Quote from: picollo on June 25, 2015, 05:59:41 AMBecause morphine abusers are soo productive and known for the quality of their work.Quote from: MrWiggles on June 24, 2015, 09:42:43 PMThen maybe give him some bonus/pentality depending of joy level? I.e. with max joy he gets +50% workspeed, decreasing to 50% pentality when joy is empty. And add similar rule to movespeed. Bonus with high joy, pentality with low.Quote from: Axelios on June 24, 2015, 05:21:04 PMthat is nice, but we dont have a means to gate access to doors. So its just a trait that waste one of the more expensive semi rare supplies and I imagine most players would just kill them.Quote from: Snarks on June 24, 2015, 04:52:15 AM
Trait: Morphine Addict - Colonist will consume medical supplies to fulfill joy.
Ooo that's a nasty one!
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#61
Ideas / Re: Your Cheapest Ideas
June 25, 2015, 08:49:03 PM #62
Ideas / Re: No More Idle
June 25, 2015, 08:35:39 PM
Morale Officer, which I will re/name/ to be Handy.
#63
Ideas / Re: A Gratuitous Amount of Suggestions
June 25, 2015, 08:34:40 PM
Sentient turrent sounds like it was taken from Dark Star.
#64
Ideas / Re: A handful of suggestions
June 25, 2015, 07:47:12 PM
Well, I know that the dresser was brought up before in the cheapest idea through. Though that was more about item stacking.
I think its pretty clear that Rimworld could use some love with great variety of items being able to be stacked.
But I wouldnt really call it a requirement. I'm am not personally against the repeats. Mostly because I dont think they can be stopped. After a certain point, you just have to engage in the community to get a feeling of whats been suggested and wants.
So I suppose, my inquiry is why do they have a need to make suggestions, that have more then likely already been posted? I dont think it comes from a bad place. I'm just curious.
I think its pretty clear that Rimworld could use some love with great variety of items being able to be stacked.
But I wouldnt really call it a requirement. I'm am not personally against the repeats. Mostly because I dont think they can be stopped. After a certain point, you just have to engage in the community to get a feeling of whats been suggested and wants.
So I suppose, my inquiry is why do they have a need to make suggestions, that have more then likely already been posted? I dont think it comes from a bad place. I'm just curious.
#66
Ideas / Re: A handful of suggestions
June 24, 2015, 10:26:28 PM
I'm not against it. I just want to understand it.
#68
Ideas / Re: Your Cheapest Ideas
June 24, 2015, 09:42:43 PMQuote from: Axelios on June 24, 2015, 05:21:04 PMthat is nice, but we dont have a means to gate access to doors. So its just a trait that waste one of the more expensive semi rare supplies and I imagine most players would just kill them.Quote from: Snarks on June 24, 2015, 04:52:15 AM
Trait: Morphine Addict - Colonist will consume medical supplies to fulfill joy.
Ooo that's a nasty one!
#69
Ideas / Re: W.A.S.T.E.
June 24, 2015, 09:40:51 PM
Yea, but then Rimworld gets to be known as the game with all the shit and piss.
#70
Ideas / Re: REEEEEEAL SHIEEEEEEEEALDS
June 24, 2015, 09:39:02 PM
Weather or not, a kelvar shield, with strike plates or plas steel (which in my head cannon is a very dense metal) could catch a bullet, isn't really the issue...
It could.
Its just that well, where does all that kinetic energy go?
I mean if were to be less cruel about it, it could probably catch one bullet, and then be useless and reduce the hitpoints to the arm that was carrying it.
Also spike shields, is just a DnD fantasy thing. While there are some example of spiked shields, generally the spikes just cause head aches.
It could.
Its just that well, where does all that kinetic energy go?
I mean if were to be less cruel about it, it could probably catch one bullet, and then be useless and reduce the hitpoints to the arm that was carrying it.
Also spike shields, is just a DnD fantasy thing. While there are some example of spiked shields, generally the spikes just cause head aches.
#71
Ideas / Re: A handful of suggestions
June 24, 2015, 09:28:25 PM
None of the suggestions are bad, these repetitive suggestions aren't bad, its why in part they keep being brought up. They aren't just super easy, no brainer things to create in the girl.
#72
Ideas / Re: REEEEEEAL SHIEEEEEEEEALDS
June 24, 2015, 09:23:01 PM
The only thing a shield would do verse a firearm, is break your wrist and forearm, if the shield didn't fail. Because the shield would probably fail, and you would get shot through and die.
The tribals should bring them to bear, with an assumption of lack of understanding of how pointless they are.
The tribals should bring them to bear, with an assumption of lack of understanding of how pointless they are.
#73
Ideas / Re: A handful of suggestions
June 24, 2015, 09:21:07 PM
Hi. Welcome to the forum.
Most of these suggestions have already been suggested a lot. Everything except the computer one. I've been thinking of making a suggesting for bandwidth or cycles be a resources for the camp to manage guns and doors... but it didnt feel like there was a lot things for colony mainframe to do yet. Though I do like it being a use for the ai cores.
Anyway, as I said before, most of these suggestions have been suggested a lot. Like tonnes before. They've been suggested so often, they cliche in the 'cheapest idea' thread and 'frequent suggestion thread. I've taken a shine in trying to understand why you, the new guy, thought they werent suggested before.
I'm not meaning to be disparaging or condescending, I am really interested in new folks come into a community for game thats been out for a bit, with an active community, then make a litany repetitive suggestions. It happens on lots of other games too like Dwarf Fotress.
So whats the thought process or the goal?
Most of these suggestions have already been suggested a lot. Everything except the computer one. I've been thinking of making a suggesting for bandwidth or cycles be a resources for the camp to manage guns and doors... but it didnt feel like there was a lot things for colony mainframe to do yet. Though I do like it being a use for the ai cores.
Anyway, as I said before, most of these suggestions have been suggested a lot. Like tonnes before. They've been suggested so often, they cliche in the 'cheapest idea' thread and 'frequent suggestion thread. I've taken a shine in trying to understand why you, the new guy, thought they werent suggested before.
I'm not meaning to be disparaging or condescending, I am really interested in new folks come into a community for game thats been out for a bit, with an active community, then make a litany repetitive suggestions. It happens on lots of other games too like Dwarf Fotress.
So whats the thought process or the goal?
#74
General Discussion / Re: How often do traders come?
June 23, 2015, 08:32:47 PM
I went through a trade drought. Then I forced trade to happen via the dev console, and since then I've gotten trade semi regular since then.
Leads me to believe it got stuck.
Leads me to believe it got stuck.
#75
Ideas / Re: Attacking enemy bases
June 20, 2015, 12:55:27 AM
I'm sure they're aware of it. More then likely they were aware of it before anyone suggested it. I suppose doing nagging posting can show growing desire for a feature, but that won't nessicarrily make it implement, as we cannot know how much of a pain in the ass any one suggestion is.