Quote from: Kingmob on February 28, 2015, 08:15:00 AMMakes sense, but just because someone knows how to make muffalo jerky doesn't mean I want them replacing my kidney... lol
I also think it needs a reason story-wise. Just to build experience is a bit too 'gamey', this game isn't about optimizing your build imo.
I like the idea, but I can not come up with a balanced reason. Maybe make butchering build medical skill slightly or only up to level 10 or so? It would make sense in that the pawn will get some skill in anatomy and using the tools of the trade, but only the basics so not enough to become a master at it.
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.
#91
Ideas / Re: Autopsy Table
February 28, 2015, 05:28:44 PM #92
Ideas / Re: A request for you Tynan...
February 28, 2015, 05:26:04 PMQuote from: Tynan on February 28, 2015, 05:15:11 PMI sometimes wonder if you literally write down notes when you say that.
It's not a bad feature request. Thanks. I'll write it down.
Is there literally hand-written stickies and papers upon papers tacked to your walls with notes of things to do?
#93
Ideas / Re: Selective blights
February 28, 2015, 05:23:30 PMQuote from: Eleazar on February 28, 2015, 03:48:35 PMThey never really did unless you grew JUST ENOUGH for summer and/or just enough to make it through winter. In an always hot or always cold region, you will have temperature under control and the seasons won't matter that much for growing unless you try the massive growing during summer and no growing during winter, but that seems silly/reckless.
Do plants grow faster in A9?
It seems like blights hardly matter now anyway.
#94
Ideas / Re: Fire extinguishers and sprinklers!
February 28, 2015, 05:19:48 PM
For sprinklers, there would have to be a big negative. Like it damages/destroys electrical equipment and conduits. You may stop the fire, but you still have to repair the water-soaked/shorted electrical system.
Extinguishers are fine. Better than people stomping on them when they have such high tech stuff. Maybe make it take the weapon slot. Could be used later for stunning people for capture (non-lethal) or creating "smoke" cover.
Extinguishers are fine. Better than people stomping on them when they have such high tech stuff. Maybe make it take the weapon slot. Could be used later for stunning people for capture (non-lethal) or creating "smoke" cover.
#95
Ideas / Re: Final raid
February 28, 2015, 05:14:24 PM
Hmm. And as far as a win condition, you would nuke everyone and there would be no more raids and some type of energy shield that prevents drops from raiders or mechs. You could then do an endless sandbox or just exit. If you lose everyone, well you lost the boss battle. Tough luck. Maybe the raiders triggers one of your test nukes to go off and it ends in a huge explosion. lol.
#96
Ideas / Re: Final raid
February 28, 2015, 05:10:57 PM
Haven't built a ship yet, but I was under the impression that it did in fact start a mech raid drop.
#97
Ideas / Re: Character overview ON COLONY CREATION
February 28, 2015, 03:23:11 PMQuote from: CodyRex123 on February 28, 2015, 11:52:57 AMIce seems to be easier, actually.
Thats my most missed part about the game, a random location, Though i don't think there should be much of a chance of landing in a icy area, seeing as they are both incomplete and hard for new players to play in,
(I haven't ever played a ice biome, so yea.)
Hard to get wood in a permanently cold area, but it's easy to get parkas and grow inside with hydro (once researched) or an outdoor-indoor growing zone (I have 3, moving to 4 soon).
#98
Ideas / Final raid
February 28, 2015, 03:19:32 PM
I posted something similar in the "faction negotiations" thread, but maybe have a final "boss battle" where you somehow trigger pissing everyone off so they all attack you (testing nuclear weapons?). Last stand, as it were.
Would really go well with colonies have finite populations. Basically, they just keep coming until every single one has died or you have. You could always chicken out and escape, or maybe make it so the nuclear detonation set off an EMP that fries all electronics (If you built a spaceship, it's fried).
Would really go well with colonies have finite populations. Basically, they just keep coming until every single one has died or you have. You could always chicken out and escape, or maybe make it so the nuclear detonation set off an EMP that fries all electronics (If you built a spaceship, it's fried).
#99
Ideas / Re: Selective blights
February 28, 2015, 03:12:51 PM
Since the plants have been pretty well balanced now, I think selective blights are not going to be needed. You would have to make them more frequent on top of making them affect only one type of crop, and that would get annoying seeing that pop up all the time.
#100
General Discussion / Re: Long Term future of Rimworld
February 28, 2015, 03:10:17 PMQuote from: erebus2075 on February 28, 2015, 10:07:58 AM
i feel like the dev is taking his sweet time adding stuff or changing stuff.
not sure how many hours a day he works on it but it doesnt feel like the 8h i would expect from the changes in each update and the time between each update
then again its ONE person and coding can take a long time, so might just be that.
https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub
He updates the game almost daily. He responds to posts here about suggestions or bug reports. If anything, he is doing more than most/usual/whatever.
Granted, he is only one person.
As far as how many hours, well that's hard to gauge as someone like myself might make a "simple" program that's about 5-10 lines of code and does "one thing", but it may take me 6 hours to research, fix bugs, optimize, etc.
Other times, I can make a complicated program in 30m or less. Just depends on how specific the code needs to be and if you already know what you need to code beforehand.
#101
General Discussion / Re: Original source for an all-too familiar klaxon?
February 28, 2015, 02:45:31 PM
public domain sounds are all over, or simply so good that people buy the same rights to the same sounds.
I can't tell you how many times I have heard doors, kids, dogs, other animals, etc all from games (mostly the same game, which makes me think it's super cheap) in random movies or TV shows.
If you are not familiar with the "Wilhelm Scream", then you are in for a treat:
https://www.youtube.com/watch?v=cdbYsoEasio
I can't tell you how many times I have heard doors, kids, dogs, other animals, etc all from games (mostly the same game, which makes me think it's super cheap) in random movies or TV shows.
If you are not familiar with the "Wilhelm Scream", then you are in for a treat:
https://www.youtube.com/watch?v=cdbYsoEasio
#103
Ideas / Re: A request for you Tynan...
February 28, 2015, 02:40:10 PM
There are "overlay" programs that can do stuff like this already. I wouldn't mind the option in the game though.
You culd probably use overwolf (don't know if it specifically has time), Steam by adding it as a non-steam game, or I think there was an overlay program with MSI AfterBurner that showed tons of stuff (cpu, ram, clocks, etc) including the time.
Edit:
Also, wrong place for "suggestions". There is a section for that by the same name.
You culd probably use overwolf (don't know if it specifically has time), Steam by adding it as a non-steam game, or I think there was an overlay program with MSI AfterBurner that showed tons of stuff (cpu, ram, clocks, etc) including the time.
Edit:
Also, wrong place for "suggestions". There is a section for that by the same name.
#104
General Discussion / Re: Give us time to save someone on death's door?
February 28, 2015, 02:37:02 PM
Depends on the severity. You can have a "vegetable" if it gets damaged too much, or instantly dead, or simply slowed. I don't think there is a degree of slowed/damage though, but I haven't had anyone but a vegetable from brain damage.
#105
General Discussion / Re: Long Term future of Rimworld
February 28, 2015, 01:30:55 AM
You make a good point. A very open community and developer can be a bad thing, to an extend. It kind of portrays "the community will decide how the game will be developed", but this is and isn't the case. In the end, Tynan will make the game the way he wants, but he will also get ideas from the community.
In reality, you can voice your opinion, but it doesn't mean it will be enacted.
Blessing and a curse. I know I have gotten frustrated, and probably will here and there in the future, when I want to see this and that and it doesn't get put in, but I just own the game and part of a community, I'm not the developer. I'm am glad Tynan listens tho and I'm sure it's just as frustrating to him as well.
I probably look at modding at some point. At least then I can contribute and get things in that I want to see myself, even if it's just for me or a few people. Glad this is a moddable game.
In reality, you can voice your opinion, but it doesn't mean it will be enacted.
Blessing and a curse. I know I have gotten frustrated, and probably will here and there in the future, when I want to see this and that and it doesn't get put in, but I just own the game and part of a community, I'm not the developer. I'm am glad Tynan listens tho and I'm sure it's just as frustrating to him as well.
I probably look at modding at some point. At least then I can contribute and get things in that I want to see myself, even if it's just for me or a few people. Glad this is a moddable game.
