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 - hyperkiller

#76
Ideas / Re: Animals.
January 17, 2015, 12:26:08 AM
Quote from: ImNatalie on December 24, 2014, 09:27:38 AM
Okay, so what if we added a second use for animals? I don't know about you, but I live a peaceful farming colony. I sell my potatoes for silver, and buy every bionic arm I find. I would like to tweak the purposes of animals.

A Colonist's best friend
Add wolves to the game. They will hunt the animals in the biome you live in.
Which then they become pests, they take away a food source if the pack is big enough.
If the pack of wolves is big enough and there is no more meat, the wolves get desperate. The wolves will start attacking the colony. However, you can incapacitate them. Then you can drag them in to a pin and tame them. Eventually, just like prisoners, they will join your colony in the form of a dog.
Then they boost happiness and they work as a defense against attackers. But with bullets come wounds, so maybe doggie armor?

Just another Muffalo Herder Kid
Every time I make a kid that was a Herder, I facedesk. Because I wish I could trap animals and let them breed and slaughter them like we do in real life. Muffalo are like cows, so maybe we can implement milk into the game?? You would have to incapacitate the animal (not squirrels or boomrats.) and then slap a special collar on it, and then it will stay around a designed zone.
Then make a special perk or job in the overview where they take care of the animals. Then you have to move the zone around for them to graze, so the herders actually herd the animals.  MAYBE THE DOGS YOU HAVE CAN HERD THE ANIMALS FOR YOU LIKE IN REAL LIFE! BRILLIANT.


WOLF PETS! im so in :D
#77
Ideas / New trait, Nocturnal
January 17, 2015, 12:24:57 AM
Just like it says, a trait for a colonist to be active at night instead and sleep in the day. :D
#78
Mods / Re: Mod Request, small tables
January 13, 2015, 10:06:02 PM
Ah thanks very much
#79
Mods / Mod Request, small tables
January 13, 2015, 06:08:03 PM
How would I make a Moded table that is like half the size aka (1x2, or 1x3) block length, or if someone else already made one.

I tried to look at the tutorials of modding in rim world but it kinda seems confusing :/
#80
when I get over 10+ people in my colony, i start having more than 1 hunter but i change them all to melee so they dont shoot each other, only issues with melee is you cant hunt boomrats, well there was soo many of them, a physic wave came by and made all the boomrats aggressive.... that was a bad day... the day ended in most of my base in flames lol :/
#81
Hahaha, i was expecting the other squirrel to be like that
#82
Bugs / [W|0.8.657] Survival meals
December 24, 2014, 04:32:52 PM
It appears that colonist like survival meals way too much. they will prioritize eating the meal first even when there are other meals (which can be annoying if your saving for a solar flare, and yes there's the forbid button.) However, my main issue is that they will walk across the entire map, just to eat a meal and to walk all the way back when there's enough other meals at the base.

mostly what I guess i'm saying is that the survival meals have too high of a priority.
#83
General Discussion / Re: Tips and Tricks for Rimworld
December 19, 2014, 12:33:00 PM
Quote from: JKTD1919 on December 18, 2014, 11:20:17 PM
If you're a fan of Mountain bases, and your base is burrowed into a mountain which touches the edge of the map, save space by placing the cooler on the last row of constructible tiles and store your perishable items past the boundary.

Also, if you have a lot of space, mine out your base leaving one layer of stone between every room (even if you use current walls) as this prevents the spread of fire from room to room.

Make sure your colonists can interact with as many structures as possible, in case of fire. Leave research benches and power generators a tile away from walls, and keep lights and plant pots out of corners.

I lay my colonies out with the infirmary/prison the closest to the main entrance as possible--as I've lost many dying pawns in hallways--with the kitchen and dining areas next closest, and colonist beds furthest away.
I use Limestone brick walls, there both have a flammability chance of 0
#84
General Discussion / Re: Tables and chairs--
December 19, 2014, 12:28:56 PM
you can also put chairs on the edges of the butcher tables, and the cooking stove i think as i haven't done it to that yet. they might need all that room tho to cook.
#85
General Discussion / Re: How to change Map Generator?
December 19, 2014, 12:26:30 PM
Thats called DEV mode, its in the options then after that in-game icons will appear at the top right area that you can click
#86
General Discussion / New Build?
December 15, 2014, 10:06:17 PM
On my home screen it says there's a new build 0.8.657 is available on this website.
how do i update it as I cant seem to find it?
#87
Off-Topic / Re: The Drunkard's tavern.
December 06, 2014, 01:35:42 AM
Quote from: Yarkista on September 18, 2013, 05:34:51 PM
Do we have alcohol in space?
Isnt that why there ship crashed? lol haha
#88
Off-Topic / Re: Buy/Stream Log Horizon
December 06, 2014, 01:34:53 AM
wait which ones are illegal? o.0
#89
Off-Topic / Re: Buy/Stream Log Horizon
December 05, 2014, 02:39:10 PM
Quote from: Reysuke on December 04, 2014, 01:04:57 PM
Quote from: hyperkiller on December 04, 2014, 10:50:29 AM
I started to watch this on www.watchcartoononline.com how ever they only have the first 13 episodes in English
My link has everyone of Season 1 with English Sub.
Just search there :)
yeah tho i tend to not like the subs just because ill be focused on more of whats being said instead of the show. however I will go and watch it :D
#90
Off-Topic / Re: Buy/Stream Log Horizon
December 04, 2014, 10:50:29 AM
I started to watch this on www.watchcartoononline.com how ever they only have the first 13 episodes in English