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Messages - TheSilencedScream

#151
ONE PAGE BACK:

Quote from: EdB on February 19, 2015, 12:25:22 AM
It will not work with alpha 9.  I've begun converting it, but it will probably take a couple of days before it will be ready.

Please learn to search before repeating the same questions over and over.
#152
Quote from: tommytom on February 20, 2015, 09:14:14 PM
Quote from: TheSilencedScream on February 20, 2015, 08:42:19 PM
Quote from: tommytom on February 20, 2015, 08:07:35 PM
Quote from: Mystic on February 20, 2015, 10:12:13 AM
Is it just me that is a little uncomfortable butchering the carcass of what was a psychotic animal for consumption?  I always think to myself, "gosh, maybe it isn't such a good idea to feed the meat of this thing that might have been infected with mad cow/squirrel/elk/muffalo disease to my colonists".
That thought crosses my mind EVERY time, but then I just get them to butcher and eat them.

Rabies immunity, FTW.

That could be a suggestion to implement in the future - infected meat, with the possibility of infecting colonists.
Did someone say zombies?

I meant something added to the actual core game. Zombies is a mod (and a great one), but it'll never get added to the main game. This, on the other hand, could potentially make pawns sick - but if they're starving, beggars can't be choosers.
#153
Quote from: tommytom on February 20, 2015, 08:07:35 PM
Quote from: Mystic on February 20, 2015, 10:12:13 AM
Is it just me that is a little uncomfortable butchering the carcass of what was a psychotic animal for consumption?  I always think to myself, "gosh, maybe it isn't such a good idea to feed the meat of this thing that might have been infected with mad cow/squirrel/elk/muffalo disease to my colonists".
That thought crosses my mind EVERY time, but then I just get them to butcher and eat them.

Rabies immunity, FTW.

That could be a suggestion to implement in the future - infected meat, with the possibility of infecting colonists.
#155
I'm spoiled at this point.

Beyond public testing A9, I just can't get myself to play RimWorld without your UI (and, to a lesser extent, Prepare Carefully). This isn't meant to be a "Hurry up so I can play" comment, as much as it is a, "I really appreciate all your hard work and think your mods should be integrated into the core game."

Keep it up, EdB - you're appreciated. :)
#156
I'm not sure how I feel about no traders.
I don't like mods that allow you to make bionics (I feel they make the game too easy), and traders also help to keep dropped loot in check (I don't like spending days trying to burn/melt hundreds of pieces of unneeded gear).

Everything else, though, seems perfect. :)
#157
Indeed - you turn something good into something incredible. Thank you all for your hard work and countless hours of - what is essentially - volunteer work.

Thank you all!
#158
General Discussion / Re: Fertilizer pumps...
February 19, 2015, 03:44:58 PM
I will miss fertilizer pumps.
I also never used them in-doors (honestly, I actually never thought of it), but it made marshes (slowly) manageable when trying to expand an outdoor colony.

Edit:
Quote from: OldVamp on February 19, 2015, 03:44:16 PM
shameless self promotion >  ;)

https://ludeon.com/forums/index.php?topic=9138

Not a bad idea at all. I'd like to see both as options, though, so that one could set up their colony either way (or, in some cases, both!).
#159
General Discussion / Re: Build releases vs modding
February 19, 2015, 03:42:58 PM
Please, feel free to disagree with me. It's an opinion on either side.

I'm just saying that, if this game was released - as is, right now - and did not have mod support, I wouldn't give it a second thought, especially at $30. That might come across as harsh, but with how many indie developers there are, it's a competitive field. I want to be a fair critic, and I don't want to hand out gold sticky stars in order to make myself feel justified in my purchase.

But why I bought it, why I'm active in the forums, why I wanted to help test the game - it's all because I believe that Tynan can make this one of the greatest indie games to date. It's not there yet. It's got a pretty good ways to go. It has some awesome groundwork now, and as long as Tynan keeps going about it with the same passion he has, I think it will become something great entirely.

As for "relying" on mods - I'll admit that I do, in the sense that I rely on them to keep the game fresh; else-wise, there's very little variation available with just the vanilla features. I enjoy a challenge, and I avoid mods that are unbalanced or make the game too easy. I select ones that I view as an overall improvement - being able to customize my colonists, changing the UI, making combat more punishing.

If these mods weren't available, I'd probably put a few hours into each alpha and then move on - and that would be it. There's currently nothing for the late game; there's not a large amount of events; many features - while interesting - serve little purpose (I've never touched Art, I've only used carpeting 2-3 times); there's zero reason to leave your walls once you've established your colony, as you can become self-sufficient (I actually quit using hydroponics for this reason); and, always, your eventual end will either come from building a ship to leave or getting overwhelmed by dozens upon dozens of raiders.
#160
Would definitely like to see the return of vents. :)
#161
General Discussion / Re: Build releases vs modding
February 19, 2015, 12:19:20 PM
Quote from: HattoriHanzo on February 19, 2015, 04:30:11 AM
It's early access alpha, not even beta. Regular updates are essential, modding in alpha is at your own risk.

In my opinion: Regular vanilla updates > modding.

You just have to "rely" on mods, because vanilla game has not that many features, so it could become boring after a while. With more regular updates, you wouldn't need so many mods.
And little mods for more weaopons and stuff can be updated very quickly, so i stick with my opinion: Moar updates please! I don't need mods :)

Quote from: Tynan on January 15, 2015, 09:53:37 PM
I'll probably skip beta and just go to final release around the same time as the Steam release, because a lot of people won't buy early access games due to being burned over and over.

When? It's kind of arbitrary at this point. The game has enough content to be complete, and even if it goes 'final' it's not like I can't keep releasing updates.

It likely won't go to beta.

I like the current amount of time between each alpha. My main concern is that I don't want the modding community to get burned out. There are already mods from A5 and A6 that look awesome, but no one's updating them anymore... and I'm concerned that, if updates take too short/long, the modding community will begin moving on.

This is a fantastic game, but the vanilla game needs more content... and if the modding community begins to die, then the lack of current content will become even more noticeable. :/
#162
Ideas / Re: Alpha 10 - what do you want?
February 19, 2015, 12:10:28 PM
Small change: I'd like to see EdB's UI mod implemented. It's more user friendly, and I'm to the point that - if I'm trying to play a serious game - I can't play without it. :/

Large change: I'd like to see colonist to colonist interactions and colonists to factions interactions to be expanded on.
#163
General Discussion / Re: ITS HERE!!!!
February 19, 2015, 02:28:06 AM
I'll be waiting a few days.

I went to start the Zombie Apocalypse mod, but I realized - without EdB's Prepare Carefully or UI - I can't do it. I don't want to press Randomize for fifteen minutes, hoping that I'll get pawns that are somewhat useful, and - after spending so much time with the modded UI (I've only ever played with the mod, beyond testing A9), I struggle with the vanilla.
#164
Thanks, Justin!

I was going to hold off on A9 til more mods got updated, but since yours is up, I think I'll be giving it a whirl immediately.
#165
Looking forwards to the zombies with A9! :D