Quote from: hector212121 on April 22, 2015, 03:03:02 PMThat would open up possibilities for some truly horrific mods.
Nonsense. Repurpose Prisoners, give each animal Breeding Age and Fertility %, then make it so once a month, if two opposite gendered 'prisoner' animals that are above breeding age are within the same 'prison' area, they have a (fertility A*fertility B)% chance to generate a third animal.
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#211
Ideas / Re: Your Cheapest Ideas
April 22, 2015, 05:58:38 PM #212
General Discussion / Re: open letter to Tynan Sylvester
April 22, 2015, 05:56:11 PMQuote from: KillTyrant on April 22, 2015, 02:33:15 PMSame here.
I dont say this lightly. I often forget i am actually playing an alpha stage game. So the bugs arent that out of line with final product triple A games. However, i as a consumer and someone that trives to better my work. Can appreciate the sentiment behind what you said.
Well said by the way.
#213
General Discussion / Re: A Question for Tynan.
April 22, 2015, 05:53:59 PMQuote from: Skissor on April 22, 2015, 05:28:27 PMPlease don't take the following as a personal attack.
How is it not dark if I can make cowboy hats out of my prisoners? Where on earth do you find this?
Imagine it is a beautiful sunny summer day.
You are walking in the park with your lover with butterflies in your hair and children playing in the distance.
In real life, even on a day like that you could make cowboy hats out of human skin.
It's just that most people don't decide to do that.
Don't blame the game for the darkness in your heart
#214
Ideas / Re: Learning stuff
April 20, 2015, 06:23:07 AMQuote from: Headshotkill on April 19, 2015, 04:29:19 PMSoil: Moisture content, nutrient content, acidity, salinity, moisture buffering capacity, nutrient retainment, acidity buffering capacity, salinity build-up, and probably a lot more.
it can't be THAT hard to learn how to dig a hole, throw a potato in it and close it again?
External factors: Diseases, parasites, pests, fungi, pesticide health risks, pesticide resistance, pollination, cross-pollination, undesirable cross-pollination, etc.
General issues: Temperature, air moisture content, rain, snow, dust, trampling by idiot neighbours, determining harvesting time, etc.
Hell, even the depth at which you bury the potato is relevant.
Easy storage for crops such as potatoes:
http://www.waldeneffect.org/blog/How_to_make_a_potato_storage_mound/
I'm sorry but farming can get quite complicated.
True, Doctors have it worse, potatoes don't argue about what disease they have. Also, mistakes are more acceptable for farmers.
I'm only an amateur gardener with a focus on useful plants, I'm sure real farmers have tons of knowledge I don't.
#216
Ideas / Re: Your Cheapest Ideas
April 13, 2015, 03:30:39 AMQuote from: morphman on April 13, 2015, 02:21:19 AMPoint.Quote from: Regret on April 12, 2015, 05:49:48 PMQuote from: king komodo on April 12, 2015, 05:32:38 PMRemote controlled door would be better, it could be used to lure the enemy into an oven. (Or freezer)Quote from: wolvern on April 11, 2015, 10:05:04 PM
Mines....
Broken colonists would walk on them and so would ally colonists... setting up a zone for such and making some AI tribes avoid them.. this would deter brawlers coming close to your base and make it so you can push enemies away from walls.
Lightning / bullets / fire could set them off tho.
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Allowing doors to be locked open, so we can funnel AI into where we want them without them breaking the structure down.
Mines used to be a thing they were removed as they were considered OP. As for the always open doors Why not leave them out unless it's an area that you need closed off otherwise?
I ma fairly sure this can be done rather "cheap" by modifying the AutoDoor to open when fed electricity and close when electricity is cut and then let the player use the switches... At least until a signal system (and possibly logic) could be added (which is an "expensive" addition).
Quote from: Havan_IronOak on April 13, 2015, 03:18:33 AM+1
Mining has been criticized as making the game too easy in some respects. I suggest adding a noxious gas peril That is... a pocket of gases that make certain sections of the underground unusable. These sections could make the colonists sick if exposed too long and these sections could be walled off so that the rest of the mine complex is still usable.
It might also generate a need for a "canary", a noxious gas detector.
#217
Ideas / Re: Your Cheapest Ideas
April 12, 2015, 05:49:48 PMQuote from: king komodo on April 12, 2015, 05:32:38 PMRemote controlled door would be better, it could be used to lure the enemy into an oven. (Or freezer)Quote from: wolvern on April 11, 2015, 10:05:04 PM
Mines....
Broken colonists would walk on them and so would ally colonists... setting up a zone for such and making some AI tribes avoid them.. this would deter brawlers coming close to your base and make it so you can push enemies away from walls.
Lightning / bullets / fire could set them off tho.
---------------------------------------------------------------
Allowing doors to be locked open, so we can funnel AI into where we want them without them breaking the structure down.
Mines used to be a thing they were removed as they were considered OP. As for the always open doors Why not leave them out unless it's an area that you need closed off otherwise?
#218
Ideas / Re: Husbandry (made simple)
April 12, 2015, 05:48:49 PM
+1 from me, especially when you include predation.
#219
Ideas / Re: [Furniture] Locker/Wardrobe with switch option
April 10, 2015, 07:38:52 AM
Seconded.
Also, bump.
Also, bump.
#220
Ideas / Re: Your Cheapest Ideas
April 10, 2015, 04:15:06 AMQuote from: Havan_IronOak on April 10, 2015, 02:32:21 AMQuote from: Regret on April 08, 2015, 10:54:07 AM
treadmill as powersource. Needs to be manned, obviously.
Make it just strong enough to power either a stove or a comm panel.
treadmill powered turrets would be hilarious btw.
I LOVE this idea. I've often thought we'd be better off if they sold TV's that could only be powered by treadmills.
Hah, yes.
It would open up the possibility of ditching renewable power sources deep in the research tree, but that is for the long term.
#221
Off-Topic / Re: Are games a Gamma?
April 09, 2015, 05:18:02 PMQuote from: StorymasterQ on February 24, 2015, 08:32:13 PMBut then it won't be a pun anymore
If we're going with Greek alphabet, I'd say that:
- Alpha is the stage where the game is being constructed. Most work is done in this stage.
- Beta is the stage where the game is being polished. More improvements than introductions of new features.
- The last stage where the game is released is Omega. No more new features, basic improvements released as patches.

I'ma play a gamma!
#222
General Discussion / Re: Mundane wildlife?
April 09, 2015, 05:10:08 PMQuote from: JimmyAgnt007 on April 09, 2015, 08:51:23 AM
we need flamethrowers, because i like the idea of a meteor or something bringing some kind of hazardous plant-life we need to burn out. that should be within the limits of the fiction Tynan wants.
I know what books you have been reading! Dragon Riders of PernThe concept is really cool. I think there's a mod for that, it's called purple ivy.
More wildlife would be very interesting, and more wildlife intra-action. With that I mean herbivores eating plants, carnivores eating herbivores, muffalo accidentally stepping on boomrats, carrion eaters, wind direction determining seed spreading pattern, beehives, termites, etc.
#223
Stories / Re: The Ancient Empath
April 09, 2015, 04:57:30 PMQuote from: Argon on April 09, 2015, 04:28:02 PMTrue, that.Quote from: Matthiasagreen on April 09, 2015, 11:18:26 AMQuote from: Argon on April 09, 2015, 11:04:40 AM
^ I fully understand the common responses to what I said. I was being purely factual, not showing prejudice nor uttering slurs. There was nothing incorrect about my statement.
-Argon
Regardless of whether it was factual or not, It was unnecessary and specifically attacking one religious group when no one else brought religion into the conversation. The point was, this isn't the place.
Ok enough, however my Yuri Gagarin point still holds.
-Argon
I would sign a petition to change the year count.
#224
General Discussion / Re: Temperature equalization
April 09, 2015, 07:57:47 AMQuote from: Grax on April 09, 2015, 02:27:56 AMIf the coolers go low enough that should be possible.
Can we someday have a freezer killroom?
...in desert biomes.
And hot boiled rooms in cold biomes - to make them sweat.
Is there a limit to the cooler temperature range?
#225
Stories / Re: The Ancient Empath
April 09, 2015, 07:51:10 AMQuote from: Argon on April 08, 2015, 06:05:39 PMYou know the common responses to statements like that, please stop being offensive.Quote from: geredis on March 23, 2015, 12:53:54 AMQuote from: Dive on March 15, 2015, 07:10:59 PM
The game takes place in 5500 AD. 5500-3892 = 1608. I doubt there were cryocapsules at the time, so something is wrong here
Anyway, I've seen a topic around here with a screenshot of a dude who was born like in 2030, and it's cool to think that IRL in a few dosen years we'll start to encounter people who'll perhaps end up on a rimworld in a few thousand yearsWho knows.
Are you sure that it's 5500 AD?
Because in-game if I remember it simply says 5500...and if humanity changse its dating system from a western, Christian, reckoning to something where Year 0 is, say, Humanity founding its first extrasolar colony...it's entirely possible for a person to be born in 1608/3892BP...it's just now OUR 1608.
Perhaps the timescale is set from the day when Vostok One lunched Yuri Gagarin into orbit, that seems like an occurrence that a spacefaring civilization would find more significant than the birth of a man whom unintentionally caused the justification of 2000 years of war and numerous genocides.
-Argon
I'm not saying I disagree with your view, I just don't think this is the right context for that conversation.

