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Messages - Tumuel

#16
General Discussion / Re: RimWorld change log
July 29, 2015, 02:20:19 PM
Quote from: skullywag on July 29, 2015, 01:30:38 PM
New squirrel graphics???

I dont even know how to react...

Of all the things we thought the game needed, this is the thing it really deserved.
*start dramatic music, flags of whatever countries still exist in the year 5500 green-screened in the background*
It is more than just a "misc adjustment", more than a mere new texture, this is the cutting edge of modern rendering technology.
To anyone who says "but you have not even seen it yet..."
Humbug!Don't ask what new squirrel graphics can do for you, what can you do for the new squirrel graphics.................
*cut to a montage of squirrels doing dramatic things*
#17
Ideas / Re: Green Thumb trait
July 24, 2015, 02:42:28 PM
The idea of having negative mood effects for certain jobs is a very good idea, currently there are pawns who are simply incapable of some things.
You might understand that a genetically engineered slave might be incapable of violence, but a medieval lord should not be incapable of hauling, they should just get really upset for being made to do it.
I can't count how many times I have been left  with one colonist left standing in the colony, and all he needs to do is feed the people in the hospital... but no, he is incapable...
There should really be a way to override some of these things at the cost of a mood effect.

(So basically this is a +1 to your idea.)
#18
General Discussion / Re: Trading
July 21, 2015, 08:21:32 AM
In older versions of the game stockpiles worked in a different way, a stockpile looked like a 5*5 fenced area (probably what you are talking about). But there was also a thing called a launchpad where you would keep stuff to trade. Since then both these things have been replaced with the  stockpiles we have currently and the trade beacon.
#19
All I want is a glass of boomrat milk and I will be happy.
#20
I came up with a great way of killing evil ship parts (someone else probably had the same idea before me, but I did have the idea myself); I make a house around them (out of stone), fill the house with wood and put an incendiary trap in there too. Then I get one guy to stand in the door and shoot the ship, triggering the mechanoids to come out, and obviously they burn up in the fire that follows.
When this happened I noticed that the temperature caps out at 2000°C, which lead me to wonder how hot a room I could achieve without putting a fire in a room, only using the temperature control machines (unfortunately I can't seem to get much more than 150°C).
What is evil about that, you ask? Well, just ask the prisoners I put in the testing room for no reason whatsoever...
#21
I once captured a pirate who only had one arm, one leg, one eye and basically half a kidney (those turrets are pretty gruesome sometimes) I felt bad, so I thought I'd set him up with a peg leg and let him go...

The "doctor" "accidentally" cut off his other arm AND his other eye...
#22
Ideas / Re: Bionic Stomach
April 10, 2015, 04:10:52 PM
A bionic stomach could also be used to avoid food poisoning too, maybe even eat things that are not food (i.e wood, cloth, leather) ?
#23
Creative Rewards / Re: List of named characters?
March 17, 2015, 02:13:00 PM
I am pretty sure the name you add to the list in the options menu just makes them more likely to turn up, but it is still possible to get all the names in the game otherwise ,it is just very unlikely for you to find any individual.
#24
Ideas / Rework blight?
March 10, 2015, 04:00:16 PM
One of the problems I have with the game is that when blight comes it is just a *pop* and all the plants are gone, could there not be some sort of actual disease that spreads through the plants (almost like fire does currently) the infected plant could have a period of time before it dies when it spreads the blight to other plants.
Instead of just seeing all the fields just empty like that, you would see the blight coming and you'd have to send colonists out to try to salvage as much of their food as possible (maybe burning the potato fields to stop the blight from spreading to the corn? i.e. the blight starts off only infecting one sort of plant and spreads later).

Maybe there could be other diseases for plants, that make them dangerous to eat (meaning you might sometimes need to bin a whole harvest just for safety).

Whatever you decide to do, I don't like that they just pop out of existence, at least put some sort of animation where they slowly whither away into brown mulch or something like that...
#25
Ideas / Apparel burning thresholds
February 24, 2015, 03:58:56 PM
A problem I have been having is this; when I get a new colonist they generally need new clothes, so I set an order to craft some, but I normally set an order for several more clothes than I need and have my colonist wear the best one to ensure quality, and then I have the rest burnt in the crematorium.
It would be more simple if I could set an order in the crematorium to burn only a certain quality (or range of qualities) of clothes. So my tailor would be making clothes all the time, but all the bad ones would be burnt, and the good ones would be kept.

Secondly, it only makes sense to make it possible to burn bows, pila, clubs and whatnot in the crematorium because of the new degrading mechanic it almost discourages you from storing these things in a place where you can sell them, and I end up keeping them underground and I have no way to get rig of them...
#26
I find it very important to remember to only put one door on it, although in A9 the heat leaks through the walls now, you lose a lot of heat when people walk through it. Having one door means people only go in there when they need to get/put some thing out/in.
#27
Ideas / Too many much things!
January 19, 2015, 03:44:30 PM
I am aware that it is very much an alpha, and will be changes inevitably anyway, but here it is... I think it is not very realistic that so much stuff happens, getting raided every other day is reasonable, but the number of ancient ship parts in space that land is completely ridiculous, there must be thousands of the things up there if so many of them land right on top of my colony... The same goes for cargo pods, it is supposed to be a RIM world, not a space landfill site (space fill site?).

I much prefer the idea of the world being barren, empty, not an overpopulated lump of hyper-fertile sponge... (I never understood how many people there must be in other colonies... must be millions of them).
#28
Ideas / Re: What do you want in alpha 9/10?
January 19, 2015, 03:34:51 PM
More soundtrack, it is all pretty amazing.
#29
The KSP forums are pretty good too (Kerbal space program being a game that involves being a bit more intelligent than most other games demand I suppose it only makes sense).
#30
General Discussion / Re: Body part functions
December 23, 2014, 04:17:16 AM
I am pretty sure they affect a person's immunity: so if someone gets an infection or disease, the blood filtration , breathing etc. stats will make immunity develop at different rates.