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Messages - hector212121

#31
Ideas / Re: Raiders bring attack animals
July 20, 2016, 12:55:04 AM
Eh, it seems kinda impractical as is.

Maybe if we saw pet armor.

Then again, no ranged weapons means they're kinda SOL anyway, unless you're suggesting we have animal shields like in that one mod.
#32
Ideas / Re: Your Cheapest Ideas
July 20, 2016, 12:08:42 AM
A notification when a power grid doesn't have enough production to meet consumption, perhaps? At least with stable power like geothermal and solar; wind is probably too random to account for.
#33
Quote from: marcavis on July 18, 2016, 01:16:10 PM
It's a neat idea to be able to modify the planet's climate, though an implementation based in percentages doesn't make a lot of sense:
100F is 37C; 130F is 54C, but 37C * 130% would be 48C. Besides, what happens when temperatures get close to, or below 0?
What one probably wants is additive offsets for both high and low temperatures.

Obviously, add a Kelvin setting, then use that for your %s.
#34
Ideas / Re: Scenario Editor Suggestion
July 19, 2016, 10:56:14 PM
Quote from: HelpzTePoopies on July 19, 2016, 10:42:19 AM
Or so that you can set a timer in game until a massive attack comes, for you to prepare or flee from, similar to the super wave death thing currently.

Or, one of the things I suggested, regular intervals for a incident, such as a raid, and the ability to set a intensity for that incident.

Say, you wanted to make a world with a dying but not dead sun. Solar flares at 10% intensity(last 10% as long) every 10 days. Something like that.
#35
Ideas / Relationships And Backgrounds
July 19, 2016, 06:03:42 PM
I have a Pickpocket in my colony who had a Mother show up at my colony, and the Pickpocket background EXPLICITLY says that they saw their parent die.

Maybe add a "Adoptive Mother/Father" relationship, with 2 possible modifiers, one slightly bad and one good to reflect that adoptions don't always work out?
#36
Quote from: sodyaler on July 19, 2016, 04:59:54 PM
I can't seem to come across titanium or magnetic coils or anything to kickstart being able to produce any of these resources. I haven't even been attacked by soldiers or tanks yet to loot them. It's a tease having everything researched but not being able to build it. Also I haven't had any black market traders stop by either

That's probably mostly a issue with tradeship frequency if you ask me.


...

Hey, Sam! What if mechanoids had a chance to give you a coil or a computer component when you disassemble them? Alternately, psychic ships could give 5 of each, or a core could be disassembled into the same number?
#37
Outdated / Re: [A14] FAM - More Factions
July 19, 2016, 04:31:03 PM
Quote from: MarcTheMerc on July 19, 2016, 03:59:36 PM
Quote from: Man_Jones on July 19, 2016, 03:56:24 PM
There are two more that I really want for Rimworld 1. To go to other map cells. I.e. Send your own caravan or raiding party to another faction's base and 2. Z levels
Im sorry z levels won't happen they would require the entire recreation of the game code as well as ai pathing but those other things have potential. ;D

I think the raiding idea has potential, though. Like, it could generate a 100*100 area for you to work with temporarily, and when you decide you're done raiding, you switch back to normal colony at the time you departed. The amount of time you take to finish and distance involved in the raid would determine how long it takes for your guys to return.
#38
How about this?

What if you replicate the mechanoid code--all of it--then make a new group?

I assume that the crashed ship part is supposed to pull from a mechanoid pool, so if you make a group that acts exactly like mechanoids but isn't in that pool...?
#39
False alarm, I'm afraid, I think I did in fact have Hospitality on. :P
#40
Uhhhhh. I have Hospitality and I just had some MBTs "visit" my colony.

Because nothing says "Welcome to this particular Rimworld" like 20 tons of fucking steel barreling down trees to park in your front yard, right?

Edit: Oh my god, it gets better, they set a course STRAIGHT for the table to 'relax socially'.

"I say, Mr. Sherman, would you like a spot of tea?"
"Why, yes, Sir Panzer, thank you very kindly."


Edited edit:Wait a minute, I disabled hospitality!

....


....

Could I possibly...recruit a MBT... using hospitality...  :o
#41
Ideas / Build To Quality
July 18, 2016, 06:14:25 PM
Basically, you should have the option to force your builders to repeatedly try to build something until they get a result of a desired quality. They would then build and deconstruct in the ordered location until desired quality is met.
#42
Bugs / Cannot Order Undrafted
July 18, 2016, 05:12:22 PM
Apparently, in order to force someone to wear something, I have to draft them first for some reason. At first, I just thought that Rimworld wasn't acknowledging my right clicks, but it understood just fine.

Then I tried to get my colonists to prioritize tasks, and that didn't work either.
I'm using 14b on Steam.
#43
Might I make a suggestion?

How about... Tech level balancing.

Either make it so you can start at neolithic and somehow 'uplift' your tribe, or make it so tech level automatically increases to the level of a tech when all prior techs are researched, or *something*.
#44
Releases / Re: [A14] Mew's Mods
July 18, 2016, 03:21:14 PM
Not that i know of? :P Well, thanks to 14b i had to redo my mod order, I'll see now.
#45
Bugs / Game forgets mod load order (14.1238)
July 18, 2016, 03:06:51 PM
Every time I close Rimworld, it forgets the order to load my mods in, and every time I change the mods by more than 2 or 3 things, it wants to restart Rimworld--meaning that I can't load mods.

EDIT: It seems that the thing making me restart rimworld might be a specific mod, though the game itself is still forgetting the mod load order.