Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Zilch

#16
General Discussion / Re: How's the disease balance?
January 07, 2015, 01:11:17 AM
Infection is scarier than disease, unless it is sleeping sickness.
That sucks hardcore. Especially if it wipes out your main doctors.
Things like malaria / plague sound scary, but pawns heal quick.
Disease chance is pretty high in jungle, usually someone sick, get a couple of days where everyone is fine now and then though.

I'd say lower the disease chance, but buff the danger.
#17
A large beautiful communal bedroom is great, helps to have medical beds in there as well.

Once you have an accomplished artist though individual rooms are better.
6x5 with carpet and wood walls, statue or two each, people can get maxed moods quickly.

I tend to be a vicious totalitarian dictator though, will only take colonists with psychopathic trait, better if the have pscho+psychic deafness.
That or pscho+sanguine is my preferred pawn.
#18
Ideas / Persistent online mega map.
January 02, 2015, 04:42:08 AM
When you create a new world, you can see other 'colonies', namely the Pirate base and another neutral camp.

I'm suggesting that Ludeon gets itself a big ol' server, and people can play on that. One massive map that you can see many colonies on. Would open up options for things like Asynchronous multiplayer, player driven economies, leaderboards etc.

Players could develop in-game relationships with neighbouring colonies just like they do with the various tribes/outlander/pirates that are already implemented.

This would also open up a treasure trove of various metrics and metadata for Mr. Tynan to use for maximum success.

Just an idea for you to chew on, thanks for RimWorld.
Memento mori  ;)
#19
Mods / [mod request] Set ownership of Production Tables
January 01, 2015, 03:13:31 AM
Always having a problem with my main crafter not being able to make advanced things like Parkas or Swords.
It takes far too long for regular noob colonists to make them, and they hog the table.

An option for the table to have ownership like a bed, so that only one colonist can use it would fix this quick smart.
:D
#20
Ideas / Re: Your Cheapest Ideas
January 01, 2015, 02:57:27 AM
Setting ownership of production tables.
My main crafter never gets to build parkas because the noobs always hogging his table.
#21
Ideas / Re: Dynamic Map Resizing
December 31, 2014, 12:49:22 AM
Could even add a way to 'drop' map area, after all the goodies have been mined out, or if you do get lag.
#22
Ideas / Dynamic Map Resizing
December 30, 2014, 01:51:56 PM
Long life colonies quickly eat up map resources, even very large maps.

Some form of ability to 'scan' for new nearby area, most likely at a very inflated cost.

No idea what would go into adding area to an already generated play-area, or whether RimWorld can even support that.
:D
#23
Ideas / Re: Your Cheapest Ideas
December 30, 2014, 01:35:25 PM
Wet/Dry Vacuum.
Double speed of cleaning.
#24
MAI can go on a rampage lol
If there is enough corpses it can overtake the +100 from being an android.
#25
any chance we can get a 'grabber' type input?
Can't put 100 conveyors on a drop location, game don't like it lol.
Some kind of ranged input beacon thing to auto grab anything around it.
:D
Either that or possibly a 'range' option for loaders, so my guys don't grab stuff at the end of the line and bring it all the way back to the loader.
#26
Bugs / [W|0.8.657] Hostile AI becomes active after reload
December 28, 2014, 02:35:59 AM
Noticed in 0.8.657

Enemy raid outside base is passive and able to be hit by artillery, yet after a reload from auto save they become active and attack.

Specifically it was a crashed Mecanoid ship part outside my fortifications. Multiple manned mortars can freely bombard both the ship part and enemy Mechs.
Reloading from a auto-save taken barely 1 minute before results in the whole group of Mechs taking the offensive and rushing my base.

I expected the reload to allow me to position the new mortars I built in a different location, and the Mechs to stay put.

This most definately did not happen. :P
#27
Ideas / Confirmation to cancel construction
December 28, 2014, 02:25:01 AM
Pretty simple really, instead of a one click button to cancel building, have a second layer of yes/no boxes on UI.
Preferably with no under the cancel button.
Suggesting this as I regularly miss-click and cancel EVERYTHING.
:D