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Messages - ShadowTani

#196
Ideas / Re: Alpha 10 - what do you want?
February 19, 2015, 02:26:13 PM
Some simple changes desired:

1. Being able to select stuff objects without having to select the material each time (for example left clicking will automatically use the currently selected material, while right clicking let you chose the material) [Nevermind, realized this is actually implemented in a much neater way than suggested here: simply just click and proceed without selecting! Awesome work by Tynan!]

2. Being able to see a characters skill passion on the overview screen.

Some medium changes desired:

1. Cloth and Armor dyeing; would be useful for roleplaying (i.e. color-grading your people according to their rank or labor), spotting your people easier on the map and/or simply being fabulous.

2. A way to make marshland build-able now that fertilizer pumps are gone...

Some larger changes desired:

1. Vehicles, or mobile structures. For simplicity fuel doesn't need to be added, at least to begin with, they could be electric and simply just require to be hooked up to the power grid and charged that way between uses. Anyway, the fertilizer pump is one example of a structure that would have worked well as a mobile structure instead ... A bummer that it seems to have been removed though (would have preferred it just got nerfed in regards to stone tiles and constructed floors).

2. I'll throw in my vote for colony and faction interactions too!
#197
Rimworld is heavily inspired by Dwarf Fortress, which have a similar over-map, and even though Dwarf Fortress haven't yet utilized the over-map much yet in Fortress mode it does have plans for allowing you to interact with it in the future. Tynan haven't said much about what plans he have for Rimworlds over-map, but it would make sense there would be somewhat similar plans as the plans Toady have for DF which includes army skirmishes etc.
#198
Found it by watching some of the let's plays Blitz do for Rimworld on youtube. However, I might have ended up discovering it anyway at some point as I do once-per-year scans for DF-like games.
#199
Cassandra is the most difficult storyteller as you're going to have a hard time maintaining a base "forever" with her - she's better suited if you want to play a game where you intend to escape the planet. Randy Random is ironically enough better if you want a more stable difficulty curve. However, since you don't seem to like killboxes and such then Phoebe might still be the most suitable choice for you. Just remember you can also raise or lower the difficulty percent to suit your skill level with each storyteller.
#200
General Discussion / Re: NOT ENOUGH RAIDS!
November 04, 2014, 07:26:12 AM
Yeah, Randy is random like that. Lately I've been more unfortunate to have 3-4 hostile events right after each other (some even ended up overlapping because I couldn't deal with them fast enough) with little rest time before the next multi-event, lol. Good thing though is that it causes situations where the hostiles ends up fighting each other, otherwise I would been a dead bunny.
#201
General Discussion / Re: Add what?
October 29, 2014, 08:41:08 PM
I picked prisoner labor too, but I would have picked "vehicles and mobile devices" if that was what the "car and planes" option was called. The reason is that I'm not too keen on the idea of planes, and cars, at least in my head, implies more casual vehicles rather than practical and rougher vehicles such as jeeps, trucks and tractors which I really think fit the Rimworld colony theme more.
#202
General Discussion / Re: Bring back the muffalo!!
October 29, 2014, 08:21:17 PM
I stick mostly to the arid shrubland biome (nostalgic I guess), and yes, I can confirm that the muffalo is still there. And yeah, arid shrubland definitively have the best and most interesting wildlife - I guess another reason why I keep going back to it.
#203
Quote from: UrbanBourbon on October 29, 2014, 06:34:41 PM
All this time (during A7) I've been under the delusion that R-4 charge rifles deliver electrical damage, hence certain clothing has electrical resistance.

I'm still pretty convinced it really do electrical damage though, I believe this due to how efficient it is against mechanoids in regards to both high damage and nearly no chance of getting deflected (from what I've noticed at least), which means it can't be either fire (which makes sense if plasma) or piercing based. And blunt and toxic doesn't make sense for it to be either.
#204
That DF and RW having overlapping fanbases is true for me at least. x3 I haven't gotten around to play the 0.40.x version yet though as I'm waiting for the patching period to end.

And yeah, I rarely google DF anymore, I got all the sources I need in my bookmarks - which also is true for Rimworld now. Regardless, these statistics and analysis are obviously still very relevant, so absolutely, great job. :3
#205
General Discussion / Re: Partitioned Power Grids
October 28, 2014, 08:54:15 AM
Would love it if Tynan added a power switch that when on transmits power, and when off doesn't. Would be really useful for us that partition our power grids and keep reserve batteries.

I do it too, I got a separate grid for the right and left side turrets. I'm not too keen on deconstruction and reconstructing, so I don't keep reserve batteries for now (hence why I'd like a switch as an official way to do it), but I must say I found that method rather clever when seeing the examples here.
#206
General Discussion / Re: hoping to start modding
October 28, 2014, 08:40:36 AM
You should check out the mod forum, I think this question fits better for the help section there. And no, you don't need to learn C++, I believe you can do a ton of mods in just XML.
#207
General Discussion / Re: how does path finding works?
October 27, 2014, 12:11:46 AM
They do not go for your homezone if that's what you hope. They will target the closest construction, [I assume] walls is the least priority if they can't find anything else to target. So if your doors is closer than whatever potential target you got on the other side of that long path then they will target your doors first.
#208
General Discussion / Re: Tundra or Boreal Forest
October 26, 2014, 11:36:11 AM
Starting to realize that unless he does a smaller update before Christmas then A8 might be the last update for the year. So yeah, I would only expect seeing one of those biomes unlocked before Christmas. Can always hope for a positive surprise though. x3
#209
General Discussion / Re: Diseases
October 26, 2014, 11:31:32 AM
Or some of you may want to be less shy about checking out the official Ludeon website. ;3 Hit the blog tab, you find all relevant announcements there.
#210
General Discussion / Re: RimWorld change log
October 25, 2014, 12:20:25 PM
Well, much of the stats are gibberish to me because have no proper way of comparing them between colonists ~ but I'm guessing the target group for most of those stats are the modders anyway - and I can imagine any improvements to the readability of those stats would be welcomed.

However, I would have liked, and do hope, that the characters current body part protection and deflective values gets displayed sometime somewhere - currently have to look at all the individual armor pieces yourself; in addition any prosthetic parts seem to have protective bonuses as well that aren't displayed anywhere.