Colonists need the ability to have little accidents, like trip in cluttered areas, sprain an ankle, hit their heads when walking through a door, accidentally sow a hide to their finger whilst making a parka, hit their thumb when sculpting or processing rocks, get dizzy when admiring the windmill, drop a horseshoe on their toes, cut themselves whilst processing food, or choke when consuming.
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#1
Ideas / Re: We make bad suggestions and come up with horrible ideas.
February 01, 2017, 08:11:30 PM #2
Ideas / Re: Scenario Option: Start Without Research
February 01, 2017, 07:47:37 PM
Ah...okay, I was under the impression that the 3 included scenarios were just to get started or otherwise examplify the function of the scenario editor, but they apply more changes than the editor allows?
#3
Ideas / Re: Redoing the Hauling System
January 25, 2017, 09:52:50 AMQuote from: Thyme on January 18, 2017, 01:45:58 PMYou are essentially saying that RimWorld got worse with every update. I guess you're still playing the first release?That's not what I said, nor implied.
#4
Ideas / Re: Scenario Option: Start Without Research
January 25, 2017, 09:44:10 AM
Actually, was aiming for not giving away free research unless otherwise dictated (by a scenario or storyteller), though that does sound interesting. Was hoping for more of a survival early game.
#6
Ideas / Re: New power options
January 19, 2017, 01:44:42 AM
Apart from the power needs, that is actually something I'd want to look into...but I've had the experience that playing with mods (too soon) kind of kills the original experience...
#7
Bugs / Re: Unable To Treat Patient
January 19, 2017, 01:42:45 AM
Haven't had this problem before this one incident, nor after (hence, incident), so there must be something else at play. Wasn't there a memory leak or some such? Sorry, grasping at straws here, 'cause I've got no idea why it did that...
Kinda feel silly overwriting savegames after reporting a bug though...
Kinda feel silly overwriting savegames after reporting a bug though...
#8
Bugs / Re: Unable To Treat Patient
January 18, 2017, 01:39:05 PM
Save file has been overwritten several times now, so that's not going to help you...
And for some reason I can't upload the log file...lemme edit and try using Chrome...
Damn Edge...there ya go ;-)
[attachment deleted by admin due to age]
And for some reason I can't upload the log file...lemme edit and try using Chrome...
Damn Edge...there ya go ;-)
[attachment deleted by admin due to age]
#9
Ideas / Re: New power options
January 18, 2017, 01:32:59 PM
I understand, but you have to admit, if you're that far up north, and you need to cool down rooms...well, let's just move on.
#10
Ideas / Re: Make Faction Colonies behave more like Colonies, more interactions
January 18, 2017, 01:30:02 PM
Or passing traders can leave a message that say a town to the south needs certain materials. Just add another text window after they enter your tile.
#11
Ideas / Re: Make Faction Colonies behave more like Colonies, more interactions
January 18, 2017, 04:39:58 AMQuote(if you have ideas for this, feel free to suggest them!)I already have using a tried and proven method in use for over 20 years... read previous responses...
#12
Ideas / Re: [Suggestion] Religion for the tribals/playable tribes
January 18, 2017, 04:36:38 AM
You'll might want to read some of the descriptions of the drugs that are already in the game...
#13
Ideas / Re: Configurable Vents
January 18, 2017, 04:35:31 AM
Had a feeling, just wanted to make sure, since I never tried any mods (no reason to at this time).
But ya, the idea wasn't to make a an completely insulated block, just to have some control added to it. 1% inefficiency is perfectly fine for most cases where one would use it.
But ya, the idea wasn't to make a an completely insulated block, just to have some control added to it. 1% inefficiency is perfectly fine for most cases where one would use it.
#14
General Discussion / Re: Tutorial Changes
January 17, 2017, 09:11:32 PMQuoteWhat is advanced play?To the level where you are explained the controls, are shown how to interact with the world and where to find the information you need to decide how to progress, not to mention information on more information. Not even the tutorial covers every text in the Learning Helper.
And of course there will be people that will feel right at home with the interface and the gameplay, and there are people that die the first day by a monkey (I was killed by a rabbit while reading Learning Helper topics on my first try).
And yes the tutorial will (probably) see some changes, but I really hope they keep the tone as it is; Neutral and to the point. It's not part of a storyline and it's not being forced as part of a linear story. Besides, the 'old west' doesn't make a whole lot of sense when landing on an ice sheet ;-)
#15
Ideas / Re: Make Faction Colonies behave more like Colonies, more interactions
January 17, 2017, 08:55:30 PMQuoteAs for what reputation does beyond the current system, I'll leave that up in the air.Exactly, and at the moment there is no current system (as far as I know). There is a global system, that is based on factions, but there is not interaction between settlements. There is no sense that the player(s settlement) is part of a larger world that has it's own dynamics regardless of what the player may decide to do.
That's what I meant with 'feels a lot more like the X-Universe', wherein each sector has a certain expertise, be it mining or farming or construction of space ships or production of weapons, etc aside from each sector belonging to one race or another and the political / military frictions between them.
And all these sectors trade with eachother, regardless or because of the players action. Right now we only see the 'because', and we're hoping for a 'regardless', so you have a world economy to participate in, and factions gaining and losing territory in a struggle for power and resources. In every game from that series you could play for hours and sense the economy breathing, and participate in it through trade or production or disrupting supply lines, etc. And again, this was 1994...(or some such, couldave been 1996).