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Messages - CrazyRu55ian

#1
It doesn't seem like this mod works for 7C. I keep getting screen errors and tearing. I turns my screen into a rainbow. Too bad :(
#2
Ideas / Re: New trait ideas
September 24, 2014, 06:45:01 PM
I think its all good to have new traits that people start out with, but what about traits that are bound to the person mood. Example:

When colonist is at a normal mood level, they have their standard traits. Once a colonist gets below a certain level of their mood THEN bad traits will show up such as suicidal, homicidal, etc.

This would mean I wouldn't know what all the traits my colonists have unless they get below/above a certain level. I could have a colonist who is a great hunter, but when his mood drops below X amount, he gets the trait of sadistic which would make him occasionally shoot  somebody since hes in a bad mood. Once you bring his mood back up, the sadistic trait goes away.

Moods should be more dynamic with reference to what happens to the colonists I feel. If colonist A hangs around with colonist B for X amount of time they can have an "attached/attracted to B" trait. If colonist B dies, THEN colonist A could get depressed.

Just my 2 cents as to what I think would make traits more fun instead of me just click "randomize" and knowing every time what ill be hit with.
#3
General Discussion / Re: RimWorld change log
September 15, 2014, 12:51:50 PM
I would kill for a new land area that incorporates the zombie mod similar to dwarf fortress. The rain could be miasma, almost no fertile ground, and dead bodies would reanimate. Sort of a "toxic wasteland" for people who want a really crazy challenge. Something like this would be great for around Halloween especially. Maybe even add in harvest-able pumpkins.
#4
I havent gone in depth into the changelog, but will there be a way to make splints from wood and gauze/medpacks from the future cotton resource?

I feel like there needs to be different version on medical supplies with varying "qualities" of healing. I know in the star wars universe, there were both Medkits and medipacs.

10 medipacs=1 Medkit
Medkits have a far greater chance of healing wounds with better quality. Maybe have "improvised medkits" as well? Just throwing ideas around.
#5
Ideas / Re: Your Cheapest Ideas
August 13, 2014, 07:07:01 PM
Be able to designate tables to hold certain items. On top of that, be able to make thinner tables like 1X1,1X2,1X3 for "end tables".

I'd like to have hospitals with medkits on iron tables
#6
Ideas / Re: More Mechanoids?
August 13, 2014, 06:39:13 PM
How about a robot that slowly terraforms the land around it into desert/barren/radiation? It would lay down "harmful tiles". This would give a use to the terraforming device that needs to be researched now by colonists.

I also suggest using dead scyther bodies as an ingredient for more advanced turrets such as a high powered sniper turret.