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Topics - Simon_The_Space_Engineer

#21
So im excited for the release of rimworld on steam like everyone else but the one thing that concerns me is what will happen to the population on this forum.
what i see could be negative parts of a much larger community:

Since steam has forums for every game (at least that i know of) in the community tab i wasnt sure if people here where going to migrate over to steam or steam users coming over here (i personally dont like the forums on steam, the lay out is awkward to me and a lot of redundant topics that are the same as the last are made. plus the way this one is set up is the way i like it).

aside from population i also fear that more people will mean that unfriendly and mean people will start to appear in the community and cause problems, as well as players that will spam for mod requests of the same mod instead of either looking for it or being patience more so that it already is (example would be people looking for the zombie mod.) it would kinda suck if there where a few people (small children to be more specific) spammed the mod forums for minecraft mods or other things that would become annoying to see(nothing wrong with minecraft, i just dont feel like seeing a mod where a creeper chases my colonist bob whos hauling steel and blowing him up). finally i just think that if too many people post on a forum around the same time too quickly it could become a mess... And trolls... Trolls would suck

Positive parts (much shorter since they dont need to be explained much)

More modders and therefor more mods

more people know about the game and it will be able to get out there further in the world

we get a fresh batch of new players that we can teach in the ways of surviving in rimworld... or at least get a laugh as a mechanoid lands in their base throwing the player into complete panic.

what do you guys think about what will happen to the community?
#22
So recently ive been binging on dont starve (and dont starve together) and im about to start binging on rimworld (ill play for a long time, not touch it for same or longer time, sometimes less, then repeat) and i had the thought, what would it be like if the art style and some of the threats from dont starve where put into rimworld... Personally i would laugh my ass off if some random old man wanders into my colony with a laser rifle shooting all over the place to fight off shadow monsters while my colonist watch and laugh at him.
#23
Ideas / throw back grenades!
July 05, 2016, 06:49:06 PM
i know that grenades explode when the land but if it was changed to be more realistic and exploding after a timer instead of landing, it would make a great addition to the game (excluding Molotovs, which actually explode when they hit the ground). this would not only allow the colonists to run from grenades but as well as raiders being able to dive away from them and make combat a little more interesting. Finally if the grenades explode on a timer like in real life that would also allow for a colonist to attempt to throw it back (depending on how close it is and how much time is left before the explosion). if they fail the grenade explodes in their hand, and if they are lucky enough not to die, lose their limb. i feel like this would help make the combat a little more realistic and possibly add a new thing worry about/take advantage of in combat
#24
General Discussion / most memorable colonist
June 23, 2016, 12:20:17 PM
if youve played the game for a while or at least have had several different colonies chances are you have a memorable colonist or colonists, i was wondering what other peoples stories of bad assery or acts of stupidity have been performed by other colonists and why they are memorable.

Mine is john the bar tender, he was part of my first (and my largest as it was the only colony i truly went back to even after different version where released) colony. He actually crashed on the planet so he was one of the first three allowing me to have seen him the longest. He was well rounded, good with cooking, farming the giant straw berry fields that where needed to feed around 12 colonists, and a crack shot. Best moments of his would include being a warden until a pop star joined (taking his place) farming giant fields, being my first colonist to use a mini gun, using the mini gun to fight off mechinoids, and sniping seiger camps with an assassin or bombing said camp with said assasian
#25
General Discussion / Hesitation
June 21, 2016, 07:20:30 PM
Anyone ever hesitate to move the colony along? Either in building or leaving on a ship or even prolonging how long research takes? I feel like I do it sometimes only because by the time I'm truly comforatble to live outside a mountain I end up hesitating on building it because of the advantages and disadvantages
#26
Stories / old story from alpha 9
June 21, 2016, 05:35:04 PM
so a long time ago when i was introduced to the game by a friend (no longer plays since he could never get the colonist to not have a mental breakdown) i had a great start into the game, like underground base, two crop fields larger than said base, 13 people total, sieges all the time that my bar tender John and first recruit Krista would snipe the raiders, John ran around with a mini gun to distract mechanoids when they landed, all in all it was a fun and successful colony i wish i hadn't lost (computer was ruined). But i remember one moment in that way where you know what happened you just don't remember all the details to it, just the important part. I had a 68 year old lady name Emily with a mohawk, and what made this old woman special to me is her high melee skill and the fact that i had her run up to mechanoids (only centipedes, never sythers), punch them so they lost their charge up for shooting, then run away before getting hit, much like the drawing i have included below

[attachment deleted by admin - too old]
#27
Ideas / play chess with the colonists
June 13, 2016, 11:10:18 AM
when my colonists do desire to play chess (rarely) they play it alone and i feel bad for them, so maybe a way to help them with both mood bonus and increase skills like social or research would be to have the player either make a pawn play with them or play with them themselves. it could just be a simple addition of a computerized chess bot that changes difficulty (probably based on research skill) and maybe talk to the player. Plus if they talk then the player gets more attached to the colonist and then when they die the story kicks in and they are more upset :P
#28
so for animals i think its annoying that i have to keep healing my cat fiesta after he goes out hunting. every time he attacks a squirrel or rabbit they always (every time he hunts i see his name in red from being hurt) attack back. i honestly don't think this is very realistic as they usually would have ran away. Id prefer to get a message saying my cats hungry after prey managed to run away instead of "fiesta is now fully healed" as well as how animals act around colonists. i had a bear walk in and just chill in my colony for several days and then because it got hungry it slaughtered my cat. you'd think that the bear might chase a colonist who is carrying a meal around until they drop the food or run inside instead of killing a cat and eating it after hanging around colonist for several days (bears dont hang around people. they just dont). final thing with animals is i dont think herbivores (up to the size of a deer or something) should attack back. nature made them to run from danger not attack it.

for traits i only have a few that i would like to see

mute: cant socialize with others very well (they listen but dont return conversation so the other person receives little to no mood bonus from talking to them)

emotionally harden: emotions dont bother them to much as they have learnt to block out the negative ones (my though is they dont receive as much be-buff to mood involving emotionally related things such as lost of a loved one or another colonist. how ever bonuses to mood involving emotions take a small hit in how much it provides as well to balance things)

ADHD: person is easily distracted unless they want to do the task they are performing or are good at it. they may stop in the middle of one task and go do another for a small time (they still follow priority list just not as well). doing something they dont like makes them antsy and loose joy or something a little faster. (they still act normal in combat) they also require less sleep from being so hyper all the time and can take meds to stop negative effects of the trait (mood drops a little from needing to take pills all the time) and pills would probably be easy and cheap to get (like one container lasts a season or two) finally they act a little spastic in social situations which can either positively (they do something funny) or negatively effect the mood bonus/de-buff (they appear to not be paying attention even though they are listening)

gun lover: basically brawler but with guns

explosions lover: basically brawler but with rockets and grenades

calming: people for what ever reason like this person for revealing stress and talking about it and the person with the trait happily talks to them about the stress

doofus: not the smartest person out there but naturally funny and good to be around. people like to interact with them and mood bonus slightly higher

romantic: they like love and people fall much more easily for them which can cause social problems between the ones that crush on the colonist with the trait. they also usually provide more mood bonus for their lover and less likely to have a problem with them

keep in mind these are what i would do with these traits and animal stuff but if there is a better way to do them then im perfect with that too :)
#29
Off-Topic / how did moderators become moderators
April 20, 2016, 11:34:19 PM
im not entirely sure if some of the moderators are staff on the dev team only but i was wondering how moderators became moderators
#30
Stories / silly art descriptions
April 20, 2016, 09:40:31 PM
I had a trade caravan come and had some art. I heard there where more art descriptions and checked out one of them and i got a pretty funny and good reason as to why the art was -44 despite being made out of silver

[attachment deleted by admin - too old]
#31
Hey guys I was watching YouTube and I noticed that a more popular YouTuber named weaselzone played rimworld and recorded it! I think this means big steps for rimworld and a bit of competition for blitz!
Here is the link and I'm not entirely sure if he's played it before but I just found it: https://m.youtube.com/watch?v=q7P0-WkfoKI&itct=CA8QpDAYByITCLmd49iUiMwCFUTXfgodtpIEPTIGcmVsbWZ1SISszNe6l8edGg%3D%3D
As well as I hope etalyx plays rimworld again as both he and the game have grown and he is a game showcase YouTuber and has actually had one of his videos on the website (how I found him)
#32
Ideas / You are the colonist!
January 28, 2016, 08:22:11 AM
You know how most people compare prison architect to rimworld in some ways of gameplay and looks, what if there was a way, like prison architect, where you could participate in either one of your own colonist being built from the very beginning, or someone else's which gets updated over time if they want to. Thinking about it this would also go great with the steam workshop when rimworld does make it to steam when it's ready
#33
Ideas / New personality trait suggestions
January 19, 2016, 02:33:27 PM
So I've noticed that some of the personality traits seems to be lacking in variety, I know that there isn't many added yet but maybe to make the game more realistic and the story more interesting, more personality traits might be nice. Here are some I have thought of (keep in mind these might not be as balanced as i think they are)

ADHD - blank has a hard time sitting still and focusing on tasks that they don't enjoy, but can learn thing that they do enjoy at a faster rate as they are extremely interested in it. They have a varying work speed based on how much they like a task. +.15 learning speed for interests -.15 learning speed for tasks not interested in. +.10 work speed for interests, -.10 work speed for none interests.

Big doof - blank is a friendly, loving doof. They aren't very smart but love to be around others and become stronger to help a friend in need
+.10 to socializing mood bonus +5 and additional +2 for every person near by. +.05 walk speed and attack speed when nearby friend is injured

Explosion lover - blank loves explosions, and just the sound and thought of them makes them happy +5 mood when explosion happens on map +10 when explosion happens in sight -5 when explosion hasn't happens in a few day -10 when explosion hasn't happened in a long time (edit) +5 when holding Gernades of any kind +10 when holding larger explosive weapon

Gun Lover - (this is because of the brawler trait) Blank love guns. Just holding one makes blank really happy. they don't like using melee weapons. -20 mood when equipped with a melee weapon +5 when holding a gun

Anti social - blank doesn't mind being cooped up inside for long periods of time and doesn't like talking to people or being around more than one or two at a time. +5 mood when alone +10 mood when alone for a long time -5 when talking to someone -10 when near more than 1 person -2 social level +4 mental endurance

Chatter Box - blank hates being alone for more than a few hours. they love to talk a lot. +2 social -4 mental endurance +5 being near more than 1 person -5 mood when alone -10 mood when alone for long time

Writer - Blank likes to write in there free time. they dont care if its any good, as long as they feel good when doing it. they can write books in there free time. New joy activity: writing book, writing short story. (books and short stories might also allow for book shelves to be added and give colonists the ability to read for joy and study to improve skills)

Video Gamer - Blank loves video games and talking to other people over computers. +5 when using a machine or computer +5 mood when using an laser weapon -.05 attacking time (maybe video games could be added as a joy activity, as well as different kinds to help with joy tolerances build up) if video games are added no joy tolerance builds for video gaming.

Funny - Blank is a naturally funny person. They have even helped writers make joke books (if books are added this could also work) +.25 social impact on mood

Creative - blank is a creative person. they like to making new things. this can get in the way sometimes and distract them from there work. +5 mood when crafting -5 mood if they haven't crafted in a while +2 crafting and tailoring skill, -.10 global working speed

Family person - Blank loves to be around others and thinks of them as his/her family, especially younger people. +5 mood when around at least 1 other person -5 when alone. -.20 joy tolerance build up when doing joy activity around someone else -15 mood when other colonist dies +15 mood when new person joins colony

Golden Heart - blank has a heart of gold, often times putting others before themselves and getting upset when others are put after them. +5 mood when all colonists are healthy +5 mood when most colonists are happy -5 mood when other colonist is hurt and they are not +5 when other colonists are healthy and they are hurt -5 mood when most other colonists are upset or not happy. -20 mood when other colonist dies.

Jerk - blank is an absolute jerk. they like to see others in small amounts of pain and make others suffer from mean words. +5 mood bonus for social interaction (-5 for anyone involved) +5 mood when others are in small amounts of pain -2 social skill, warden job is disabled

Mute - blank doesn't speak at all. no one knows if its by choice or if they never could. this doesn't bother them though and they like to listen to other people talking to them. all social jobs disabled (including trading and talking to other colonies) +2 additional mood to social interaction (-2 for others involved) -2 animal handling

I am aware that these might be extremely hard to program in or even impossible and i don't expect to see them any time soon and some maybe even not at all, but these seem like they might be nice additions to the different kinds of personalities out there and may add to the story itself (sorry if this is a little confusing, i just felt like i needed to share this and i may have not written this the best possible way... thanks for reading!)
#34
Ideas / Cloning or a resurrection dev tool
November 21, 2015, 12:20:16 PM
On my ice sheet colony a lot of my visitors will freeze to death and this makes me sad that I can't do anything to save them. I wish there was either a way to clone colonist (either expensive or takes a lot of electricity) and a dev tool to bring them back to life. Maybe if you clone a dead visitor and return them the colony they are from would improve there relationship with you a little more than if they had been rescued and healed by you... Ps I haven't check for mods like this yet
#35
Off-Topic / Photos in rimworld
November 20, 2015, 09:39:54 PM
I wanna see some of the best photos people have taken in rimworld (or outside, probably from a different rim planet). It could be with dev tools being played with or random stuff you thought was cool.
#36
Off-Topic / The little squares by my name
September 08, 2015, 08:01:03 PM
I have noticed different people have different titles such as muffalo, drifter, colonist, etc, and I'm not sure what exactly it means
Also if this is in the wrong area I'm sorry because I was not sure where to put it
#37
Bugs / Pawns texture clashing
September 06, 2015, 04:28:32 PM
So I'm not sure if this is a bug or not but two of my victors where walking in the same space. I was zoomed out at the time so it looked like one person instead of two and upside down. When I looked a little close one appeared to be upside down and you couldn't see anything but clothes covering the visitors. They were still there and there model didn't vanish it just looked like a humanoid cloths monster
#38
Stories / Funny mod story's
September 06, 2015, 02:18:20 PM
I am aware there is a funny story's topic but I want to know some of the funniest things that have happened because of a mod (not normal stuff but like a raider with a bugged out robot that was added to the game by mod stuck in his face or something) my funny story is I have a mod that adds rumbas, and when I told it to activate it had mood. I was curious so I click on it and it said "I'm naked, this is humiliating" I deside to let my little rumba wear some pants and a shirt and this is what happened

[attachment deleted due to age]
#39
General Discussion / Base design
September 05, 2015, 11:10:00 PM
When I look up rimworld on google and it shows a few of different kinds of bases I always wonder what other kinds are out there and what the man purpose of them is. I made this so that everyone with the same question can talk about base design, flaws some have such as bad colonist conditions to space being wasted or not enough defense, and their strengths. This also could help newer players too!