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Messages - tommonius

#16
I was always waiting for tame animals and children, now we will have the little buggars doing nothing useful and eating out supplies for 16-18 years unless they grow up quicker. I hope the children can at least do some simple jobs, I am glad for farming animals as they will reduce the burden on supplying my town with food because growing crops might get a bit hard if we have to many children
#17
General Discussion / Re: RimWorld change log
July 08, 2015, 07:07:17 AM
I am so happy Tynan that you are working on animal handling, now my dream of taming and farming animals can be a reality, so damn happy!

Also hoping we get to use attack animals, the other part of my dream is Boomrat attack pets, patrolling my fortress and kamikaze exploding anyone who gets in my perimeter!
#18
General Discussion / Re: RimWorld change log
July 03, 2015, 09:50:13 AM
Holy crap Tynan you work so hard you made it to a second page of change logs, my eternal respect to you for the hard work you put into this game!
#19
General Discussion / Re: Personal shields?
December 31, 2014, 07:09:33 AM
huzzah! cyber samurai for everyone, I have been making melee weapons and spending all my hard earned blood money on power armour and had a crack team of high level melee fighters. even with armour I did struggle to get them into stabbing range, but now like a light from the heavens Tynan granted my psychotic colonists a mighty boon.

Praise Lord Tynan ヽ༼ຈل͜ຈ༽ノ
#20
General Discussion / Re: Observed Corpse
December 20, 2014, 09:51:01 AM
^ all true, I just wish as the waves get larger and happen fairly frequently that your colonists would become "desensitized" to the situation and no longer suffer the mood penalty.
#21
General Discussion / Re: Xerigum: What use is it?
December 19, 2014, 09:51:04 AM
thanks for the response, I appreciate it  :)
#22
General Discussion / Re: Xerigum: What use is it?
December 19, 2014, 05:35:09 AM
Quote from: Cimanyd on December 19, 2014, 03:35:36 AM
It can be used to heal, but it's only used after normal medicine so you have to forbid the normal medicine and only unforbid it for operations if you want to use the herbal and save the normal.

It's still somewhat useful. It's better than healing someone without medicine entirely, since (like normal medicine) it can heal multiple little wounds at once, so you can use it to heal prisoners faster without wasting normal medicine.

heya thanks for this as I had no idea. I got a supply drop of herbal medicine, is it made out of Xerigum and how do I make it into medicine, which crafting table would I use if any?
#23
Ideas / Re: Oxygen and Rebreathers
December 18, 2014, 01:03:36 PM
This would be fantastic on a challenge mode, other hard modes like dropping into extreme temperatures of hyper digressive creatures would all be fun times : D
#24
Quote from: Oga88 on December 18, 2014, 07:17:43 AM
Quote from: tommonius on December 17, 2014, 08:21:13 PM
Quote from: ImNatalie on December 16, 2014, 10:39:07 PM
Okay, yes. The procreating is a bit far-fetched, but SLAVERY is obviously a great idea.
Am I right?  ;D

indeed good sir, if the do not want the lash they can move rocks around! they could automatically be equipped with an explosive collar to ensure they do not try to run. Have a tower built that broadcasts a signal for example and if they move to far away, BOOM!


thats like the movie �The Running Man�, 1982 and make them play games :)

If possible I want to make an arena to make people fight, this would be good to raise melee skill, have my loyal soldiers of the colony practice their skills on my gladiator slaves.

just make a room, have some seats and have an option to order both colonists to attack the other. Might have a few knife fights and the loser is harvested for their organs and sold into slavery.

Yea I play mine as a true tyrant, and role play that the raiders are trying to stop me  ::)
#25
Ideas / Re: harvest bionics from corpses
December 17, 2014, 08:32:26 PM
Quote from: Drahkon on December 10, 2014, 02:33:51 PM
Items already have durability, just make removal/recovery decrease it, and let it be repaired for a cost at a workstation. At less than 20% durability it's unusable.

A fantastic idea! I think this would balance bionic parts out nicely, maybe we would need some kind of workbench to repair the broken bionical parts with additional metal/ toolkit/ wiring could we make.
#26
Ideas / Re: Medical Option - Triage of Care
December 17, 2014, 08:29:19 PM
great suggestion, I got caught out on this today and realised I had no medicine because of minor scratches from squirrels and boars while hunting and so my guy with a shredded torso from a raider was flat out of luck  :'(
#27
Ideas / Re: Adding Water needs and sanitation
December 17, 2014, 08:26:10 PM
I see that was your first post! welcome  ;D
I think you have a great idea and ever since water was added to the game I think something along the lines you mentioned will happen. All kinds of fun can be used with water like fishing or unique beasts in the water or hydro electric power generators powered by moving water.

A simple thirst mechanic is a fine addition and one of two additions I definitely foresee happening (as well as bullets eventually)
#28
Quote from: ImNatalie on December 16, 2014, 10:39:07 PM
Okay, yes. The procreating is a bit far-fetched, but SLAVERY is obviously a great idea.
Am I right?  ;D

indeed good sir, if the do not want the lash they can move rocks around! they could automatically be equipped with an explosive collar to ensure they do not try to run. Have a tower built that broadcasts a signal for example and if they move to far away, BOOM!
#29
Ideas / Re: Put Prisoners in Cryosleep Chambers
December 17, 2014, 08:19:05 PM
I always wondered how the slaves we sell got into the ships from our prisons, how are they picked up? Putting them on ice so they cannot resist being sold seems like a nice touch though perhaps a bit expensive and late game when you may have a few crappy colonists/ prisoners early on.
#30
Ideas / Re: Override reserved stuff
December 17, 2014, 08:17:17 PM
yes. just yes  8)
I like this idea so the colonist who was going to do the task originally can still do the same job, just haul another piece or stamp out some other parts of the fire and all in all reduces the micromanagement.