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Messages - Matthiasagreen

Bugs / Re: Alpha 11 - Idle colonists
June 15, 2015, 11:25:39 AM
this issue can be resolved by managing your priorities, I believe. It is not the idling that is killing you, it is 10 colonists looking for jobs related to every single check mark you have for them. Try specializing your colonists on their checked jobs and you should be able to clear up some of the slowness.
581. Breathe people.
Help / Re: Is it possible?
June 14, 2015, 08:49:19 PM
I don't know about 2 or 3, but there are already scyther blades in the game so number 1 seems entirely plausible.
Quote from: Skissor on June 03, 2015, 10:23:46 AM
I don't know, I see dozens of good reasons to restrict colonists to an area, what reason would you have to make a forbidden zone for colonists?

Quote from: Rahjital on June 03, 2015, 09:17:36 AM
I would just like to see a way to forbid an area.

Paint the whole map with an area and erase the part you want forbidden -> et voilĂ , forbidden zone created! You're a private tester, you can even do this right now, only takes a minute. ^^

The idea is if you have a siege and don't want your colonists to go near, you can throw up a quick "no-go" zone around them instead of having to zone off the whole map and then delete the area round them.
Ideas / Re: Colonist backstorys
June 02, 2015, 10:47:11 AM
"Adolescence is an invention of the 21st century" -The Governor (The Walking Dead)

As puberty has usually started by the age of 15, they would no longer be considered children. Some cultures even consider adulthood to start as early as 12. If you take out the idea that there is a stage between being a child and being an adult, then you have to consider which a 15 to 16 year old would fit into. I would argue that if 12 is the end of childhood, then an adult background could be somewhat plausible for a 15 year old.

Obviously this is all my personal opinion and I can totally see the opposite argument, but I find it strange that our society today has determined that there is this timeframe between your childhood and your adult life where you are neither, yet you are expected to act like both at different times. If we treated our youth like adults and expected them to act like such, instead of giving them an excuse to act out as teenagers, because they are "trying to figure themselves out," we wouldn't hve so much of the porblem of adults never wanting to grow up.

And I apologize for turning a small game mechanic into my own little soap box.
From the term allowed zones, I think it is just a zone you can place that specify the area that colonists can be. You mark it and they either stay in it or they go to it if they aren't already. It is the opposite of the no-go zones that everyone has been wanting for a while.
Mods / Re: Do anyone know this error code?
May 26, 2015, 12:45:17 PM
could it be you have shield misspelled?
Quote from: Kegereneku on May 26, 2015, 08:18:15 AM
Same as above.
Fun > realism

And even if it was Iron it wouldn't change the fact that colonist are molding complex technology, cryptosleep casket, ANTIMATTER REACTOR, without any tools. (and even with tools it wouldn't make it less crazy)

I bet they all come with sonic screwdrivers. That is how so much gets done.
It is just the cannon of the Rimworld Universe. Humans have spread out and modified themselves, but there is no alien life.
Quote from: Tynan on May 21, 2015, 01:22:39 PM
It's just been me for some time now.

Piotr worked with me for about 5 months last summer until he went back to school. Ben Grob for like 2 months around last November.

I find working alone is actually hyper-efficient; you can skip all communication/coordination efforts and just work on the actual game all the time.

That said I would like to bring others on... but it's hard to find people who can stick around.

I would be willing to quit my job and move to Canada to be on your team.

Except that I have zero coding ability. And no money to move to Canada. So I am guessing that's a no?
it explains that even though they won't be staying, one of the colonists feel it should be named

also the word colonist just means someone who starts a colony. A colony is simply a place that has been settled. Doesn't mean anyone is staying there for good. There was a lot of talk a while back regarding the name "Colonist" and it pretty much was decided that no other name really fit for them. I personally don't feel like finding the thread, though.

*edit* found thread, wasn't as hard as i thought.

Quote from: Tynan on March 17, 2015, 02:20:23 AM
I've thought of this, but there really is no word that fits better.

Settler - same problem
Survivor - too general, your enemies can be survivors if they survive your gunfire to escape
Citizens - incorrect as there really isn't a government
Refugees - this denotes a person fleeing from danger/persecution, which your colonists in RW aren't
Castaways - correct for the first three people, but doesn't apply to others who are recruited or join later

Everyone gets 'colonist', even though it's not *quite* accurate.
Ideas / Re: Your Cheapest Ideas
May 20, 2015, 08:32:01 AM
Quote from: Lhoto on May 20, 2015, 08:26:57 AM
Here's an easy-ish one:
Strip corpses before cremating. I can't mention the number of times I've lost valuable gear from failing to manually strip the corpses before they're automatically cremated. Maybe you can integrate it so there's an option to strip or not. As for some ideas on programming, you already have the strip target code set up, so all you really do is find a way to slap that together with cremating (which I think is under hauling, but I'm not sure though).

That is how it is in a10.
General Discussion / Re: Noob friendly settings?
May 18, 2015, 12:08:03 PM
Quote from: Stealth on May 16, 2015, 11:55:25 AM
I'm tempted to buy it but $37 CAD is pretty steep. Not many indie games cost that much, especially EA games!

I tend to consider how much game play I get VS how much it costs. In those terms, Rimworld is the cheapest game I have ever bought. I spent more on Diablo 3 and it's expansion, but played considerably less time. I don't really think it has anything to do with indie or not.
Mods / Re: Request:Allow Fresh Cremation
May 14, 2015, 08:11:47 AM
Quote from: hector212121 on May 14, 2015, 06:30:21 AM
What I mean is, that having the button OFF would allow you to exclusively butcher fresh creatures.

I am trying to understand. Currently there is a button that says "allow rotten." When this is checked, rotten corpses and fresh corpses are able to be cremated. When it is not checked, you would only be able to cremate fresh creatures, which sounds like what you are looking for. So unless you were unaware of how the button worked, I am not quite sure what you are wanting.

What currently is not available is the option to only cremate rotten corpses, which would help when trying to get rid of animal corpses that cannot be butchered for me.
Ideas / Re: What do you want in alpha 9/10?
May 13, 2015, 10:12:30 AM
It was over. No one has posted for over 3 months.