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Messages - Reaper

#106
could you add the option to drill geothermal vents (steam vents) as a late late game tech? There was a mod that did this but it is outdated.
#107
....
Quote from: bolti1703 on September 03, 2014, 10:21:26 AM
Quote from: Reaper on September 03, 2014, 02:01:22 AM
please remove the metal requirement, It sucks to have to use a building materiel as a fuel. If you could i would prefer that the generator produce empty cans if you don't remove it that can be recrafted.

A debatable point i guess. It seemed plausible for me that if you make liquid or gaseous fuel you need also a container for it. But yes it is not plausible that the container also burns in the generator.  If i make the gen produce a fuel can after burning it would interrupt the burning and the power production after every single fuel unit. You would have an additional step in the power production chain. Would increase the authenticity but complicate the playability. At the moment i prefer the  solution which i choose but as i said the topic is quite debatable.

Edit: A solution could be to spit the production of fuel and cans. you produce cans  out of 5 metal( three different one for wood gas, one for shale gas, one for ethanol ). then you use the cans for producing fuel ( for example 20 wood logs and a can ). after burning the fuel the generator produce an empty can which can be reused again. as i said this would mean an additional step and three additional resources ( empty cans).

just make it output a empty fuel can resource and put in a new crafting recipe to use it instead of metal.

as it is the damn cans are already made from thin air with no tools. but i would like to see the machining table with a option to make cans.
#108
Ideas / Re: [Suggestion] Less Medicinal Waste
September 03, 2014, 01:08:47 PM
Right now the only way to ration medkits is forbid them until someone is in a bad state then scream as they use 18 medkits on minor wounds and only 1 on a fracken lung.
#109
Ideas / Re: Extra Body Parts?
September 03, 2014, 03:39:20 AM
Um I am against this idea however i am not against stem cells and organ transplants in the game(even limb transplants) Would be a nice end game tech tier after prosthetics and bionics.
#110
Ideas / [Suggestion] Less Medicinal Waste
September 03, 2014, 03:36:10 AM
ever noticed how your pawns go through medical supplies like Candie? does anyone with they wouldn't use your blood clotting meds to fix scraps and minor bruises? INstead of only using them on a dieing liver, lung or heart?

WELL I SURE DO AND I HATE IT

@Tynan Sylvester please let us choose which wounds get medical supplies, i would love to see a button in the health menu that looked like a med kit and that my people would only use the meds on that wound and that wound only if i clicked the med kit.


#111
Ideas / Re: Proximity power consumption
September 03, 2014, 03:35:49 AM
there is a power switch mod that does just that but atm is busted because of limits in the current alpha.

That being said i would love to see a technical and logic layer in the game sorta a map under the map that shows power grid with that i would also like the switches in the normal game.

think of rimworld as a 2d space then add another 2d space on top of it where the player could place logic, now of course raiders could still hurt it but they would need to go to the same x and y square that it is located in.
#112
please remove the metal requirement, It sucks to have to use a building materiel as a fuel. If you could i would prefer that the generator produce empty cans if you don't remove it that can be recrafted.
#113
General Discussion / Re: will she wake up again?
September 02, 2014, 11:29:37 PM
ok NOW THAT IS BARBARIC SELLING YOUR OWN PEOPLE TO SLAVERS!!!!!!!!

Thanks for the whole church thing
I will be sure to give my next pawn who falls victim to the brainshot/legshot that kinda send off, then take the body and turn it into synthmeat. But only after they leave the world... sniff
#114
General Discussion / Re: will she wake up again?
September 02, 2014, 10:04:57 PM
if the brain hp went that low, I recommend setting them on fire and leaving them to die, currently running about a 16+ colony on randy random rough, There just a sap of resources now, besides there a vegetable they will not know there on fire. Or just build a 2 thick stone room around them somewhere and let them go in peace.

IF YA GOT A SOFT HEART RIMWORLD DOES NOT, I regularly capture people with some of the worst traits to use as slave warriors, that i put out front, so say i find someone with any work or mental issue at all, i recruit them and send them to die, often i have the next one strip the body of the last. That way all my regular people who are good and fully able of anything. don't horrible risk injury that i would need to let them go because of....
#115
Agreed please fix the firefighting so that my miners on the other side of the map don't prevent people right next to the blaze from dealing with it
#116
General Discussion / Re: Ship mechanoids
September 01, 2014, 12:00:23 AM
Meh i just build some turrets in a 3 line thick stone wall enclosure and power them all will the nearest geo thermo gen possible, placing 7 turrets out of blasting range of each other but in range of the shipp will do it.

If you do it right you can blow up all the mechs and the ship,

OR keep blasting charges in and use 10 of those and deal with the mech raid
#117
Title says it all, show the most space saving battery rooms you have ever thought up. The largest power setups you have ever created,
#118
Ideas / Re: Tag List Of Already Suggested Features
August 31, 2014, 11:43:18 PM
Can you add assigned workplaces to that list?

I wanna keep my easy crackers away from dead stuff.
and my best cook working on the correct workstation.
(i have mods with booze and fuel)
#119
please switch fuel making from a cooking job to a crafting job, my people are eating raw food becuase my HIGH LVL chef is making fuel.
#120
please explain what this mod does