I would also advocate that drunk and hammered pawns go and raid your food storage... that's what I do at the end of a night
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#2
Ideas / Re: Auto fire and Auto Hunt
April 27, 2015, 10:30:52 AMQuote from: Tobias on April 27, 2015, 09:18:56 AMQuoteI do play the game almost constantly on x3 and it surely feels like my meat stockpile is evaporating.
It's not like you played at time acceleration x3 all the time or emptied all your reserve of lavish meat-meal so fast you can hardly have reserve. Do you ? (with 8 colonist I can't)
And I don't order lavish meals, just fine ones....
Ditto, I play on max speed and food evaporates
Its especially relevant if you play on winter maps where you rely on animals for food because it's too cold to grow.
#3
Ideas / Auto fire and Auto Hunt
April 27, 2015, 07:58:23 AM
Two things that the game really needs, to end a bit of annoying micromanagement:
1. An option in campfires to "Keep Maintained" so that when it burns out, someone helpfully rekindles it automatically.
2. Hunter mechanics changes:
i) Create a hunting zone
ii) Allocate a pawn as a hunter
iii) Just like gatherers, whenever an animal wonders into your hunting zone(s) a hunter is dispatched automatically to hunt
iv) Bait, to put in your hunting zone to increase the chance of animals wandering into it
1. An option in campfires to "Keep Maintained" so that when it burns out, someone helpfully rekindles it automatically.
2. Hunter mechanics changes:
i) Create a hunting zone
ii) Allocate a pawn as a hunter
iii) Just like gatherers, whenever an animal wonders into your hunting zone(s) a hunter is dispatched automatically to hunt
iv) Bait, to put in your hunting zone to increase the chance of animals wandering into it
#4
Ideas / Re: Your Cheapest Ideas
April 25, 2015, 04:39:21 AM
1. The ability to set your guys to automatically rebuild a campfire when it burns out
2. Fire burning torches. used for both weapons, and also to put in hooks on walls
3. Animal husbandry - Being able to pen animals in and have them multiply (slowly)
4. The ability to set a hunter to auto hunt (do until you have x)
5. Animal domestication - Guard boom rats
2. Fire burning torches. used for both weapons, and also to put in hooks on walls
3. Animal husbandry - Being able to pen animals in and have them multiply (slowly)
4. The ability to set a hunter to auto hunt (do until you have x)
5. Animal domestication - Guard boom rats
#6
General Discussion / Auto Clothes
April 18, 2015, 03:01:59 PM
How do you get your peeps to look after their own clothing requirements in this release?
#7
General Discussion / Re: The Most Annoying Thing In Rimworld
March 09, 2015, 08:57:08 AM
My latest gripe is to do with people that are on an alcohol binges starving to death.
I dunno about you, but when I'm cooked up on alcohol/other I have the hunger of 13 dogs, I certainly don't wander around passing up food, not eating it until I die of starvation!
I think binging people should, upon getting hungry, get the munchies and keep eating until they make themselves sick. Makes a lot more sense than showing great restraint and not eating anything!
I dunno about you, but when I'm cooked up on alcohol/other I have the hunger of 13 dogs, I certainly don't wander around passing up food, not eating it until I die of starvation!
I think binging people should, upon getting hungry, get the munchies and keep eating until they make themselves sick. Makes a lot more sense than showing great restraint and not eating anything!
#8
General Discussion / Re: Long Term future of Rimworld
February 27, 2015, 04:33:16 AM
"Maybe you think it's annoying, sorry about that. I, however, wish to be able to say, in a few years, that I've never broken a promise."
I'm not sure you can really use this as bragging rights if you've never made promises either
That's kind of like me, with zero doctoring experience offering to do heart surgery on you and saying "Don't worry Tynan, I've not lost a patient yet!"
I'm not sure you can really use this as bragging rights if you've never made promises either

That's kind of like me, with zero doctoring experience offering to do heart surgery on you and saying "Don't worry Tynan, I've not lost a patient yet!"
#9
General Discussion / Re: Is there a complete changelog for A9?
February 19, 2015, 07:37:04 AM
Eating now takes priority even over emergency work (doctoring, firefighting) if a colonist is starving.
Best thing ever!!!
Best thing ever!!!
#10
Outdated / Re: [MOD](Alpha 8) Rimworld: What The Deuce - 1.0 - 01/01/2015
January 02, 2015, 03:18:37 AM
Brings a whole new meaning to the name "Rim World"
#11
General Discussion / Re: The Most Annoying Thing In Rimworld
December 31, 2014, 09:41:13 AM
Lots of these all stand true for me, but my number one bug bear is this:
Not being able to overrule the auto slow down when an effing rodent is biting someone.
I play on super speed, and I just pause the game when I need to think. I like the auto slowdown as a sign that something's going down, but I find it so damned annoying that the game refuses to let me overrule it's judgement when I know that everything will be fine.
Not being able to overrule the auto slow down when an effing rodent is biting someone.
I play on super speed, and I just pause the game when I need to think. I like the auto slowdown as a sign that something's going down, but I find it so damned annoying that the game refuses to let me overrule it's judgement when I know that everything will be fine.
#12
Support / Re: Sound Issues with RimWorld
December 30, 2014, 04:30:27 AM
This has happened once before to me. Only once though.
#13
Ideas / Re: Game Settings - Pause on specific events
December 29, 2014, 11:08:00 AM
Connected to this, I would like to see the option to over rule the frustrating automatic slow down of time whenever one of my colonists is nibbled by a squirrel etc etc.
#14
Ideas / Intelligent choices
December 29, 2014, 06:31:44 AM
I'd like to see a proper fix to the following behaviors:
P.S I stand by the points below, but for humour's sake have provided a juicy portion of sarcasm with each situation to highlight the ridiculous nature of the problems.
1. My doctor is starving to death, he runs to the kitchen grabs a meal... and proceeds to feed it to a patient. Then he goes insane. (Current workaround requires me to micromanage him to take him off all other duties so he goes to eat)
2. My colony's only warden gets a mild infection, runs to a hospital bed where he proceeds to starve to death because no one will feed him, and he refuses to haul his ass to the kitchen (current workaround relies on me removing the hospital bed, or micromanaging the colonist so he can't be a patient)
3. Beth has been working in the fields all morning, she's now starving. Instead of running to the kitchen a few meters away to get a simple meal, she elects to run to the other side of the map where there's a pile off food awaiting collection from a recently defeated besiege attempt. On route, she goes insane. (Current fix is to deselect all other food as collectable)
4. There's a massive fire! Dave runs to put out the fire, but just as he completes this task, the fire spreads to another tile. Dave walks off. Fire spreads again, burns down colony (Dave afterwards: "Not my problem bro, that fire had been reserved by Mandy, who just happened to be on the other side of the map...")
5. Boris needs to perform an operation on Derek. He needs medicine. I have herbal medicine, but no. No that's not good enough for Boris, he won't dirty his hands with that s**t. Derek can just bloody well lie there with his missing legs until we get some nicely packaged meds...
6. Oh look, my friends from the neighboring colony have popped over for a visit. Oh no! one of them is incapacitated and bleeding out. I go to rescue them and heal them, and apparently that's not cool, they now hate me. (I know releasing the prisoner gives you a relationship buff, but my stance is that the original debuff shouldn't occur until the prisoner joins your colony, that way you don't have that awkward period whilst they hate you for fixing her up with a new leg, before you can release her).
7. Dave is a hunter, he has a pistol. He's been hot on the trail of a Boomrat for the last few hours, upon finding it he decides to spend the next four hours constructively... by trying to trick shot the Boomrat from several football pitches worth of distance away. Misses every time, gets hungry, Refuses to give up, goes insane.
Love the game, looking forward to the fixes
P.S I stand by the points below, but for humour's sake have provided a juicy portion of sarcasm with each situation to highlight the ridiculous nature of the problems.
1. My doctor is starving to death, he runs to the kitchen grabs a meal... and proceeds to feed it to a patient. Then he goes insane. (Current workaround requires me to micromanage him to take him off all other duties so he goes to eat)
2. My colony's only warden gets a mild infection, runs to a hospital bed where he proceeds to starve to death because no one will feed him, and he refuses to haul his ass to the kitchen (current workaround relies on me removing the hospital bed, or micromanaging the colonist so he can't be a patient)
3. Beth has been working in the fields all morning, she's now starving. Instead of running to the kitchen a few meters away to get a simple meal, she elects to run to the other side of the map where there's a pile off food awaiting collection from a recently defeated besiege attempt. On route, she goes insane. (Current fix is to deselect all other food as collectable)
4. There's a massive fire! Dave runs to put out the fire, but just as he completes this task, the fire spreads to another tile. Dave walks off. Fire spreads again, burns down colony (Dave afterwards: "Not my problem bro, that fire had been reserved by Mandy, who just happened to be on the other side of the map...")
5. Boris needs to perform an operation on Derek. He needs medicine. I have herbal medicine, but no. No that's not good enough for Boris, he won't dirty his hands with that s**t. Derek can just bloody well lie there with his missing legs until we get some nicely packaged meds...
6. Oh look, my friends from the neighboring colony have popped over for a visit. Oh no! one of them is incapacitated and bleeding out. I go to rescue them and heal them, and apparently that's not cool, they now hate me. (I know releasing the prisoner gives you a relationship buff, but my stance is that the original debuff shouldn't occur until the prisoner joins your colony, that way you don't have that awkward period whilst they hate you for fixing her up with a new leg, before you can release her).
7. Dave is a hunter, he has a pistol. He's been hot on the trail of a Boomrat for the last few hours, upon finding it he decides to spend the next four hours constructively... by trying to trick shot the Boomrat from several football pitches worth of distance away. Misses every time, gets hungry, Refuses to give up, goes insane.
Love the game, looking forward to the fixes
#15
Ideas / Re: How to make children work in game
November 26, 2014, 03:26:59 AM
Hello, OP here. Not checked this in a while as it dried up, but now it's exploded a bit!
Good to see some people looking at this with an open mind and discussing the ins and outs.
Bit disappointed to see some people totally stuck on the concept of gestation periods, and in game day cycles. It really doesn't seem like an issue to me.
Anyway. Just popped in, and now I'm popping out again - see you in a few weeks
Good to see some people looking at this with an open mind and discussing the ins and outs.
Bit disappointed to see some people totally stuck on the concept of gestation periods, and in game day cycles. It really doesn't seem like an issue to me.
Anyway. Just popped in, and now I'm popping out again - see you in a few weeks

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