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Topics - Ramsis

#41
Yeah just out of curiosity is this going to feed into some religion/cult system or is this like what a Doodad was in SC/SC2?

Also.... OH MY GOODNESS SNOW! I want to have my team live in a snow base SO BADLY!

Gonna roll the dice here and pray that snow becomes a building material.

THIS JUST IN! 1645:

Snow roughed in. It falls, stays on the ground, melts in warmth, and is visible (but quite ugly), slows down characters, makes footprints, can save/load.

^HOLY CRAP YES! Wait.... we can save/load the snow.... or is he talking about being able to save/load the pre-alpha 8? I'm telling you, if I can have my chef make Snowballs and Slushies for my homies I'm going to lose my shit.
#42
Yep, as noted in the most recent patchnotes we now have a rotting system for all/most food types! Not only that but we also have the ability to make herbal medicine, which I can only guess means we can make a low-medium grade quality medicine from our farming networks.

Fingers are currently crossed that Tynan allows us to refrigerate our cooked meals as well so we can have our cooks make 50 meals that don't spoil in a few days but that's up in the air! Word on if a cold area will slow how fast corpses rot has not been mentioned but will hopefully be fixed soon. If I have a hunting pack wipe out 10-30 deer and my butcher can only cut so many a day I'd personally love to hang up some bodies on hooks in a frozen room.

So what would you personally like to see added before A8 comes out in regards to the new temperature or plant system?

Really hoping for more intricate farming down the line, such as watering, fertilization, etc.
#43
General Discussion / Lets talk Temperatures!
October 28, 2014, 12:09:37 PM
So as I'm sure everyone has noticed we now have posts coming into the changelog in regards to Temps and how AI responds to them.

What all do you hope we'll be seeing with this update?

Personally I'm just incredibly excited to see temperatures mean something. I used to love playing the old survival games where being too cold or too warm was a death wish and now it seems RimWorld will be experiencing it as well!
#44
So my idea kind of runs alongside what some of the Sims games do and what some other Colony games have where you can select an area and have it more or less save a blueprint you can call on and just place in the map. I'm actually going to use Scix's picture as a perfect example:


As you can see his base is very standard in a "Space Colony" kind of way. He has his grand walls, he has pathways, he can his base literally sectioned off into separate buildings that all meet a certain goal. Now take his base and give him the option to draw boxes around buildings. He draws that box, the game has a tab that offers him a "SAVE BLUEPRINTS" button. He saves it as "Kitchen" because it's a nice building that has tables laid out perfectly with chairs that meet his needs and a place to cook and store food. He gives himself a description such as "Kitchen: (DETAILS PERTAINING TO DESIGN)," and then saves it. Now let's say that Scix decides a week later he wants to try a new colony in a different biome. He opens up his blueprints tab and selects his old design. It's a kitchen, a very basic kitchen. In the details he can see what materials he's going to need to build it, how many pieces of what structure went into it, etc. He plants it, and sure enough his colonists go to town building what they can.

So here is where my logic is coming from:
I don't know about you fine friends, but personally I find myself playing RimWorld the same way every time in terms of building. I know my style and I like sticking to it. With a tool like this I can save prefab ideas and go to them later. If I want to build a small creche to keep my crops in, I have it saved and can load it. Do I have a shack where I keep my weapons handy? Let's just pull that from my saved blueprints. Etc etc.

I want to see what the general opinion towards this would be before I flesh out an actual post with designs and artwork to put in the suggestions board. If this seems like a dumb idea I'll save myself the effort but if it gets enough of a following then I'll dedicate a few hours to trying my hand at getting it the attention it deserves.
#45
Just asking!
#46
Sorry just reading up on the changelog as I do every so often throughout my day and I'm a tad bit baffled. So if I went to make a wall out of what would initially be a metal wall, then I opted to have it built with stone, what exactly would I be looking at? What properties could I expect this odd yet beautiful wall to have? Also from that understanding what would a silver wall be and what perks would that have?

#47
"Aug 22
Started  work on a system to building things out of arbitrary materials and seeing the effects on the thing. Extensive work refactoring numbers like price, flammability, health, and beauty into stats which can be modified. Continued to expand and generalize the stats readout so it work with these stats as well and shows everything modifying them."

Okay so personally this says "you can make a stone wall with metal breaks that gives it higher ability to resist flames but loses out on health because of the metal." Am I grasping this concept in the wrong manner? Is this more meant for the future modding/making of RimWorld or is this the precursor to new buildings and what not in game?
#48
That's not a joke, that's a very harsh warning to anyone who thinks they can go the old "balls to the wall" route. Your colonist takes one hard shot, a stray arrow, etc and they may go down... or worse... I've had a colonist take a rock while running away that tore his leg off, an arrow that hit someone in the head and caused brain damage, I've had squirrels rip out eyes, it all happens now.

For the more protective Colony Leaders you will need to play it safe during raids as Snipers now dominate the battlefield.

For the more turtle Colony Leaders I happily announce that turrets are a gift of the gods as their bullets are also death sentences to even the hardiest of attacker.

For the base builder, stone wall EVERYTHING. If you're like me and make the occasional metal base, surround that bugger in stone!

As I said just play it a lot safer as the medical system is a fun game of chance that adds a beautiful bit of flair and danger to RimWorld. Tynan really outdid himself with this update overall and I hope that in the weeks to come between new content and the modding community we will see some pretty amazing things coming into the game.

#49
General Discussion / Stuff System?
July 31, 2014, 09:58:19 PM
Okay not exactly the most obvious post on the changelog. Can I inquire more Ty or is it a hush hush system for a bit?
#50
My fingers are crossed so hard they are about to break but I think we might be finally getting the ability to send out colonists that aren't afraid of the dark because they have a mining job halfway across the map!

Is it true Ty? Are we finally getting the ability to equip our little buggers with hats?
#51
I'm personally ecstatic that we're finally getting somewhere with traits! By day 100+ your colonists feel like mindless drones with no personality who are just lucky to be alive, but if the traits system gets expanded on a bit more I could see some truly limitless abilities! We already have some great gameplay changers such as Gunslinger that makes your colonist shoot faster when they are up close and Runner that lets your colonist haul some serious butt, but now Ty is working out some new ones and that's got me pretty excited.

Anyone else looking forward to some flavor in our RimWorld stories?
#52
You're working your ass off in a way that most of us from the modding side of things have extinguishers ready in case of fire and while I know this is more annoying than anything you're one of the few devs that has been willing to explain things out in detail on big game decisions.

My request is if you'd be willing to take the half hour or so to take some pictures or show us in some way the new biome system you've been working on and if you have some spare time to show us the new fauna we're reading up on. You were nice enough to explain that the Iguana is just a more hardy squirrel and something tells me the Deer is a faster and less hardy Muffalo but I'd like to pick your brain a bit further on the future of animal life on the Rimworlds we currently inhabit.

Worst comes to worse you give me a big ol' steaming "nope" and we all collectively sigh until an update video comes out, but again it's always worth asking.

Edit: HOLY SHIT TY I PEACEFULLY DEMAND A PICTURE OF THE MEGASCARAB.
#53
Can we see the Iguana and find out more about what makes them special?
#54
Just figured I'd ask around on what people thought about a first person view for RimWorld. I know Tynan would never do it personally but for those of us that are Dungeon Keeper lovers or the moddb pokemon stuff that went through for a while there you know how exciting it is to get up close and personal.

Two ways this could work... either just the ability to zoom in so close that you more or less get a colonist's eye view of everything or the ability to draft and control a colonist visually. Two ways, both functional and possibly doable if the right level of modding is capable. Hell, we could probably even get it so you can actually utilize the colonist if you "possess" them. Mine, research, haul, etc. Visuals could stay the same just would probably do the ol' rotating picture thing that many games have done before.

Thoughts?
#55
Ideas / Ramsi's Big Ol' Idea Checklist!
June 26, 2014, 09:04:10 PM
*EDIT: Okay so apparently my topic just got dragged straight to suggestions.... Meh, not a big fan of that personally as I'd much rather get some support before physically drawing up plans and ideas for a proper suggestions post but ah well.

So for those of you who know me, which is actually quite a bit of you now as I seem to get more and more of you on my Skype/Steam list.. you know I like to ask around on if my ideas for the game are suggestion worthy or not. Call it silly if you will but the community is a good judge for ideas and an even better judge when it comes to supporting whether or not an idea is even worth the time and effort to express it. We have mods that fill every nook and cranny of the Sub-Forum that lead to some serious inspiration alongside the ever growing number of contributors that is the Suggestions sub. If any of my ideas get enough support I may try to push and advance on them more before posting suggestion spots and talking about it on the IRC.

Okay so, list time:

1. Temperature Systems (Ty already plans for it)
More or less just bringing the hot/cold understanding to RimWorld but with a nice bit of detail. We turned days into months and years so why not bring in Faren and Cels temp understandings... preferably with the ability to choose which one so both sides of the board know what's going on. Too hot in your base? Build a few modulators or AC units! Too cold in your snow huts? Time to light up the fireplace or turn on the heater! This also brings in a few cool sub-ideas:

Weather Wear: With the changing of the seasons/temp your colonists now need to dress for the occasion. Jackets and what not for winter, lesser clothes for Summer. Pretty straightforward.

Biomes: We already have biomes sort of, with temps locations make a lot more sense.

New Material: Snow and Ice can be used to make makeshift and cheap housing options.

Storyteller options: Heatwaves, drought, snow up to WAZOO, Summer floods, bountiful harvests, etc. Many great abilities open up with the addition of Temperatures.

2. Hauling Assistants
Now I want to leave this one relatively open but as someone who adores using Project K9's ability to have a few mutts running around hunting and hauling materials for you I've become keen on the idea of making hauling a more efficient system. I said I wanted to leave this open and by all means I still want to. Hauling can be done by hand now, but what if we added something as simple as carts? A full cart slows a colonist by quite a bit but lets them carry twice if not three times more. Research an upgrade or two and carry more while moving faster! A new upgrade unlocks a much nicer and more effecient cart, etc! Don't want to add cart logic to the game Ty? Why not backpacks! We have clothes already, just give us a bunch of accessories to work with such as a backpack that increases carry limits by a certain amount. Still not good enough for you? Why not make lesser tram networks? Maybe a railway with a silly little metal cart or even something like a small hovercart that people can ride in. The options for this are limitless!

3. Education
We have teachers and plenty of opportunities to work education into the game. Ty worked on a school like prototype forever ago that obviously didn't get very far and while education doesn't have to be that advanced it could lead to some wonderful situations where after a few days being taught by someone with a certain type of skill the students come out better at what they do. Maybe even just a shadowing system at some point where more EXP is gained during tasks. Just a thought.

4. Husbandry
Just posting this here because it's a pretty often requested thing from people here. Capture and raise animals, pretty straight forward.

5. Pets/Beast of Burden
Animal companions for your base. We have Project K9 out already that gives you dogs that do it all for those in dire need but lets get something similar into vanilla! Take a muffalo, train it, put a cart on it's back and BAM you can haul things, maybe a big hoe or something and it can help you in the gardens/farms.

6. Turrets (Yes Ty, most of us actually like Turrets!)
Okay boys and girls, show of hands... How many of you ACTUALLY BUILD WEBS OF TURRETS?! I know I do and I will never stop unless turrets get removed completely. I don't want to risk losing half of my colonists to a bunch of random pricks coming to raid my base. The kicker? It's normally my 4-10 colonists versus 15-20 better armed than me warriors that show up once a week. It's nuts and honestly it's why the turret mods tend to be so popular. Minami had the right idea folks; Gun Posts. It's more or less just a turret that you can glue a gun to, this lets you customize a turret into whatever you want it to be as far as I understand it. There, that would be the miracle fix for turrets right there, customizable turrets.

7. Security
I don't care for Mortars and I sure as hell think we need better turrets, but hey screw it let us turn out bases into warzones. Embrasures has the right idea. Give us ports to shoot out of, maybe a watchtower or some means of punishing our enemies that get too close.

That's pretty much all I've got for now. Vote friends on whatever ideas you think are suggestions board worthy and I'll draw up some stuff. Oh you can also multi-vote so... god speed!

#56
For those of you who didn't see it on Twitter, Ty sent out:

"First screenshot of RimWorld overworld generation! IT IS GLORIOUS"

Ty I want to know exactly what you hope to do with this system if you're willing to talk about it just yet. What is it's hopeful future, will this mean we can expect some sort of vehicle or vehicles in the near future, just how many spots are we allowed to hold control over, will you introduce an autobuild system of sorts for those of us who are feeling industrious, can we become the global superpower, etc etc.

Sorry, new feature means hit you early for some tasty answers! Seriously dying for vehicles atm, even if it's simple colonist attachments like carts to haul stuff with I'd be happy.
#57
I've been playing the game for forever now and my building style is still the same as always. Find a mountain side, build into it, hold out! Some people I know make crazy structures and what not and I just don't know what I'm doing in those regards outside of small outposts such as food or turret huts... man I'm boring.

Example:

Show me what you guys do and teach me how to make it awesome.
#58
I don't know about you guys but does anyone else kind of wish they could task a colonist to a new growing field and have them plant a bunch of nice trees? Trees that give fruit every few days in bulk of course! This could replace the constant spammy need for planting giant hunks of vegetation. I personally am the kind of person who has giant strawberry fields that my dogs collect from as Hydroponics just don't do it for me but I would love to see some tree born goodness.
#59
I mean it's a nice wiki and all but with as much mod content as we have would you be opposed to mod makers posting their stuff in there as long as it's labeled as mod stuff? That or would you have a problem with a RimWorld mod wikia?

Just a thought.
#60


Testing how RimWorld plays on my tv; it went pretty alright and luckily zooming still works like a charm! Seriously this game plays smooth on everything so far no matter what the screen size!