Not sure if Multicores are needed as of yet, I can play ludricrous large maps with a good PC that is 5 years old.
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#242
General Discussion / Re: Do NOT mess around with the dev console
August 22, 2015, 03:02:43 PM
Some proper alien shit right there. >_>
#243
Ideas / Re: Things that HAVE TO BE ADDED, or this game ain't complete...
August 13, 2015, 03:51:14 AMQuote from: Z0MBIE2 on August 12, 2015, 11:03:20 PM
This thread seems very counter-productive.
I'm starting to fear the same.
#244
Ideas / Things that HAVE TO BE ADDED, or this game ain't complete...
August 12, 2015, 03:01:04 PM
The goal of this thread is quiet simple, you can suggest features that HAVE TO BE ADDED, not features you would like to see but features that if not added you would not accept a 1.0 release.
For me, it are the following features:
A drinking system:
Really, since it was added I think brewing alcohol was the most random and empty feature added to this game and I don't bother with it. A system where colonists need to drink and drinking water from ponds without some decent filtering is dangerous. Instead, in the early game they can brew gathered plants and water into booze which is a lot safer to drink but has 'side effects'. Later on with new technology filtering could be used. (Has been like that in the middle ages)
Relations:
I'm not asking for romances and baby's, just friends and foe. I don't want to go too deep into this to leave some creativity for Tynan.
Now go ahead yourself, stuff that's required, not desired although the line is often vague.
For me, it are the following features:
A drinking system:
Really, since it was added I think brewing alcohol was the most random and empty feature added to this game and I don't bother with it. A system where colonists need to drink and drinking water from ponds without some decent filtering is dangerous. Instead, in the early game they can brew gathered plants and water into booze which is a lot safer to drink but has 'side effects'. Later on with new technology filtering could be used. (Has been like that in the middle ages)
Relations:
I'm not asking for romances and baby's, just friends and foe. I don't want to go too deep into this to leave some creativity for Tynan.

Now go ahead yourself, stuff that's required, not desired although the line is often vague.
#245
Ideas / Re: Learning skills
August 12, 2015, 02:54:35 PM
*Bumb*
Been a while since I've visited these forums...
Been a while since I've visited these forums...
#246
General Discussion / Re: Solar flare side-effect
July 21, 2015, 04:11:32 PMQuote from: Axelios on July 11, 2015, 07:14:13 AM
Conducting materials absorb the ElectroMagnetic radiation from the solar flare hitting the atmosphere.
What does this mean for RimWorld?
Long conductors (like power conduits) have huge currents induced in them, overloading power systems, and hence knocking out the power.
Mountains do nothing to block the effects, because they're mostly just rock, which isn't especially conductive.
The only way to shield against it is to use a metal box. Using a conducting material as an enclosure is an effective defense against EM - that's why if you break open a cellphone you'll see a metal box on part of the circuit board - it's there to block external radio signals from interfering with it. Using an insulating box doesn't do anything to stop EM.
So it actually isn't unrealistic to have solar flares ruining your power system. You might say that the plants should live longer without power and light, and I'd agree with that. But in terms of the effects of big solar flares on your power system - it should cause actual damage to your power structures, like blow up your batteries and make your generators catch fire. I would imagine that your colonists have been super clever with the design and have managed to get the systems to shut off fast enough to prevent damage.
Any questions? I'm in University doing an Electrical and Electronic Engineering degree, so matters of electricity interest me.
So you're proposing a cage of Faraday?
#247
Ideas / Re: Combat Realism
July 11, 2015, 04:24:55 PM
+1 from my part, but the mod-creator has to give his permission though!
#248
General Discussion / Re: Anyone way to beef up my defense?
July 11, 2015, 03:33:22 AMQuote from: UsernameVeryOriginal on July 09, 2015, 06:56:59 PMQuote from: Headshotkill on July 09, 2015, 05:37:07 PMQuote from: UsernameVeryOriginal on July 09, 2015, 05:23:57 PM
You have too many access like the right of your base, or air-coolers that can be easly destroyed, these killbox are not very good...
If you want a good defense, build your base inside a mountain where the back of the mountain cover the border of the map, so ennemies can't spawn there, and every side but the front is protected by the mountain.
There's just too many things to change.
I think it's clear from the pictures there aren't many 'mountains' on the map now are there?
As I said, there's too many things to change in that base, if he really want a better defense then he need to start building inside a mountain (or getting rocks, and rocks are in a mountain anyway, he will not defend with only woods walls and merchants).
Now it's clear from the pictures he already started building with almost no mountain, don't you think ?
That's why he need a to restart with this time a big mountain that cover his back.
Jeebus!

Not everyone likes to turtle inside a cave alright, I for as long as you can choose your biome have been avoiding terrain with lots of mountains. Simply because I prefer building out in the open, in the first alpha's I thought going dwarf fortress mode was simply too easy and it got boring.
I don't even use killboxes but instead make use of the urban-combat tactic which is actually really effective if you can create some choke-points, and lay a minefield around unprotected area's.
#249
General Discussion / Re: Anyone way to beef up my defense?
July 09, 2015, 05:37:07 PMQuote from: UsernameVeryOriginal on July 09, 2015, 05:23:57 PM
You have too many access like the right of your base, or air-coolers that can be easly destroyed, these killbox are not very good...
If you want a good defense, build your base inside a mountain where the back of the mountain cover the border of the map, so ennemies can't spawn there, and every side but the front is protected by the mountain.
There's just too many things to change.
I think it's clear from the pictures there aren't many 'mountains' on the map now are there?
As for the OP itself, you seem to have a massive open field to the right of your base unprotected, atleast that's what it looks like to me...
#250
General Discussion / Re: What should our goal be in this game?
July 09, 2015, 05:50:36 AMQuote from: Ramsis on July 08, 2015, 05:36:09 PM
I just play until I get bored with my current colony, then I stop playing for a few days/weeks and come back. If you want to mix it up even more you should go play with some mods. Superior Crafting is probably one of the best mods to start off with due to it being heavily tested and pretty much complete in terms of nothing is vastly OP.
Tynan added the ship quite a few months ago and I never use it, it's an unfit end to a game that is all about a colony trying to survive and despite how it works, I'd imagine most of the colonists would probably prefer to stay in their base/town they spent a year forming.
I do play with a wide array of mods, like superior crafting that doesn't change the lore of the game much but just expands the things that are already there.
It is this why I was worried, since I found these mods I found vanilla rimworld to really lack that aspect, but I guess some people think different about it so it's a good thing these mods exist in the first place.
It was and is a wise choice for any game with high replay-value to invest in being mod-friendly, I'm not sad about the period without updates up ahead because we have these mods.
#251
General Discussion / What should our goal be in this game?
July 08, 2015, 02:31:08 PM
Something I've been wondering about for as long as this game exists, back in the early alpha games I was convinced it was really building up a colony, a place for anyone that is forced or just wants to live another way.
The current mechanics of the game have made this goal nearly impossible in the long run, with mechanics that promote building the escape ship instead of permanently living on the planet.
This also seems to me in the way how there are little mechanics and features for longterm colonies and the fact the population in the vanilla game remains very low usually.
Besides that I think the game, in it's lore has skipped some important historical periods, meaning we go from stone-age right back up to hyper sci-fi.
Anyone who feels to share their point of view?
The current mechanics of the game have made this goal nearly impossible in the long run, with mechanics that promote building the escape ship instead of permanently living on the planet.
This also seems to me in the way how there are little mechanics and features for longterm colonies and the fact the population in the vanilla game remains very low usually.
Besides that I think the game, in it's lore has skipped some important historical periods, meaning we go from stone-age right back up to hyper sci-fi.
Anyone who feels to share their point of view?
#252
General Discussion / Re: Crash Landing Mod - Ice Shelf Survival Challenge
July 08, 2015, 02:23:38 PMQuote from: SpaceDrunk on July 07, 2015, 08:32:47 AMQuote from: Headshotkill on July 06, 2015, 01:59:04 PM
MEGA BONUS CHALLENGE: Use the superior crafting mod!
Unless one of the crashing modules dumps wood or planks (I've never seen that happen), I'm pretty sure it's literally impossible to progress with Superior Crafting + Crash Landing on the ice sheet, because the mod changes the production chain and resources so that you need wooden planks to make your research bench. To make planks you need a sawmill, which itself requires wood to build - wood that you won't have. Since the trading beacon and comms are locked behind research, without access to wood you can't do anything and will only last a few days because heaters are also locked behind research, and you won't have the wood to build campfires. You could use metal to erect a small shelter around a steam vent, but even you do that, you're only delaying the inevitable because you won't be able to make any of the basic structures and workbenches.
Even without the Crash Landing mod, I'm not sure the wood you normally start with is enough to carry you through if you're using SC.
You see the reason why I used a large font type and put it up in a red colour?
#253
General Discussion / Re: Crash Landing Mod - Ice Shelf Survival Challenge
July 06, 2015, 01:59:04 PM
MEGA BONUS CHALLENGE: Use the superior crafting mod!
#254
General Discussion / Re: Countries that play RimWorld, What country are YOU from?
July 03, 2015, 02:53:50 PM
Belgium in the house!
#255
Ideas / Re: Learning skills
July 01, 2015, 02:46:30 AMQuote from: StorymasterQ on June 30, 2015, 08:36:47 PM
"I am a Noble. Hauling bricks is beneath me. But if I had just helped him with the turret construction, he may still be alive right now."
Shell-shocked No longer incapable of Hauling
Something like that?
That sounds very good but I'm not sure how you can make the AI realise it was the noble man's fault, who knows the turret wouldn't have saved the person that died?
I was thinking of a 'force enable' action which would give the noble man a strong debuf to his mood. Over time, and I'm talking about like half a rim year this debuf would dissapear. In stages like:
1. I can't believe I have to do such insulting tasks! (Mood -10)
2. I hate the jobs I have to do but I guess I have no choice. (Mood -5)
3. Although I prefer my old life, I should make the best of what I have now. (No more mood debuf)
Along with that I think there should be a new soft mental break down, melancholy. It wouldn't result in the person leaving the colony but it would make him a lot less productive, he will eat less, be more prone to illnes, make longer walks outside the colony and want more private time. It could go both ways from here on out, or he gets happier again or he goes into full depression with suicidal thoughts and more.