I had no idea human leather was so profitable, i shall forever butcher my raiders, that being said even furthers proof of need for more downfalls to the benifits
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#47
Ideas / Re: Human Leather
May 17, 2015, 01:38:30 PM
I like these ideas, however i NEVER use anything human, i believe its an easy way for food or leather, so im down to make it alot more complex to be a psychopath
#48
Ideas / Re: Rimworld Alpha 11 FRIENDSHIPS
May 17, 2015, 01:28:27 PM
There is a sticky post in suggestions about frequent ones that pop up, this is one of em
#49
General Discussion / Re: Why mad animals attack only humans?
May 17, 2015, 01:27:19 PM
I also have proof of animal on animal action
#50
General Discussion / Re: Is anyone else having issues with joy hours?
May 17, 2015, 12:25:08 PM
I personally find the time tables far too alpha - y to actually use. Th pawns never follow the orders cuz whatever they were doing last takes another 2 to 3 hours. But the biggest kicker is that anything all the time is th4 best possible set up. Cuz if they need joy theyre gonna get joy. No need to micromanage thr hours it happens. (Cuz they wont listen to you anyway)
The only reason this time table would work is it you want someone working to death. Or doing nothing
EDIT a Fix to all this would simply be to make pawns check their timetables, and if theyve been screwing around for an hour into their next shift they will drop everything and go
The only reason this time table would work is it you want someone working to death. Or doing nothing
EDIT a Fix to all this would simply be to make pawns check their timetables, and if theyve been screwing around for an hour into their next shift they will drop everything and go
#51
General Discussion / Re: May 15 Changelog
May 16, 2015, 04:33:12 PM
theres a sticky thread about the changeling, also this isnt really more of a thread than a single statement
#52
General Discussion / Re: Weird noise and small blue flash?
May 16, 2015, 03:03:16 PM
Lol im surprised non of you know what he means, Its the shields, they now have sounds, also pawns auto equip shields so they might have one without you knowing
#53
General Discussion / Re: Gripes with the new equipping system
May 15, 2015, 02:35:56 PM
Lol tynan what were you smoking when you made this system! i had no idea it was only on hitpoints as i havent paid much attention to it, but dang thats a huge glitch.
This feature definitely needs a fix / Upgrade whatever you wanna call it to make it viable in game and not just more micromanagement
This feature definitely needs a fix / Upgrade whatever you wanna call it to make it viable in game and not just more micromanagement
#54
General Discussion / Re: Always remember the shopping center ;)
May 12, 2015, 12:18:02 PM
+ 1 for showers prison architects really coming along eh guys?
#55
Ideas / Re: Equipment Rack - wtf?
May 12, 2015, 07:31:28 AM
For equipment racks to not be a hilarious waste of time, metal, and micromanagement, unless under super specific circumstances, would be if you could edit all equipment racks at once, have fun going through them all selecting the weapons you do and dont want
#56
Ideas / Re: Add a Max Crafting Skill on workbenches bills
May 11, 2015, 07:11:22 PM
No one responded to my thread a few days ago with the same subject 
That said this is an obvious and cheap necessity for countless reasons

That said this is an obvious and cheap necessity for countless reasons
#57
Ideas / Re: Hacked Turrets
May 11, 2015, 01:28:45 PM
Id like to add to this, malfunctioning turrets could depend on your constructor, whos repairing it and keeping it spiffy, i know this is not currently what happens in rimworld but scheduled maintenance to keep the bugs away would be some cool immersion on our already built structures
#58
Ideas / Re: Killboxes and combat, a fix?
May 11, 2015, 04:09:06 AMQuote from: Tynan on May 11, 2015, 02:10:15 AM
I'm actually currently working on an AI that does pretty much exactly what was suggested in this thread (blow holes into the walls), though it's a challenge to write the geometric analysis for it to do this intelligently while avoiding the killbox itself.
Overall I am hoping to make the enemies smarter and then rebalance by reducing their numbers. Fewer enemies is better IMO; it makes for a better story than swarms of faceless dudes zerg-rushing you.
It may also mean being able to balance *up* the turrets, since they'll now be used in less exploitative circumstances. It'll be a more even fight, structurally.
Damn you go tynan you da man!
I never fathomed the AI would be drastically overhauled so soon in the alpha, cant wait to see the latest work bud
#59
General Discussion / Re: Selling herbal medicine - Is it possible?
May 11, 2015, 04:05:48 AM
I know for a fact it isnt sellable, as i wasted an entire year making a herbal farming hoping to see a high return, Ive been playing the game for quite a few years and havent seen 1 trader with herbal medicine, never mind the ability to trade it, and ive seen every trader type in game atleast 3 times
So it could be bullshit, or just super rare and not worth it
So it could be bullshit, or just super rare and not worth it
#60
Ideas / Re: Hacked Turrets
May 10, 2015, 02:53:13 AM
I like the idea of malfunctioning turrets being a constant threat, we could go with out without the enemy doing it and just say it was an electric malfunction as this could be used for its own event, maybe even a few doors and temperature controls go haywire