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Messages - DreamHollow

General Discussion / Re: Biotech
January 13, 2023, 02:44:02 AM
Hah, I'd love to talk about the DLC more when I can actually afford to get it. In dire straits right now.

I have to say that I love the concepts I've seen at a glance, and I'll be happy to give my opinion on stuff once I actually try it beyond watching gameplay.
Quote from: josefrees on October 16, 2022, 12:36:56 AM
This is the only game where I can have my little pony, Pokémon, Magic, and basically whatever anyone would want. She's 8.

Personally I don't think it would be that hard all the options are there I'm just not sure how to enact them. My main priorities are keeping violence to a minimum and solvable. I'm mostly worried about random event stuff I guess but I am sure you all can show me some other pitfalls.

There are probably easier games to make kid friendly but this is the only game I can think of where the storytellers are so malleable to the gamers' desire

Sorry to say that you would have to cut a lot of the Core content.

The game is filled with references to fictional drugs, violent weapons, atrocities, dangerous warbands, raiders, lethal world events (like radioactive fallout), and that's just the stuff that I can think of from the top of my head.

If you found someone passionate enough to mod out most of the Core content and replace it with completely different stuff, it could maybe work, but the effort required to do so would practically make RimWorld an entirely different game.
General Discussion / Re: Wood cyborg
January 13, 2023, 02:38:09 AM
That's the really interesting thing about Pawns.

If they seek out body enhancements, they are kind of weirdly happy about getting any kind of prosthetics of any kind.
Hey RimWorld folks,

I don't normally post to the official forums. I'm usually more active somewhere else like Reddit, but mostly just indulging in the colony showcases and so forth that the community has become known for over time. Regardless of all that, I did want to put something forth that I feel is worth talking about.

It's just a bit of lore that I feel like doesn't make sense in comparison to other abilities.


There's an ability in-game that is called "invisibility". I'm sure at least a few players have used it, but it is among the more rare types of abilities that a Psycaster can learn. I have no problems with the ability in terms of functionality, it's actually extremely useful for allowing Pawns to pull off stealthy maneuvers that might otherwise be impossible with plainly visible Pawns. However, the lore for the ability is a slightly nonsensical?

The literal description is "manipulate the visual centers of anyone nearby."

There are a couple of problems with that. For one, the ability can be cast on a Pawn far away from intended targets. You can cast Invisibility, have a Pawn wander a very long distance within about 15 seconds, and they will still be considered unseen by others. How in the world does that work? Does Invisibility create some kind of weird perception filter to ignore people that wander into their line of sight, sort of like Doctor Who and the TARDIS?

Furthermore, this piece of lore makes almost entirely no sense against the Mechanoids. While Mechanoids are vulnerable to some limited amount of Psy abilites, I feel like it's very silly that they wouldn't be able to use other advanced sensors (like hearing sensors) to notice Pawns that are using the ability. Maybe this could also go for regular human Pawns, but I'm focusing more on the machines ability to use advanced senses that people don't normally have.

I wanted to just put this suggestion out there in case anyone else might have been thinking the same thing. Maybe the lore is perfectly fine and I'm overreacting, but I would like to hear the community's thoughts on this.
1. What were the circumstances?

It seems to be a minor bug, but it's persistant across all of my save files. The quest "Ship To The Stars" displays a weird string variant.

"A friendly AI from your past named <Name>Charlon Whitestone</Name> has sent you a message!"

I figured this had to be some kind of string error because I'm at least a little bit familiar with programming; at least enough to recognize when a displayed string isn't displaying correctly.

2. What happened?

String displayed incorrectly during quest. Does not seem to change regardless of interaction with it.

"Trashing" the quest obviously fixing nothing, but I tried it anyway to see if it would correct itself. No luck. Still broken.

3. What I expected to happen?

I don't know how RimWorld displays strings but I guess now I have an idea of *how* they're supposed to be displayed, and clearly this one has broken in deployment.

4. Steps to make it happen on developers' machines.

I'll be completely honest, I have no idea. I'm not sure if anyone else has this bug or how this happened in the first place.

5. Included savegame?

Sure. Downloadable.

6. Log file?

There isn't much there, but I'll provide that, too.
Ideas / Vehicles (That don't break game balance)
November 12, 2019, 10:08:19 AM
Most of the threads I could find about suggesting vehicles are actually a few years old now, so I thought I'd try to suggest the idea again.

Naturally for a RimWorld there wouldn't be much use for suggesting something too bulky to travel in that would change the balance of the game, right? So I feel like Tanks will never become Vanilla unless there was a large amount of demand for them, probably paired with anti-tank weapons to keep the game balance solid. I'm putting this out there because I know a few of us are probably curious how much different the game would be if heavily armored vehicles were added.

But it would be nice to see something simple. Motorbikes? Improvised cars? What kind of vehicle derivative would other RimWorld fans like to see?

I'm personally a huge fan of the idea that pawns could manufacture bikes with massive amounts of components, possibly with the ability to vastly upgrade bike features with advanced components. Maybe something like that? Open to suggestions.
Ideas / Re: Simple and global.
November 11, 2019, 10:04:12 PM
1. I really like the idea of a custom-generated screen that explains what the pawns were doing before they crash landed. It seems like it would be a challenge, but not impossible, to code something like that into the game to represent how the pawns were interacting before they end up in the game world.

2. I'm not sure about Handbooks. I find the idea really interesting but it's hard to implement player-created non-mod content that would be generally acceptable to all players. I personally don't want to see Ludeon getting in trouble for accidentally sponsoring content that would damage their reputation, even by accident.

3. I'm neutral to this suggestion. I feel that the pawns benefit quite a lot already from items such as go-juice and bionic limbs, with the tradeoff being that they are hard to come by and possess unique weaknesses.

4. I have been in favor of the "possibility" to attack locations and "claim" them as part of your own faction for a long time now. Is that what you mean? Because if so, I fully support that kind of idea. The game could really benefit a lot from more enhanced interactions between factions, and new faction possibilities springing up as a result of in-world situations.

The only real problem with this kind of freedom is that it can be extremely taxing for computers. While the game itself seems to run extremely smoothly on most machines, multiple colonies and generated content can really stagger the game over time and put strain on a computer's resources.
Quote from: TomTaylor99 on August 01, 2019, 02:47:04 PM
First of all, I really like Rimworld, especially with mods. I have over 1000 hours in Rimworld, but now, after I saved my last colony with the space ship, I'm done with it. I mean, don't you look at your late game colony and think: My colony survived a real long time, but it's getting bored. Because you have no goal to achieve.

My question is, what goals do you have in Rimworld? After you built a stable base, tons of food and ressources and colonists with bionic arms and legs? I know, mods keep the game more interesting, but for me, when I reach late game, I always get to this f****** point, where I have no goals to achieve.

What goals do you have in the late game? After you have literally everything?

In my experience, if you need more challenge you have to force yourself to play on biomes that are extremely difficult.

I have started a number of games with "rich explorer" to see how far I can last on ice sheets. I imagine with the right mods, you can make it into a much longer lasting but challenging personal quest.
General Discussion / Re: How do you manage big colonies?
November 11, 2019, 09:49:37 PM
In my experience, the most surefire way to keep a massive colony going is just to stockpile as much stuff as you can possibly manage.

This can be extremely difficult when it comes to food supply- so no harm is done if you decide to mostly grow rice or favor hydroponics rooms.

The *most important thing* you can possibly do with an extremely large base is to start building for every contingency.
There will be occasional breaches from within the base due to drop pods or overzealous raiders mining through your walls, so make sure that you have sandbags set up at some locations for those rare moments.
Bugs / Found a bug where some buildings can be forbidden
November 09, 2019, 10:59:29 PM
Edit: My mistake.

I never use the "forbid" option on buildings and honestly forgot it was there.

Please forgive the errors in my post.