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Messages - LittleGreenStone

#16
Off-Topic / Re: What are your favorite games?
February 05, 2016, 07:24:33 AM
Homeworld(/HW2) takes the cake for me,
then Kerbal Space Program.
Both has some awesome mods, some changing the gameplay entirely.
Also Dawn of War (1/2).
Also Space Engineers.
And UT2004.
And of course Borderlands 1/2.
Fable?
KoTOR 1/2,
Mirror's Edge,
Dragon Age: Origins,
Mass Effects (although mostly the first),
The old Stronghold games,
SWAT4,
S.W.I.N.E.,
Orcs Must Die! games,
Starcraft games,
Portal games,
Diablo, Deus Ex, Kingdoms of Amalur: Reckoning, Torchlight II, Guild Wars, Sins of a Solar Empire, EVE Online, Worms, Mount&Blade: Warband, Mafia, Unreal II, Jazz Jackrabbit 2, Magicka, and Jesus Christ I stop right here... Too much to count, my head hurts.
#17
Off-Topic / Re: Count to 9000 before Tynan posts!
February 05, 2016, 06:22:47 AM
2195

Ferret bit my toe,

I screamed up like a little girl,

it ran away laughing.

Moral of the story: ferrets are evil.
#18
Help / Re: Sticky plans
February 02, 2016, 04:16:57 PM
Quote from: 1000101 on February 02, 2016, 02:22:02 PM
The planning tool is a "do nothing designator," certain jobs (such as mining) remove all designators in a cell once the job is complete.  It is a bit annoying.  You'd have to override those jobs to not remove all the designators on the cell and only remove the designator for the job which has been completed.

Not impossible, but a lot of work for little gain for most people to jump to do.

Eh, I see.
Thank you for the answer, I guess I'll just bear with it.
#19
General Discussion / Re: Toxic Fallout
February 01, 2016, 11:06:56 PM
Quote from: Darkhymn on February 01, 2016, 10:33:13 PM

It would be most boring if it was actually dangerous and you got it early. I specifically thought it was boring as hell until I realized I could go out in it without any detrimental effects for the first few days. It would probably be a death sentence in the earlier game if you weren't just being dwarves, but I find there's very little incentive to play on non-mountainous maps.

No need to be a dwarf to shrug this event off like it's nothing.
Toxic fallout is like snow or rain -that kills.

What you need to survive this are roofs above, and that only.

And not really, I could take a toxic fallout on after ~5-10 days;
wood walls, or if there isn't much of that,
research stonecutting, then build stone walls.
There are plenty of chunks on the map. On any map.
#20
Ideas / Re: water as a semi rare resource
February 01, 2016, 10:53:16 PM
Quote from: salt1219 on October 07, 2013, 05:39:14 AM
I was thinking water should be collected like solar panels collect power, there would be a rain catch that fills a tank that is used over time.

I have a great idea about stable water source, but I can't seem to remember its name...
Anyway, it's a simple yet quite efficient design given its natural properties, although in some case it takes more time to build. Still, once done, it easily provides fresh water for dozens, hundreds even.

I've tried to googled it,
the device should look similar to this.
#21
Ideas / Re: Water Need!
February 01, 2016, 10:39:29 PM
Quote from: hoho on January 27, 2016, 05:05:20 AM
I like the idea in general but I'm afraid it'll mean colonists will be spending a ton of time just staying alive...

Not necessarily.
about 2 hours (in-game) after my colonists landed, they finished constructing their orbital beacon and comms console...Inside the house they built.

If that can happen, they could also just build a well or something. That should be a source of already purified water too.

No wonder why it isn't a thing yet... :)
#22
General Discussion / Re: Draw one of your colonist
February 01, 2016, 10:21:57 PM
http://sketchtoy.com/66557168

This is Mel.

Mel has extreme chemical interest.

One day squirrels raided the warehouse.

Mel left the map broken.
#23
General Discussion / Re: Toxic Fallout
February 01, 2016, 10:08:30 PM
Quote from: w00d on February 01, 2016, 07:43:32 AM
you do nothing except mine and sleep and literally watch plants grow in hydroponics.

Yep! That's what I do! Toxic fallout or not!

I mean, come on! Boring? What? You hardly have to do anything differently. Unless your map happens to be in the greenest of zones, and you grow everything outside. Then you construct roofs or watch your plants die.

Other than that, it really shouldn't matter.
Wildlife dies? Duh.
Wild animals don't reproduce anyway, it's not like you can live off them all the time. They can die.
Wild plants are scattered, it's easier to grow than to run around the map for an uncertain amount of food. They can die.
Trees could be the biggest problem, but easily manageable: you can grow trees, so they too can die.
Colonists can spend a day outside, no danger.

What makes it oh so boring?
#24
Quote from: Shurp on February 01, 2016, 06:55:58 AM
So has anyone else noticed that the shadows on Rimworld go from right to left?

Meaning the sun rises on the left and sets on the right...

Meaning north is on the bottom of the map.  Why is that?

Perspective.
I'm sitting next to a window, facing East.
Meaning the sun rises and blinds me first thing in the morning.
Meaning, per my perspective North is on the left side of the world "map", and not in front of me.

Should I face South and wait for hours, I'd be really, really bored but I'd see the shadows creep to the left.

It's all a matter of perspective; "up" doesn't equal to "North".
#25
General Discussion / Re: Day/night time
January 31, 2016, 09:13:03 PM
Not kidding, this is my 7th time coming here looking for the exact numbers...
...
I've added the Night Owl trait to Rimworld Wiki
(with the more-or-less exact time the buff/debuff applies/wears off)
for idiots like me...  :-[
If you spot an error, edit it please! Thanks!
#26
Stories / Re: The vodka killer
January 31, 2016, 06:09:16 PM
Quote from: Bastobasto on January 31, 2016, 05:56:26 PM
Look wath do one of my colonist just do to a megascarab  8)

( Go on the link )
file:///C:/Fraps/Screenshots/RimWorld914Win%202016-01-31%2017-29-58-81.bmp

Uuuhm, that's not really how links work.  ???
#27
Help / Sticky plans
January 31, 2016, 04:27:01 PM
I place plans, but once colonists do some work on tiles with plans (i.e. colonists mining out rock), those plans disappear. I'd like them to stay, unless I use the "remove plans" feature.

Would it be possible to change it?
#28
Quote from: skullywag on January 31, 2016, 07:26:44 AM
Medieval shields is having a bit of an overhaul currently as i find time. Love that texture LGS, the mod will probably just change to a "shield mod" and not a medieval based mod so yeah, bear with me...

No need to bear with you, it's rather useful as it is.
I'm not sure what you're planning on changing, but if it's going to be better than it is, then consider me excited asF.  ;D
#29
Quote from: A Friend on January 30, 2016, 08:12:16 PM
my imagination
Here, take this and make it bigger and spikier.  ;D
#30
Outdated / Re: [A12d] Fenris
January 30, 2016, 08:50:31 PM
Quote from: Vas on January 30, 2016, 07:29:22 AM
The name has nothing to do with science fiction, it's just odd.  :P
"Hey look, a pack of Fenris running towards us.  You think maybe we should run?"
-nah, there's only like 28 Fenris there.-
"They look hungry..."
*solar flare, eclipse, conduit-nukesplosion-event all simultaniously happen* (Because that's what the game story tellers do, screw up everything illogically and just because troll.  :P)
-The turrets are down now...  WE'RE ALL GONNA DIE!-

I dunno, I was just suggesting a different name is all and making Fenris a one of a kind boss that happens on an event.  :P  Maybe make him stronger too than he currently is and king of a warg pack when they spawn.  :P  Since the smaller ones are called Wargs, youcould name this one Worg, and plural would be Worgs.  And then a random event spawns Fenris with a pack of Worgs and Wargs.

Throwing some ideas out there is all.  :P

Warg actually has a meaning.

Okay, sit down kids, the lesson starts now.  ::)

Vargr is a term for "wolf" in Old Norse, the Old English equivalent of that is "warg".
In Norse mythology, Fenrir (son of Loki, father of the wolves, who is to kill Odin during Ragnarök) is a monstrous wolf, and he and his sons, Sköll ("One Who Mocks", the wolf chasing the sun through the sky) and Hati ("One Who Hates", the wolf who chasing the moon), are called "wargs". Or rather, Vargr, but these are synonyms anyway.

If you're wondering, they're chasing the sun and the moon because they want to devour it.
Like father like son, huh?

Anyway...The word "warg" (and any similar synonyms) is most often used to describe wolf-like creatures, evil in nature.
Possibly because it's associated with Fenrir (and his sons), who weren't exactly described as a peaceful pets.


Fenris? I suppose that name comes from Fenrir.
And worg? Worg is a Warg in World of Warcraft. They just changed a letter because...of reasons. They have this habit.
To me, both sound kinda...
...no offense, but lame.

"Úlfr" (or ulfr) is another term for "wolf" in Old Norse, or "úlfrinn" for "the wolf", in case you're looking for some very viking-ish name.
Or freki (because Odin's wolf, meaning "the ravenous").
...Or valdyr...
Yes, synonyms.