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Messages - webkilla

#16
General Discussion / Steam keys?
May 31, 2016, 02:20:41 PM
So, reading the latest dev blog, it says that I will not be able to get a steam key 'due to Valve policies'

I call bullshit - because games like Factorio, which also started out in non-steam early access, giving early adopters alpha builds... they have gone to steam, they have gotten steam keys (I have one of those) - and Factorio is listed on Steam as being in early access.

So please, I want to know exactly why I shouldn't be able to get a steam key once Rimworld opens up on the steam store.

#17
Ok, so... now stuff left outside will degrade. Bummer.

I used to have a lot of trade storage in the form of outdoors storage zones with beacons in the middle of them.

IIRC you can't trade stuff that a beacon covers, if its under a roof.

How should I make my trade setups now?
#18
Bugs / Re: Overview bug
January 02, 2015, 12:25:40 PM
Quote from: Coenmcj on January 02, 2015, 09:05:37 AM
Interesting town name for sure...

What mods are you running?
4th Item from the bottom of your resources list is unfamiliar to me

that's the canned food mod. 1 steel + 10 food at a stove = dinner in a can

other mods I'm using: Most of Enhanced Defence, MIRV artillery, RTGs, Weapon Crafting 1.1
#19
Bugs / Overview bug
January 01, 2015, 03:46:27 PM
So... I just got this:



I have 4 colonists - and now I can't seem to,... well... use the overview thingy


I should note: Restarting the game fixed it
#20
I have the mod installed and activated - but none of the content seems to show up when playing the game... there's no laser drills, no shields, no omnigel - none of the research options are showing

I'm using the RTG mod, MIRV artillery mod, the inspection mod and weapon crafting - could it be a conflict from these?
#21
can't wait for this mod to be updated to alpha8

...I just can't play this game without the shields!
#22
Mods / Re: Ideas on medical system
August 19, 2014, 01:44:40 PM
Ya - I would really like to see a mod that allows me to produce medicine

I think the best way to do it would be like:

Research "First aid"
- would allow construction of a pharmacist workbench (would require some metal and some medkits)
- would enable a harvestable crop called "medical herb" or something similar
- the pharma bench could then make the harvested herbs into painkillers that only reduce pain levels
- Opens up for Advanced Medical Science

When that's researched you can...
- make another crop of slightly more advanced medical herbs (this should grow really slowly)
- with the pharma bench make those, along with 5 metal, with a standard Medicine packet
- the cost of making these things should be balanced so medicine production doesn't become a cheap cash-cow
#23
General Discussion / Re: Blast charges
April 10, 2014, 05:42:47 PM
Oh - hadn't noticed that... a game that comes with built in mods, now that's a first :)
#24
General Discussion / Re: Blast charges
April 10, 2014, 05:09:39 PM
Could someone link me to a mod that puts the Blast Charges back into the game? I've tried to look for them - but I just keep running into threads like these talking about how they're missing...
#25
Ideas / Re: Gun Turret range?
November 22, 2013, 01:45:09 PM
Quote from: Galileus on November 22, 2013, 01:42:18 PM
Turrets will be redone in newer version, they are also not supposed to be your only tool of defence.

Figured as much - the game being alpha and all

...and I have to say: Its really neat to be able to gain this kind of insight into game development - seeing how it evolves :)
#26
Ideas / Gun Turret range?
November 22, 2013, 01:33:54 PM
Heyo

I've seen a few lets-plays of the alpha here - and I've looked around on the forum, but haven't seen anyone talking about this issue:

Gun Turret range

They seem to match in range to pistols - but whenever a raider shows up with a Lee-enfield (i'm assuming this is some kind of rifle?) then they have twice the range of the turret!

This seems... off

Now, looking in the forum the idea of "cheap solutions" has been talked of a lot, so I have a few suggestions - some cheap, some not

Cheap ones:
1) research option - gun turret range (can have multiple ones, each adding a certain value to turret range)
2) research option - gun turret weapon upgrade (does the same as the above, just a different excuse to why there's an improvement...)

Expensive ones:
1) a weapon computer building? Some kind of central control station for the turrets, which - when built - might boosts range and whatnot, perhaps also allowing the player to give target orders to the turrets
2)


The game otherwise looks really great - and seems to have a lot of promise, but things like this have to be addressed: I've seen a number of annoyed lets-players who felt completely steamrolled when their third raider attack featured vastly superior firepower that their little pea-shooter guns and turrets could do nothing against