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Messages - bordas1234

#1
Ideas / New Jobs
December 06, 2016, 02:59:58 PM
I´ve been playing rimworld since alpha 8 and its truly amazing how much this game has changed, so to start this post i just wanted to say THANKS TYNAN!

Okay, no lets go for the important part...
Rimworld is a really fun game and the start and mid game are amazing but when you arrive into the late game there is almost nothing to do more than repeat over and over the same things, so i start thinking how to spice things a little bit and i´ve come to the conclusion that we need more jobs for our colonist, the job variation is very limited and is purely restricted to the firts stages of the game when all you do is survive. So i´ve come here to propose new jobs.
1) Guards: Since a few alphas back colonist going berserk and colonist fights became very common, and every time someone starts a fight or goes berserk i would take the nearest colonist and solve the fight manually but now that fights are really often its getting kind of repetitive, so why dont assign a special job that will automatically knock down the troublemaker or would kill those annoying prisioners on the run.
2)More Crafting Jobs: Why dont specialize crafting a lot more, since having different crafting jobs would add a lot more content to the game and would add a lot more things to do in the late game. I´d reccommend this jobs btw.
-Carpenter:For those who dont know a carpenter make things out of wood
-Mechanic:He will be the one doing advanced components
-Weapon enginer: He will be in charge of doing weapons
-Mason: he is like a carpenter but instead of wood he uses stone
-Drug Doctor?:He will be in charge of making the good stuff (i would call mine Heisenberg)
-Tanner: he will tann leather so it can be used in clothe.
3)Doctors: There is a lot of different type of doctors in real life, so why dont we put different doctoring habilites?such as surgery, firts aid, prothesis(there more you in this one the better chance you have of installing prothesis).
4)Fisherman: i think his name speak for himself.
5)Manager: He will make sure that people are doing their jobs and will provide useful information about the economy of the colony.
6)Teachers: Not like a profession but letting our more experiencied colonist teach the ones that are less experiencied (for example: lets say you a level 15 miner named Roger, and not long ago you recruit a level 3 miner called Tim, Roger is and old man without sons and he wants to transfer all his knowledge before he dies, luckily Tim doesnt know a thing about mining, so Roger decides to teach him but he couldnt do it because the game didnt have that mechanic, poor Roger, he die lonely and Tim still doesnt know a thing about mining)
7)Thief: lets introduce a crime mechanic where kleptomane colonist steal from other colonist beedrooms.

To end i just want to say that english is not my firts language so take it easy with me.
#2
Support / Problem with the updates
November 27, 2015, 02:36:55 PM
I have a big issue with updates.
I cant update my rimworld because SendOwl Games has stop sending me the update your game thing.
Can someone explain me why??

I would really apreciate it.
#3
Well, the romance mod only add 2 differnts type of having sex, oral and doggy style, nothing more, its more like a moral booster
#4
yea Pokk710, but i dont want it to be random, i want it to have bad or good conversations depending of the traits that have each other.
Like people with bloodlust or canival trait would have a 80% of having a bad conversation with people who dont have that traits
#5
Ideas / Re: Backpacks
March 06, 2015, 02:00:32 PM
Maybe to balance it more make differents types Of backpacks.
The big ones make you walk slowly but you can carry more objets.
And the smaller want let you carry 3 or 4 objets at the same time and make you walk a at 95% speed
#6
Mods / Relationship beetwen colonist (mod request)
March 05, 2015, 05:29:46 PM
Im not good doing mods so im asking if someone can improve the relashionship beetwen colonist, let them make friends, enemys and maybe boyfriends or girlfriends.
Make the colonist make friend with another colonist because of the traits that have each other or something like that.

I know that is already a mod called romance mod but that only add sex and i want more than that ;)
#7
Ideas / Re: Vehicles
March 04, 2015, 09:38:46 AM
maybe also a big machine to mine
#8
General Discussion / Batterys?
March 03, 2015, 02:50:37 PM
i was asking why batteries only have a 50% of efficienci or how i can improve that?
#9
Im having issues with the mod, i cant buy the mining drill, it just dont appear
#10
Ideas / Vehicles
March 03, 2015, 12:06:03 PM
I was playing rimworld when a group of mechanoids (the big ones) attack my colony and when i see then i start thinking what if we add vehicles?

I know is weird to see a mechanoid and start thinking on vehicles but see the mechanoid like a tank, is much easier now.
Maybe change some textures on the mechanoid and let our colonist get into the vehicles.

I was thinking that we can have a lot of differents type of vehicles.

1# Fighting vehicles: this can be used to fight, maybe not add a tank but a simple car with a minigun that you install there.

2# Hauling vehicles would be another option, imagine you go far away from your colony to get some wood or mine a steel ore, it would be much easier if we have a hauling vehicle where you can put a lot of materials and go to your colony, the more you put in the vehicle the slower it would be.

3# Transport vehicle : Just a simple vehicle to make your colonist move faster.

Also pirates could have vehicles to attack the colony like tanks or other things and when you destroy those vehicles you can smelt them on the smelt machine? or something like that.

i know is crazy but just imagine the amount of stories that this will create, imagine that you attack a raiders camp in the night while the sleep with your car and your minigun, imagine that your car wheel spoil in the middle of a fight, just imagine.

Also the car repairing system could work exactly the same like the human surgerys but just with differents things like wheels and other stuff
#11
I have an error, i add new mods to the modpack and now i cant play with mods anymore :(
I add md2, enchanced defence,seasonal wardrobe and micellanious mods
#12
i was asking if seasonal wardrobe mod is compatible with this mod pack??
#13
i was asking what is the mod that improve trade? like when other factions come to your place or add new stuff to buy
#14
The solution is easy, make the colonist automatically go to sleep when the rest bar is low, i think that is implemened but im not sure
#15
Ideas / Backpacks
February 28, 2015, 10:06:13 AM
Yesterday i was playing rimworld and i send one of my colonist to cut some wood but the wood was so far away that my colonist cut a tree and then he go back to the colony to eat or sleep, so why dont we do something to make things easy?

It would be fantastic is tynan put some backpacks on the game, you will carry food, a sleeping bag, etc so you can do a mini colony to get some resources to your main colony, also backpacks could use to haul things more easily or carry and extra set clothe or weapons.