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Messages - Starkiller

Ideas / Event Art
March 09, 2014, 08:55:26 AM
Would be nice if the various random events (landfall, raider attack, etc.) could come with some art.
Bugs / Alpha 2 cooking skill and Hoppers
February 27, 2014, 06:29:40 AM
In the public Alpha 2 hauling assigned colonists refill nutrients hoppers not cooking ones. I don't know if it's really a bug because it dosn't affect gameplay the slightest but the cooking skill is the one responsible to refill hoppers not hauling. Also hoppers like storage now have a priority system.
General Discussion / Mechanoids!
February 26, 2014, 11:21:51 AM
Ok i always know that robots (and maybe cyborgs) will be a part of the game; but i have never suspected that mechanoids could be butchered and eaten, Tynan this is pure genius, i can't even imagine what effect that will have on my colonists. I can't wait to experiment with some roboburgers.
General Discussion / About Early Access on Steam
January 07, 2014, 09:11:54 AM
I have a question for Tynan about the Early Access on Steam, yet it not start with a "when" but with a "how": what i am really interested is the process which a lone developer have to undergo to publish a game on Steam and what requirements a game must meet to be on Early Access.
General Discussion / Re: Next update?
January 04, 2014, 04:44:42 AM
Just seen the new portrait for Cassandra Classic it's really amazing and i love it! By the way i have a premonition about a cyber heavy Randy Random; i am right or not?
Ideas / Re: Your Cheapest Ideas
October 31, 2013, 10:20:56 AM
People when go to sleep should be able to turn off the light in their room, could be a nice addition.
Ideas / Re: List Of All Suggested Features
October 25, 2013, 01:32:40 PM
Game Mechanics: Sewage treatment and trash recycling system -
According to me he should; loved the fiction especially the xenohumans (a new and excellent way to introduce "aliens" not "aliens" in the universe) a book in this setting would be really great. Maybe a chronicle written by an Ordo Historium member about the history of humanity with some "interviews" from other characters like World War Z (the book not the film).
General Discussion / Re: Kickstarter Update #6
October 22, 2013, 04:39:32 PM
Just read the fiction piece and it is awesome, i really like the transhuman flavor you have given it; i am not sure if this is the right place to post but here some sources that could be of inspiration:
- : good example how hypertech could be flawed
- Stars Without Number (free version on DriveThruRPG): shares some concepts with rimworld (aside FTL)
- Eclipse Phase: the best transhuman rpg in existence, great survival tech and exoplanet colonization descriptions
Off-Topic / Re: What language(s) do you speak?
October 22, 2013, 04:12:57 PM
Italian, English and a little bit of German.
General Discussion / Re: Rimworld has been greenlit!
October 17, 2013, 11:11:29 AM
Congratulations Tynan for the greenlit!
General Discussion / Re: Steam
October 13, 2013, 07:08:33 AM
How is going the greenlight? Having the public alpha on steam in time (december 2013 or january 2014 i think) would be fantastic.
I think it's a good idea; maybe could be added as an option (hidden research) like, if i remember correctly, in the game "Alpha Centauri".
Ideas / Re: Suggestion & Discussion: The Colonist
October 09, 2013, 04:00:15 PM
Quote from: Spike on October 09, 2013, 01:57:05 PM
From watching the videos, we can see that individual colonists have a (currently) limited set of skills, one Childhood backstory, one Adult backstory, and two traits (currently not implemented).  We can also see that each colonist can pick up one weapon for combat use.  They also have Loyalty, Happiness, and Fear ratings, along with many event-driven bonuses or penalties, such as seeing bodies, having a good meal, or living in cramped quarters.

What I'd like to talk about is how the current setup might be tweaked, with regard to other aspects of the game.

One aspect would be the "Character Inventory".  I would suggest two Equipment slots:

Body: Any kind of "suit type addition" of gear, for combat, working or survival need.

  • Armor (damage reduction)
  • Mech Suits - with possible different varients, combat or construction.
  • Upgraded survival suits if Biome's or vacuum environments are implemented.
Hands:  Any type of advanced equipment that would need to be purchased or built in order to get the effect.

  • Weapons
  • Mining equipment
  • Medical equipment

These would of course tie in with any kind of Manufacturing System that would be put in place, or that would have to be purchased/looted.

I don't see the need to make an overly complicated gear/clothes system that would cover every tiny detail; these two slots would be enough for a bit of diversity in how well your colonists do with regard to how they are equipped.  You might have a construction worker equipped with a Construction Mech Suit and a Pneumatic Drill who can chop through rock and build walls with ease - but if you send them into combat next to the person wearing Combat Armor and carrying an Assault Rifle, they will be pretty ineffective (and know it).
Great idea! Totally supporting it!
Ideas / Re: Your Cheapest Ideas
October 09, 2013, 09:07:29 AM
I have a question: implementing in the game a sewer system is difficult? I already written an example in another post:
Quote from: Starkiller on October 08, 2013, 02:28:18 PM
Sewer pipes are similar to electric conduits (already in the game), connet on one end to toilets and the other to a black water tank; so you have a simple sewage system. Add some other thing like a "Hi-Tech something purifier" for clean water reclamation and maybe a few "algae-vats" for food or biomass production ; then you have a waste disposal/recycling system. Otherwise you can simply dump it somewhere. A grey water removal system maybe is an overcomplication, so the showers (for health and morale) could be linked to the sewer.
Maybe this isn't the right place to ask, but i really want to hear Tynan's and other's opinion on this subject.
Aside that, here other ideas:
- robotic surgery table (like in Prometheus film): rapid healing, basically a type of bed where you can't sleep with another skin.
- 3D printer: faster equipment production, similar to a workbench.
- walls and/or ceilings lamps: providing illumination without taking space.
- refrigerator/"stasis pod": long term food and other perishables (like dead bodies) storage.
- vat grown meat - like hydroponics but giving more energetic food.