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#2
General Discussion / Re: What's something so minor and specific to you that it'd probably never get added
April 12, 2018, 10:31:51 PM
Forgot to add creating telescopes and mega/flat screen tv's
#3
General Discussion / Whats the big deal with infestations?
April 12, 2018, 10:30:46 PM
When i get an infestation, I can usually deal with it by just melee rushing then bugs first (with more focus on the mega spiders), then smashing the hive to death. I guess I could have just been extremely with the hive spawns so far. Lemme know how it usually plays out for you guys
#4
General Discussion / Re: What's something so minor and specific to you that it'd probably never get added
April 12, 2018, 10:24:36 PM
Lighters for smoke leaf joints
#8
General Discussion / Re: we come here to die
March 28, 2018, 05:41:32 PM
Try recruiting some bois
#9
Implement a system where creating meals requires a dish, eating a meal creates a dirty dish, Dirty dishes can be cleaned at a sink or in the water, and you can create dishes. (Art could also be on the dish and give a slight +2 or 3 "Ate with a nice dish" buff)
#10
Ideas / Re: Some ideas for traits.
March 28, 2018, 05:23:57 PM
Veteran: +shooting and melee, better mental break threshold but will randomly have psychotic wandering due to PTSD or something (Will only appear with appropriate backgrounds)
Mute: No social
Lucky: can sometime survive what would otherwise be a fatal injury
Lead belly: Very very low chance of food poisoning, is ok with eating raw food/meat ( not human)
Stoic: 50% off of all mood debuffs, but 25% lower mental break thresh
(Can't think of name): food bar drains 20% slower then others
(Can't think of GOOD name): Much higher chance of taming/training animals but no social
Hyperactive: Has problems paying attention to task. will randomly switch tasks. Priorities do not affect the random task chosen. (EG will switch from Tailoring to Cleaning before the thing is done)
(Sorry for bad grammer)
Mute: No social
Lucky: can sometime survive what would otherwise be a fatal injury
Lead belly: Very very low chance of food poisoning, is ok with eating raw food/meat ( not human)
Stoic: 50% off of all mood debuffs, but 25% lower mental break thresh
(Can't think of name): food bar drains 20% slower then others
(Can't think of GOOD name): Much higher chance of taming/training animals but no social
Hyperactive: Has problems paying attention to task. will randomly switch tasks. Priorities do not affect the random task chosen. (EG will switch from Tailoring to Cleaning before the thing is done)
(Sorry for bad grammer)
#11
General Discussion / Re: Super soldier backstory is kinda lore breaking?
March 07, 2018, 05:02:21 PMQuote from: OFWG on March 07, 2018, 01:24:54 PM
Super soldier is a vanilla background, but it doesn't mention aliens or a mother ship. The only backstory that mentions aliens is sentimental child, who fantasizes about fighting humans and aliens.
I checked it using prepare carefully, its say that he survived the final attack on the ENEMY mother ship, so they ether changed it or I remembered it wrong. It is the adult stage of the background
#12
General Discussion / Super soldier backstory is kinda lore breaking?
March 06, 2018, 08:29:20 PM
The "Super soldier" backstory says that they survived the final assault on the alien mother ship, yet the fiction primer thing says that alien don't exist?
#13
General Discussion / Re: RimWorld on iOS (tablet and/or phone)?
March 06, 2018, 04:20:47 PMQuote from: schoen on February 23, 2018, 09:31:28 AM
With 1.0 on the way is there any chance of an iOS port to tablet or phone? It would be excellent on an iPad and potentially bring a large audience to the game.
Depending on funding, there are also service providers who could do the port for some money, whether up-front investment, kickstarter, etc.
One word:
Laggggggggggggggggggggg
#14
General Discussion / Re: If/when colonists return to civilization, how would they be viewed?
March 06, 2018, 04:20:21 PMQuote from: Call me Arty on March 06, 2018, 03:49:48 PM
I was thinking recently about endings other than a perpetual loop of crash, make ship, leave planet, repeat, and wondered what would happen if they finally returned.
Are these guys (and gals) going to be held as celebrities with book deals and movie rights to their story, having survived harsh conditions and built a rocket from scratch, or is the universe already so saturated with humans that some people returning however-many tens or hundreds of year unimportant? "Oh hey, welcome back all six of you. This is Urbworld 461-J, and we just reaches a population of thirty-six billion, would you like directions to the unemployment office? Interview? Maybe we could squeeze a twenty-minute spot between episodes of The Real Housewives of Glitterworld Epsilon and Black Mirror reruns."
Also, would the greeting even be welcome? Assuming some rogue spaceship with no identification and a homicidal AI core piloting it (which doesn't really seem too wise, does it?) would even be allowed, what's guaranteeing that you wouldn't be executed or arrested on the spot? "We did what we had to do to survive. . . including but not limited to: Mass murder, cannibalism, arms dealing and manufacturing, drug dealing and manufacturing, desecration of ancient ruins -including the artifacts and creatures inside-, engaging in the slave trade, poaching ancient and mysterious organisms (Thrumbos) for their fur and horns, stealing lost goods and contraband (cargo pods don't belong to you), psychic warfare, and letting people in our care eat without tables" doesn't exactly sound like something authorities would hand-wave, especially including what those of you with the Rim of Madness and Anime Haircuts mods have done to your poor pawns. Plus, by the Unwritten Laws of Space Opera, you know someone's great*103 grandparent - who had no marketable skills and liked setting fires - tried to become a member of your colony prior to sale, banishment, or Hatification.
The quote at the end make me think that the AI is aiming toward a glitter world, which is generally of high tech. They don't really have any real problems on the glitter world, so they will prob be accepted. The surviving pawns don't have to tell them about what they did, and I think most of them would understand what they had to go through to get there, sort of like how you don't ask a soldier how many kills they got or how many of there friends die. Assuming the AI doesn't reach a glitter world, most types of planets would be relatively hostile (Medievalworld, steamworld, urbworld) however i think they would be welcome on a midworld due to their tech and knowledge. Or they might be shot. Who knows?
#15
Ideas / Re: procedurally generated ending?
March 06, 2018, 03:39:37 PMQuote from: Call me Arty on March 06, 2018, 03:24:04 PM
I don't understand why we'd need that. Getting into the ship and blasting off is already an ending, right? Plus, some of the suggested endings seem pretty pessimistic after you already had to possibly eat your slaughtered friends after they were killed in front of you in order to survive long enough to build a ship to leave that awful planet.
I guess I see what you mean, I just really don´t like cliffhangers. I´d rather have some sense of closure rather then forever wonder what happened. I do believe Tynan intended it this way due to the ominous ¨You´ll find out when you wake up¨ at the end, now that I think about it. Idk, just an idea I had floating around in my head for a while
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