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Messages - miah999

#91
Stories / An Un-Story of 22 Colonists...
October 13, 2013, 05:16:00 AM
What happens in Rimworld if you have no storyteller at all? Well... Not a whole lot, but man can you build with impunity. Thankfully the trade system still functions fine, so I've build a massive trade empire, with my three original colonists and a whole mess of slaves. I have 22 in all, and massive mining and hydroponic operations have made me quite rich, well that and the fact that there are no raiders, blights or mad muffalos. Well there have been a couple mental breaks, but those folks just left, no real drama, they were only slaves after all, so we just ordered up some new ones.



Mostly this has been an experiment to push the limits of game to see if it starts to slow down, and I can report that on my PC it seems pretty good. There are only two major issues. One is a bug with selling and replacing sun lamps trying to move them. That results in all the colonists piling on top of the lamp and failing to build it, the only solution is to cancel it and place a new one in the original spot. Two is a "Cleaning Memory" message every 10 minutes or so.
#92
Ideas / Re: Wall building tool for diagonal lines
October 12, 2013, 06:54:54 PM
Seems to work, this is build 211 BTW, gotta go now.

#93
Ideas / Re: Wall building tool for diagonal lines
October 12, 2013, 06:48:01 PM
Quote from: Hypolite on October 12, 2013, 06:40:35 PM
It's not crossable, but it doesn't create roofs either if I remember correctly.

It does add a roof in the build I have, I updated my post.
#94
Ideas / Re: Wall building tool for diagonal lines
October 12, 2013, 06:38:06 PM
Done.



You can build a room with diagonals, they even form a proper roof, and the door seems to function but looks weird.

#95
Ideas / The Module Poll, Which do you want most?
October 12, 2013, 05:30:44 AM
I didn't see this as a poll on this anywhere, so I thought I'd make one. Please pick you THREE favorite modules in the poll above.

#96
Ideas / Re: Your Cheapest Ideas
October 11, 2013, 12:33:38 PM
When Raiders arrive, during their staging period, allow the colonist to contact them via the com system so they can try to bribe them to make them leave without a fight.

You could make so the raiders have a specific set of demands, that if the colonist can't comply they'll be attacked as usual.

This could allow players to develop a less bloody strategy.
#97
Ideas / Re: Your Cheapest Ideas
October 10, 2013, 08:29:13 PM
Quote from: GC13 on October 10, 2013, 04:30:05 PM
  • Bed ownershipâ€"Travelers: Allows you to make a hospitality suite. Travelers will stay the night, maybe tipping you for courtesy or joining you (I guess depending on the Happiness they get as a result of their stay?).

That's a great Idea! The travelers should have to pay 10 money to stay the night.

You could also make equipment racks that "sell" weapons and such to a passerby, or a food paste dispense to sell food, (but I'd say it can't be the same one for the colonists).

Then you'd could have a hotel, a store and a restaurant. A whole new way to earn money and a new focus for your colony, especially when playing with Phoebe Friendly.
#98
Ideas / Re: Your Cheapest Ideas
October 10, 2013, 04:10:33 AM
Molecular Recycler - Just use a recolored Paste Dispenser for the art, Colonists can bring it stuff like weapons, corpses or dead animals. It spits out either metal or food, which ever is appropriate. It would need a series of check boxes like a Dump so you can chose what you want to recycle.

I thought of this because I had 30+ guns lying on the ground, 26 in equipment racks, and all my colonists were armed. And it had been two cycles since a ship that could buy them had been by, and the last one only had enough money for 4 pistols. And I wasn't in the mood to waste a ton of metal on 15 more equipment racks. And that's not to mention the 10+ dead animals, and the 50+ dead raiders.
#99
Ideas / Re: Your Cheapest Ideas
October 09, 2013, 02:54:18 AM
Bunker Walls - Walls with double HP, that have "Gun Ports" the colonists can shoot through.

Fire Trench - A trench that slows movement that you can set on fire to really screw with the Raiders.

Furniture add-ons -
Small 1x2 table,
Double sided equipment rack (2x4),
Smaller Nutrient paste Dispensers,
Larger Solar Panels (maybe research-able),
Privacy Screen (cheaper then a wall to separate beds, but less effective then separate rooms.),
Sofas?,
Some different potted plants for visual variety,
Maybe some colored furniture for more "pretty environments" (again that might need research).
#100
Ideas / Re: Suggestion: Daily Schedule
October 09, 2013, 01:58:53 AM
From Tynan on the KS comments...

"Colonist coordination is a very hard problem. But I've been wanting to do a 3-part regime (sleep/work/leisure) system for a while. Just another thing to get to eventually."
#101
Ideas / A night shift or general schedule mechanic
October 08, 2013, 11:19:47 PM
Despite all the comparisons to Prison Architect: Rimworld is a very different game, and better in several ways. But there's one thing from PA I think I'd like to see. And that's the daily schedule it's quite a simple mechanic just a list of the hours in the day and some way to designate what folks should be doing during that at hour; such as work, eat, sleep, free time. This would help with the colonists social interactions by ensuring they're all in one place at least a couple hours a day. So they can all have a nice chat around the dinner table.

What about insomniacs? You say. They could ignore the sleep schedule, either fully or partially. 

One other possible addition could be when the world is generated the length of the day could be set, giving some variety to the scheduling possibilities, But I'm not sure how hard this would be for Tynan to code.

All suggestions welcome.