Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - billerinstinct

#1
Outdated / Re: [MOD] (Alpha 5) Droids v0.5
July 06, 2014, 05:58:09 PM
Quote from: ITOS on July 06, 2014, 02:33:03 PM
I've been looking at making an automatic cleaning robot myself. So far I've only made the graphics. If you are going to make a cleaning droid you can use these graphics if you want.

NICELY DONE Itos
#2
Thank you for the quick mirrors!
#3
Great work but the download seems broken on Nexusmods site.
#4
Yeah, my turrets act strange on the alpha 4 update. They don't seem to find targets or something if I have embrasures around.
#5
Ideas / Re: Your Cheapest Ideas
June 16, 2014, 06:11:34 AM
Darker nights would be nice.
#6
Ideas / Re: Your Cheapest Ideas
June 15, 2014, 04:00:19 PM
Probably already on this list.

Flare/Smoke - Just to remember important stuff on the map.
#7
Ideas / Re: One level below/above ground.
June 15, 2014, 06:52:55 AM
Thank you, thats what I mean, +/- one level.
#8
Ideas / Re: Relax mode
June 15, 2014, 06:52:08 AM
I approve of this message.
#9
Ideas / One level below/above ground.
June 13, 2014, 03:30:44 PM
I'm not sure if this is easy/cheap or if its too much work but it would be a great way of increasing the game difficulty but also the life of the colony.

Summary level above:

Positive effects for players:
One level above ground would be great for watchtowers, green areas instead of hydropondics, dropzones, watergathering, longer field of view (if fog of war), stationary defences and so on. Bigger colonies.

Negative for player:
Raiders can land on roof.



Summary level below ground:

Positive effects for player:
Incitament to continue with the same colony, more minerals and metal below ground, bigger colonies, watergathering maybe and so on.

Negative effects of digging below ground:
Raiders can dig under walls and attack from below, raiders can "meet" you while you dig, other threats might be lurking about, big ants and such.

Would be a nice addition to the game but I completely respect the work behind something like this so it might not be something that is duable.
#10
Mods / Re: [Request]Sex And babys
June 12, 2014, 09:29:29 AM
Yes, that is true. I thought colonists didnt die of old age, if so, then that changes some things ofcourse.

As you said, a babyfactory should not be the intention.
#11
Mods / Re: [Request]Sex And babys
June 12, 2014, 08:29:57 AM
One way of getting the problem of "time" out of the way while still keep the Rimworld spirit is to have the stages quite fast.

Baby - 5 game days
Teenager - 5 - 10/15 game days
Adult - 10/15 game days or something like that

All in all, from baby to adult, 10-15 Rimdays.

I think the "Sex/baby" idea would be great and interesting if it were to be kept simple.