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Messages - RoboticManiac

#31
General Discussion / Re: Mountain Fortress
March 06, 2016, 03:26:20 PM
I feel betrayed.  :'(
#32
Quote from: IkeaSwede on March 06, 2016, 04:57:26 AM
If they implement some form of "ownership" to guns - and have a button for unequip and equip then this would work really really well.
That would make sense, but without it the concept is the very incarnation of micro management-hell. At that, it's very little 'bang for your buck'.
#33
So am I correct in the belief that Tynan is back from his sabbatical this month?
#34
General Discussion / Re: Mountain Fortress
March 06, 2016, 02:46:31 PM
How did you get grass for your indoor alpaca farm?
#35
I especially like Lowell by Blue. The smiling head of a poet really ties it all together.
#36
General Discussion / Re: Don't you hate it when..
February 04, 2016, 01:39:54 PM
I feel like I haven't truly played a game of Rimworld if someone doesn't get their neck 'cut', or head crushed by a roof.
#37
So can I have this update now-ish? What if I said please?
#38
General Discussion / Re: Do you save scum?
January 17, 2016, 11:02:43 PM
I'll only reload if my most (Or second most) useful colonist is killed. I tend to accept the base sacrifice if the story teller decides I simply have to die- so long as I can get a few survivors to 'restart' the game with.
#39
I consider this a feature. I'm free to butcher the corpses to my heart's content, and not have to worry about them rotting. :)
#40
General Discussion / Re: Could heat kill raiders?
January 17, 2016, 12:26:06 PM
Yep. But you'd need the room to be a lot hotter. 90 will only give heatstroke over time, meaning the bad guys can just tear down a wall and escape. You'd need well over 150(Ish), so that they either catch fire, or are instantly incapacitated.
#41
I'm on board with the child idea. Personally speaking, I don't run my colonies for efficiency's sake, but rather the story. And if one fears they won't do anything of use, save eat food, they could (depending on age) do some basic work, like cleaning or farming (How hard could it be  :P).

But I find the ruins idea to be far more conceivable in the short term. The idea of fighting off raiders in a ruined city block by block sounds like real fun. I think the best challenge here would come from trying to find arable land and trying to set up good defensive positions.
#42
Mods / Re: [Mod Request] Furry races/dogboys?
December 21, 2015, 10:55:53 PM
Quote from: Z0MBIE2 on December 18, 2015, 06:11:37 PM
There is, flat out, no aliens in Rimworld. Everything is genetically modified over thousands of years to become the stuff you see. So possible for what OP says to be added. Although nobody has really done anything with different species of actual colonists you can use, instead of just robots and such, as far as I know.
I noticed this a while back. Is there any particular reason there are no aliens/ new species made by mod authors which are 'human' pawns?
#43
General Discussion / So when is Tynan returning?
December 21, 2015, 10:53:39 PM
I came back and noticed the post made by Tynan back in November. The new mechanics they've got going on would really breathe life back into the game, but he explains that he prefers to refrain from rolling out the update until his break is up. As such, do we have an idea of when Tynan is back, bar 'early 2016'?
#44
Unfinished / Re: [Mod] Divergence of Civilization
October 15, 2015, 08:41:26 AM
#45
I'd like for a small cult of modders to balloon up the available back stories. The current mod that permits it just lacks any large lists; and the one's it does have, not to be insulting, feel rather lacking or simply 'joke' oriented. I'd try my hand at it, but I lack the creativity or time.