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 - thedee05

#46
Video / RimWorld Title Screen Animation
March 21, 2016, 05:02:13 PM
https://youtu.be/pfM-sa3D0Dw

Almost there. A few more things to change, fix, add.
#47
Like it
#48
Video / Re: Short Animation
March 16, 2016, 12:07:53 PM
Thanks.

My to do list for this.


  • Complete the ship model
  • Adjust textures to more closely represent Ricardo Tome's, the original artist, work.
  • Texture a 3D planet and create the atmosphere to Ricardo Tome original work.
  • Thinking about creating an escape pod sequence from the ship
#49
Video / Short Animation
March 15, 2016, 03:20:31 PM
Just a quick render. There is more I would like to do.

https://youtu.be/wcZ9fnphcf0

#50
Ideas / Re: Heist / Robbery
March 15, 2016, 10:58:23 AM
Quote from: asanbr on March 12, 2016, 04:05:14 PM
I never have gold lying around. Does anyone? In the super unusual event that I find it, I will sell it to exotic traders asap, and maybe keep 20 for building the research speed-up thing.
But how does anyone amass gold?

Silver, yes.

Same here with gold, however it could be anything of value. Maybe they take a bunch of steel that has not been hauled and not in your base or maybe they take a bunch of food and just set the field on fire.
#51
Ideas / Re: Heist / Robbery
March 12, 2016, 10:47:38 AM
I have to agree with some of you. Raiders taking anything of value would be a great, crops, clothes, steel, etc. Sappers could spread out more and maybe go in at different points. Good stuff here and a lot of good points.
#52
Ideas / Re: Rimworld needs improved wiring
March 11, 2016, 12:30:07 AM
Lineman like additions would be good for modders to take care of I think. Single phase and three phase systems with transformers, cutouts substations, circuit breakers and so on could even be good teaching tools if done right.
#53
Ideas / Heist / Robbery
March 05, 2016, 11:06:36 AM
Raiders or Sappers try to take your silver and gold.
#54
Ideas / Re: Hunting Mechanics and Animals
February 24, 2016, 09:56:41 AM
Quote from: JimmyAgnt007 on February 24, 2016, 09:52:57 AM
For humans and animals, when you butcher or let them rot you should end up with bones that you can grind into fertilizer.
Yes, this. Bones need a purpose.
#55
Ideas / Re: Hunting Mechanics and Animals
February 24, 2016, 09:49:26 AM
Quote from: mumblemumble on February 22, 2016, 09:39:41 PM
I like most of this except perhaps the ground fertilizing effects. I don't think ground should go bad unless there is a more sustainable way to address it.

Everything else sounds neat though

Good point, however it could be handled the same way crops do IRL. Rotate the crops, allow the animals to feed from the plots or be able to make fertilizer. Lime could be made by heating limestone, then you have a bag of fertilizer. heating stone could open up the option to make concrete also.
#56
Ideas / Re: Hunting Mechanics and Animals
February 22, 2016, 02:58:10 PM
Quote from: jzero on February 20, 2016, 12:42:53 AM
Yes, Klitri is for sure not the biggest twit on this forum. Twit may be a harsh word for what he is. I like yours better.

And on topic. The birds could *maybe* be like this. Say they are just a small animal when the are on the ground that walks around slowly. BUT when they -fly- their animation could turn into a view of them with spread wings and maybe a shadow underneath them. They could move much faster like this and be immune to meelee damage but still be able to be shot down.

The multiple animals in one space is something I would like to see go away. Birds are small so that might work but elephants and such are huge animals and when they are in the same space and movement it is hard to tell what is what. It would also visually appealing.

I would think scarecrows would be easy since colonist already make snowmen. Also, maybe they scare other animals.
#57
Ideas / Re: Hunting Mechanics and Animals
February 18, 2016, 09:28:54 PM
Quote from: jzero on February 17, 2016, 12:55:40 PM
Quote from: Klitri on February 15, 2016, 04:14:23 PM
Awful

And Klitri's reign of being an all around twit continues.

And on the topic of the suggestions. I like 'em

I was thinking the birds could be tiny and move sort of like birds in the Physics Simulation Game / Powder Game, if anyone knows what I am talking about.

As for Klitri, he is no twit, just a child needing some corner time.
#58
Ideas / Hunting Mechanics and Animals
February 13, 2016, 06:10:08 PM
I posted some of these ideas before but playing the game as long as I have I feel that some of my old ideas need revised. Some of these could be difficulty level based or the amounts change as the story progresses.

  • Add Camouflage / Ghillie suit clothing. Camouflage for specific Biomes types can be made or purchased. Jungle Camo doesn't work in the desert.
  • Hunting reduces animal numbers and/or respawn rates. Requiring managed hunting practices.
  • Animals avoid colonists, visitors and raiders. Camouflaged colonists can wait for animals or wait for animals being pushed by other colonists.
  • Animals run from gun shots.
  • Add Birds.
  • Bird watching becomes a joy event.
  • Birds eat crops.
  • Add scarecrows to protect crops. Clothes, wood, hay and hat required to build. Effective radius like a turret.
  • Flock or animal migration events could have huge amounts of animals coming or going. destroying crops or bringing predators. 
  • Carrion birds and other animals eat the dead or dying animals, downed colonists and raiders included.
  • Large animals cannot inhabit the same position. Large groups of animals will sometimes look like one animal.
  • Add wildebeest like migration for different animals. Huge numbers appearing on the map and running for a straight line to the other side of the map.  Migrations and stampedes turn earth making it fertile but destroying any plants in the path. This could include destroying machines like turrets, solar panels, and other
  • Over farmed soil can go bad.
  • Large Animals leave things to make land fertile.
#59
Ideas / Hunting and Animal Dynamics
September 22, 2015, 04:00:05 PM
With the add animals and taming there are a few things I would like to see added to hunting and animals. Perhaps some of these can be added to the harder modes.

  • Large animals Cannot inhabit the same position.
  • Food gets eaten forcing animals and herds to move. Large animal herds move quick because the eat more.
  • Add Serengeti wildebeest like migration for different animals. Huge numbers appearing on the map and running for a straight line to the other side of the map.

    • Stampedes can kill things in the way of it.
    • Migrations and stampedes turn earth, destroying any plants in the path. This could include structures like walls and machines.
  • Animals make land fertile. Over farmed soil can go bad.
  • Large Herd movements and defense tactics.
  • In areas where the wildlife have no contact with humans the animals show little to no fear.

    • As events like hunting and taming occur the animals will start to run or approach colonists.
    • Taming will draw animals near. This can mean they eat crops
    • hunting will make them run away
    • mad animal still happens
  • Gun shots will drive animals away.
  • Camouflage attribute for colonist.

    • All clothes have camouflage attributes
    • Add a camouflage outfit and make it an item in the tailors table. camouflage for specific Biomes types can be made.
    • Trees, rocks and cover have camouflage attributes when combine with pawns clothes
  • Daily happenings around home base will keep animals away from home base area.
  • Squirrels will go to trees and provide them with some level of protection to the attacker. The animal in a tree could have a voronoi noise transparent filter appearing to be in the tree.

    • To counter to this would be to have a trained animal that can hunt. The trained animal can drive the squirrels to the other side of the tree allowing for a clear shot for the hunter. Treeing the animal.
  • Over hunting reduces animal amounts and/or respawn rates. Requiring managed hunting practices.
  • Bird hunting with shotgun and bb gun. Yes add a BB gun or slingshot.Craft a sling shot.
  • Birds have the same type of buff while in trees.
  • Birds can eat crows. Scarecrows can work if built by a skilled grower or builder.
  • Carrion birds and other animals. Flying over head and eating the dead or dying thing, pawns included.
  • Snare traps. Terrain path wear could show where the animals travel a lot allowing for an area to add traps.
  • Lions, Tigers, and Bears.

#60
Ideas / Re: Awesome Idea
June 16, 2015, 11:13:40 AM
Only grows in tropical regions and chemical fascination causes them to use more and become faster or do work longer but crash harder.