 2015, 10:42:27 AM »
Are doctors are the new suicidal haulers!?
Will they too, get shot down and frustrate everyone?
Find out more in next alpha!

*intense background music with popo sirens*

Now to the weather! - next poster, on to you!
There's the doctor...and the suicidal hauler
However, whenever prisoners go down, the doctor does not capture them unless I tell them to :)

General Discussion / Re: RimWorld change log
« on: March 07, 2015, 01:38:33 PM »
Doctors now automatically rescue downed colonists.
I foresee many a highly valued doctor being slain because he decided it'd be a good idea to run into the middle of a firefight between your soldiers and an onslaught of Mechanoids. I often leave a few non-combatants un-drafted to keep the colony running. I don't really want to have to micromanage my doctor's priorities to keep them alive every battle.

Yup. I think this is a very poor addition. Does anyone actually send their doctor to rescue colonists directly?  I usually just pick the nearest jogger or fast walker who isn't doing something more important. Now I'll have to draft any medical personnel before combat and whenever I see a downed colonist alert to keep them from getting killed or maimed by this... "feature?"
Here's a hotfix:[Don't worry, this is a fake]
RimWorld Alpha 9f:
Gives you an option of having doctors get downed people
Bug Fixes

General Discussion / Re: RimWorld change log
« on: March 07, 2015, 01:34:05 PM »
If you want to keep tabs on what I've been up to, you can follow the changelog.
Is the changelog a list of things you do with RimWorld every day you do so?
It sure looks like it
P.S. 54 pages? Wow there was a lot of work put into it!

[attachment deleted due to age]

Ideas / Re: Your Cheapest Ideas
« on: February 25, 2015, 04:47:34 PM »
I love the ideas I see around here, but often they tend to be on the complex side. Often, assembling a lot of simple systems and letting them interact is better than designing a big complex system. I want to hear your ideas for full systems and modules, but I'd also really like to have the suggestion stream be balanced between big and small ideas.

So I'm making this thread to specifically ask: what ideas do you have for the game that are really cheap to implement? Ideally these are things I could do in less than half a day. Try to think of things that re-use already-existing systems with minor tweaks to create new variations.

Here are some examples:
Barbed wire: A building that slows down movement.
Molotov cocktails: Grenades that start fires.
Assassin: A raid from one super-powerful raider.
Weaponbuyer: A story event where a trader offers to buy all of your weapons for a high price.
Potatoeater: A muffalo gets a taste for human crops and starts eating them exclusively.

None of these, by themselves, will set the world on fire. But put into the simulation together, they can create new stories. And I can afford to do a lot of them. So, have at it! What are your cheapest ideas?

An idea is cheap if a developer could sit down today and have the feature finished in four hours or less.

If your idea is at all complicated or uses game systems or AI behaviors that are not already in the game, it is not cheap and should be posted elsewhere.
I think I have an idea. It would be bombers. It would be a bunch of raiders that would use balloons and drop bombs, more like mortars but a bit more precise. Only mortars could take them down. To make it fair, there would only be 1 or 2 people and you should make mortars have be like 10-20% more precise

Ideas / Re: colonists should gain some traits over time
« on: February 25, 2015, 04:42:14 PM »
cannibalism for instance. i feel like people should be able to get accustomed to human meat after a while instead of getting a debuff all the time, and i feel like people should also become desensitized to prisoners dying or something. im trying to run a black market organ harvesting operation where i capture prisoners or buy slaves, harvest all of their non vital organs, and sell the vegetables to the slave traders and organs to the exotic goods traders. it would be profitable if every staff member wasnt a total pansy and couldnt handle the sight of a little prisoner blood. where has the professionalism gone? i cant have my staff in a state of mental breaks 75% of the time, it just isnt good for business. prisoners die this way and i lose money. i already have enough meat from all the ones that they accidentally kill during combat. anyway, certain traits should be gained over time. or certain traits unlocked, or certain items/weapons unlocked through gaining traits. for instance, how can you expect a brawler with 0 shooting to even know how to operate a rocket launcher? i like the system where it requires a certain amount of cooking to cook fine meals, should add that for weapons too.

That sounds like a good idea would also make your colonists used to killing people and corpses
When I was doing Alpha 8 modded, all my starting colonists had cannibalism. I got plenty of food. However, you have to be careful with recruits. They go iffy from meat. Also, if the colonist plants a lot, they get green thumb, and maybe if they drink beer, they get the chemical interest. To make it fair, you could be able to get negative traits. 

Tools / Re: Mod installer & auto-update tool - would you use it?
« on: February 25, 2015, 03:58:30 PM »
Hi all

I'm thinking of making a little program that will list all existing RimWorld mods, downloads the ones you want and updates them when necessary. Would anyone be interested in using it? And, more importantly, would you guys who make the mods be interested in adding your mod to yet another database?

EDIT2: Download the latest version now at (v0.1)

EDIT: You can find the ideas and the progress of the tool at the Trello board:

Current ideas:
- Mod database listing all mods, with screenshot(s) and description
- Upload function for mod makers to add their own mods
- Mod versioning per alpha version, so that people who play earlier alphas can still use the tool (but only mods compatible with your version of the game will be shown, so no sifting through lots of mods for different versions like what happens here on the forums)
- Downloader that automatically downloads the mods to the RW mods folder
- Automatic updater that keeps your mods updated
- Activated mods manager + option to change mod order
- Function to flag incompatibility / clashes between mods

But of course this won't get anywhere if you guys don't think it is a good idea. Especially mod makers, I need your opinions because without your support the database would be empty and useless. So please let me know what you think.
That would be the best thing ever. Now I don't have to
1. Look  just for Alpha 9 mods
2. Download them 1 by 1
3.Waste a lot of RimWorld playing time
Does it have modpack capability? I want to mix modpacks

Ideas / Re: Cannibal colony
« on: February 18, 2015, 04:27:57 PM »
Seen a youtuber do this for a bit " Blitzkriegsler" the only downsides were some colonists were like you said unhappy for a few minutes that they had eaten human meat, but i do like your suggestion that maybe cannibals get grumpy if they didnt have any. The thing is their would need to be a way to split the meals so cannibals get their human meat and non cannibals get vegetarian/animal meat, or like you suggested after a while they become cannibals because they have gotten a taste for it.

With having an all cannibal colony there could be downsides for example traders dont visit and they attack the colony more to wipe you out, plus with you being a savage blood hungry race things like optimism, sanguine traits dissipate, your research takes longer and maybe your work flow slows down as they are more savage.

Who knows maybe after years of eating human meat they could actually change and forget how to use guns and there technology and only use their hands and other hand weapons.
Yeah, I know and watch the youtuber Blitz. Is it the series with Data in it? Change of topic. Thanks to him, I do cannibalisim in my world. Only problem: Too much human meat. I mean, it goes into a bedroom of another person. I wish it would go into the freezer room instead. My colonists are tough, plus I always get superior or above level sculptures.

Easy way to get meat:
    seal all but one of the ways into your base.
    put sandbags all around the entrance with turrets behind them.
    Give the turrets power
    Wait for a raid[/list]

    General Discussion / Re: RimWorld change log
    « on: February 18, 2015, 04:16:14 PM »
    I'm a little late reading over changelog for the past month but I just wanted to say:
    You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.

    Thank you SO much! One of my biggest wish-list frustrations is having neighbors help out with an attack and then not even be able to heal them for fear of faction hate when they take one for the team!
    Or help them when they walk in to your prison and get owned by the prisoners....
    After they tried to kill your prisoners....
    Not like they would, but maybe there should bye a visitor bed. Colonists can use it, but visitors have better sleep and healing rates. Also, make a tab for it. Or whatever those things are that say: Colonist needs treatment.

    General Discussion / Re: RimWorld change log
    « on: February 18, 2015, 04:11:48 PM »
    If you want to keep tabs on what I've been up to, you can follow the changelog.
    Isn't the changelog for nerds? Or for Apple and Microsoft? :o

    Just trying to gauge some ideas on what people are really gunning for at the moment!

    Personally I'm shooting for Husbandry and the inclusion of lesser vehicles like carts for mass hauling. Or maybe items that colonists can wear that let them do things such as helmets that put out light, helmets that increase accuracy, backpacks that allow greater storage, etc!

    Tell me RimWorlders, what is your greatest desire for Alpha 10?
    Worlds that are 100,000 by 100,000 that doesn't eat up RAM lol ::)

    Mods / Re: List of Itchy's Mods
    « on: February 18, 2015, 04:04:50 PM »
    Because I have yet to be asked for a list of all the mods I've made, I felt it was time to create the list preemtively. Plus it helps me keep track of my mods.

    Mod List:
    Alpha 8:

    Outdated/Obsolete Mods:
    Mostly in order of oldest to newest.

    Honestly didn't think it would be this long. Damn I've been busy.

    A glimpse into the mindset of ItchyFlea when he wrote this edit:

    Update the mod list and make some mods. Alpha 9 is out. Didn't you get the update now?

    Mods / Re: List of Itchy's Mods
    « on: February 18, 2015, 04:03:13 PM »
    Also, Itchy, I only just know noticed that your bars are all red now, like Tynan and Rhopunzel. Weren't they blue just last week? What gives?


    You're one of them, now, aren't you?! Tell us, does Ludeon give out cool ID cards?
    By them, who do you mean?

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