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Messages - userfredle

#211
I feel like lavish meals would make sense to waste food, like for instance your eating lobster tails or sushi and just throwing the rest of it away. not that we literally are eating those in rim world but you get my point
#212
As the meals state they should be costly and take alot of raw materials to make definitely the lavish meal, however they take half at about 10 units instead of the 20 it takes if they eat raw.

Am i understanding the meals wrong or is this a part of the game that hasn't been addressed yet
#213
I also get what the OP is saying and wondering the same thing, what he is saying, is that the effect is getting triggered very randomly and is wondering how far, how long they see the corpse before the negative mood let sets in, I have also taken my colonists to a massive stockpile of bodies but only got saw corpse 3 times, They walked over all of them but only stopped at the edge which is where they got it at
#214
General Discussion / Re: combat and mood
July 09, 2014, 04:21:59 PM
Fear was actually one of the reasons i found this game so incredible, You can use fear or good mood to keep colonists, and this system protected them during combat which i found even more awesome
#215
Ideas / Re: Customize Survivors, And Items
July 07, 2014, 01:21:32 AM
Quote from: Avsnoopy on July 06, 2014, 08:12:20 PM
There is a mod that lets you completly costumize your colonists. Its called Colonist Creation Mod, check it out! as for selecting supplys its been discussed a few times.
http://ludeon.com/forums/index.php?topic=4196.0
and i cant seem to find the other one

Wow thanks cant wait to try it out
#216
Ideas / Re: Alcohol/intoxication
July 06, 2014, 04:36:21 PM
I love the idea of giving my dwarves, er, colonists alcohol.

Im all in for the idea, except for the getting hangovers and getting into fights with other colonists
#217
Ideas / Customize Survivors, And Items
July 06, 2014, 04:23:53 PM
Hey there guys, first post on the forums as you can probably tell from my thread, I didn't see this in the suggestions so here it goes

Adding customization to skills and background on the starting colonists sounds like it would add far more depth to the game than spamming the random button constantly till you find what you want, only to see that he cant preform labor tasks -.-

I get that the entire point of the game is that you are 3 random survivors crashing on a planet, your not meant to be super assassins.

So what if custom colonists have all together less points to spread out than the random ones?

Also I believe we should be able to select what items we start out with, and use a pool of resource to determine which ones we want to start with more of.

What do you guys think? A good idea? an Idea that goes against everything rimworld is?

let me know
#218
Bugs / Conflicting backgrounds
April 14, 2014, 05:57:49 PM
I just got a scout navy scientist, which is if your not familiar scout disables research and navy scientist Is only research, now it doesn't make much sense they got that profession in adulthood if they cant research in the first place
#219
Bugs / Re: Rimworld Alpha 3 Very Buggy Release
April 12, 2014, 03:35:15 AM
Quote from: Tynan on April 10, 2014, 07:51:31 PM
This is really strange; I've heard of the game crashing at large map sizes but never colonists disappearing on drop. Can you perhaps post the log file from one of these disappearing playthroughs?
Hello tynan sorry on the slow update have been busy with life and school, anyway i downloaded the recent patches and attempted to get the same result i had been getting but i was unable, i have not attempted to big maps but they are no longer disappearing which is what bothered me anyway, if i do run into it agian i will send you a log via email
#220
Bugs / Re: Rimworld Alpha 3 Very Buggy Release
April 10, 2014, 10:43:42 PM
Quote from: Tynan on April 10, 2014, 07:51:31 PM
This is really strange; I've heard of the game crashing at large map sizes but never colonists disappearing on drop. Can you perhaps post the log file from one of these disappearing playthroughs?

How could I go about doing that for you, where can I find the log?
#221
Bugs / Rimworld Alpha 3 Very Buggy Release
April 10, 2014, 04:05:57 PM
Most of rimworlds released are very clean and work near perfectly, I have ran into quite a few bugs already as im sure many of you have.

I Run on Windows 7 When I Tried to make a 300x300 map, or 275x275 it would freeze and A Error message (Or debug) screen would come up and start blaring object errors at you, but on top of that it would turn the contrast almost 10x what it could be on max making the colors in the background funky

Also I had recently made a colony on a 250x250 map which I normally only play on, when my colonists landed, they all disappeared!! This has happened on multiple other attempts to make a colony, But sometimes 1-2 will disappear. Same result on 200x200 and so on

After making 10-15 colonies I finally got one where no one disappeared hopefully raiders wont disappear when they drop either

Please do some quick updates :)

I should also note I used no mods while I experienced the bugs
#222
Ideas / Re: A cantena
March 14, 2014, 05:39:01 PM
Dont care for the negative effects of the alcohol you listed, but like in DF i feel it should give pure Bonuses to your colonists, in terms of happiness, also love the band idea, speakers, meh
#223
Quote from: Monkfish on March 14, 2014, 04:57:10 PM
Erm, okay. So, what's your suggestion? What's the problem and how are you proposing it is fixed?
I dont have a problem with the game, im just simply suggesting they add floating damage so i know what damage my weapons do in game, Plus i just really  like watching number float from damage in games
#224
Ideas / Cheap/Easy? Implement floating combat text
March 14, 2014, 04:39:46 PM
This is a feature that i find very very nice to have in most games, I know the damage in rimworld is a bit static right now with no armor, but none the less i would like to see the difference in weapons without going online or waiting for a certain raider to get shot.
#225
I can see the ground work is layed out for it, there is already a description of the hopper being able to hold ammunition for a turret, however you cannot add anything into the hopper besides food at the moment. My simple questions are when will there be an extra crafting layer to my defense (missiles), will my crafting skill make them better? and what materials will they be made out of, still iron? What Type of damage will be inflicted? A nice little wild fire starting, or an explosion near the shot, or are you going to implement incendiary and explosive? to make sure the missiles arnt overpowered early game, you can make them only usable on the bigger more expensive turrets. on an additional security note, When are the bigger badder turret coming out Tynan? am very excited to own some raiders