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Messages - KDStudios

#16
Ideas / Re: Tombstones, Plaques and Signs
December 27, 2014, 01:15:15 AM
Now this is something I would love to see.
I recently lost my first fully bionic soldier (I'll ask for the ability to get back my bionic parts later in another topic heh). I genuinely felt sad about that and really wanted to reflect on it. Reading a tombstone made by a crafter would be fantastic and would love to be able to go through all the tombstones before finally taking off in my ship to explore the stars...
#17
Ideas / Re: Game Settings - Pause on specific events
December 27, 2014, 01:03:02 AM
Quote from: mega on December 26, 2014, 04:08:03 PM
Hi, I would greatly appreciate the ability to set the game to auto-pause when a red letter appears, or when a colonist is injured.

I'm not to sure about this.
It really isn't hard to just prod the space bar whenever it appears.
It's great to get in the habit of doing that, I do it.
If you're using the fast speed setting and it happens, you knew the risks of doing that :P
#18
Ideas / Re: "Fire reserved by X"
December 27, 2014, 12:47:49 AM
This is one of my biggest pet peeves with this game.
But it's not just fires.
It's everything.
I'd love things to be prioritised based on location and how close you are to something.
Say someone recently finished extinguishing the fire and is walking off, yet there's a fire next to them and someone far away wants it, they should override it.

Alternatively, let OUR choice override what the colonists want to do.
So instead of saying "oh you can't click that because it's reserved", how about we get to override it by just clicking on it with a colonist we selected, like we would if it wasn't reserved. The one who originally reserved it would just stop in their place and go do something else. That would be the quickest and simplest temporary solution to this I guess.
#19
Ideas / Re: Desensitization/Adaptation.
December 27, 2014, 12:44:31 AM
I would love something like this added to the game.

While I try being a kind of Chaotic Neutral (Kill ALL my enemies, except those who survive and recruit them... If they won't be recruited, harvest them and I never make unprovoked attacks against people. So while not "good good", I'm certainly not "evil", just want to survive and grow for the good of the people)

So having people adapt to their situation would be lovely.
Nothing is more frustrating than half my colony going nuts after every battle because they can't handle the sight of corpses. It's insane and I'm half tempted to mod it out.

I really love the ideas of adapting to other things like food. So long as things are balanced with their positives and negatives, this would be a fantastic addition to the game. But also have some people that just refuse to adapt to certain situations, like some people don't adapt to eating less and end up starving instead of adapting.

Because let's face it, we as humans adapt to each situation we are placed. Those who can't/won't adapt are usually the ones to fail.
#20
Quote from: Igabod on November 17, 2014, 02:13:11 AM
I've seen this option on Steam before but never saw a reason for it. What do you get from doing this? I don't even run my steam games through the steam interface, I just click the icon on my desktop and have never had any problems doing it this way.

I recently started doing this with my RimWorld game too.
It's handy because you don't need to Alt-tab to talk to friends on steam, just open the normal Steam UI ingame like you would any other Steam game (& Web browser should you want it for whatever reason)
and instead of using the F keys for Screenshot, you can use your usual Steam screenshot key (whatever you assign it to).
I also like being able to just right click steam icon in my tray and launch RimWorld from there.

Other than that... There's literally no "positives" to doing this, it's just handy to keep all your games in one Library on Steam (Shame it doesn't track hours). I have over 1100 games on Steam, so having my other PC games assigned through Steam makes them easier to access instead of browsing for an icon or searching through the start menu.
#21
Quote from: loc978 on December 26, 2014, 08:45:39 PM
Quote from: KDStudios on December 26, 2014, 07:02:20 PM
I love the Hivemind.
It's my go to mod to bring back vegetable colonists.
I don't know where I'd be without this mod.
That's pretty much my use for it as well (Only use for the mod now... I don't even craft medicine anymore, since growable meds have been worked into vanilla. Herbal for everyday injuries, purchased for surgeries). Brings 'em back as haulers and cleaners with decent speed, anyway (and they can technically shoot guns, sometimes in the general direction of invaders). Still haven't figured out how to keep their skills from degrading to 0 over time with it (the technology chips appear to do nothing when you "assimilate" them), but at least their move speed is 100%. Much better than your usual brain injury patient.

Yeah, I would love to know what technology chips actually do because they get "assimilated" and then... Well... What?
A good way to keep the skills up is to assimilate another person, it appears everyone gets the same skills which only gets increased by adding another person with a higher skill. At least that's what seems to happen, I'd probably need some input from the mod author.
But yeah, basically use it to bring back the poor vegetables. They literally starve to death if they even dare to leave their bed and AI Cores are expensive/rareish.
#22
I love the Hivemind.
It's my go to mod to bring back vegetable colonists.
I don't know where I'd be without this mod.

But primarily I use this mod to craft medicine.

I would really like to be able to "recruit" people into the colony using the Hivemind, that would be amazing. Although with a negative mood affect (forced someone to join or perhaps New Data Introduction), to kind of balance it and made worse when you do it to more than one person before the effect wears off the colonists.
#23
I guess that mod will do for now, thanks for bringing it to my attention.
Still would prefer it being in the game and being way better than it is. But this is an okay alternative.
#24
Ideas / Re: Making children useful, in game
December 25, 2014, 08:10:44 PM
I can't imagine having a colony for 15 years.
How about pregnancy for 1 year, then just stuffing the baby into something similar to a Crypto pod (Instead it being like a growth pod(After research, perhaps needing something only traders provide)). In the pod it grows into an adolescent in 1 year and after emerging is slightly modified to mature into an adult in 1 more year. That way children seem more reasonable to have in this game through a 3 year cycle.

Perhaps the lore could be something that is used on worker colonies or times of war or something. *shrugs*

I agree with all the points in this topic, these are the only changes I would make to it really.
#25
Not sure if this has ever been suggested.
But it makes sense.
Can we eventually have the ability to set lights to "Auto"?
Basically when a room is empty, the light is off (thus taking no power)
and when a room has someone enter it, the light comes on.

Perhaps even add another light that consumes a constant say... 5 or 10W as it is "sensing" if someone is in the room or not.

Either option I'd be happy with.
I just find it tedious to select the lights I want on at certain times. Like bedrooms for example.
Or the furnace room. Or outside lights for defence (apparently having better light makes targets easier to shoot?)

So... Pretty please may we have this? :D
(or at least a mod for it? ;) )
#26
So cruel yet... So beautiful.
200 degrees Celsius is no joke.
I wonder... Must test this idea some more...
Great find, I didn't know they could set on fire, only thought they got really hot and freak out.