Menu

Show posts

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.

Show posts Menu

Messages - ARiA1089

#1
General Discussion / Re: Mortars: any good?
July 12, 2017, 11:14:37 AM
in my personal opinion, mortars need a full rework, i find it very difficult to land a single deadly hit (tho majority of the time the raids are all brawlers with sheilds) however i wouldn't mind a more accurate mortar
#2
EDB prepare carefully
glitter tech(possibly)
quarry
vein-miner
battery extended
more vanilla turrets
the great war
furniture+ (good for colonist mood boosts for sure)
psychology
stat upgrades
advanced prosthetic
weapon tech
MRE mod
miningCO mods
rimsenal
more metals
efficient lights

although you didn't want to alter the game much these are just a few examples of mods that i like to use in each playthrough (currently have over 120 mods installed in my current playthroughs)
#3
Mods / [mod request] revamped A.I
July 11, 2017, 07:38:42 PM
im sure many people that have huge colony's end up with raids that always have casualties, for this purpose im requesting a smarter a.i or somet along the lines, during a raid all personnel are set to a specific area (such as a custom area indoors, this should be able to be set in a menu or somet) this is mainly because im gathering drafted colonists to fend off the raid but theres typically that one guy that goes out to haul somet, harvest plants, hunt animals or repair something that gets in the way and dies, this should also apply to beating out fires on themselves as constantly colonists are walking into shelling areas and gunfire just to beat fire from themselves and end up dying

as a side note a button along the bottom, for this, as well as something like the party spot in which you can select colonists (if they meet specific conditions) to become drafted when a raid is initiated (has unhindered movement, has a gun, is above amount percentage of hp) to move to that spot (as an ease of access), this could also apply to certain events such as a colonists goes beserk, a prisoner escapes etc.
#4
at first i just died laughing at that, what im wondering is how much food poisoning your colonists are gonna get
the pictures perfectly describe rimworld
#5
i had the furnace mod, and since high heat transfers between rooms i was disposing of a few hundred bodies from a few raids

because i bunked everyone up in one room as i didn't have separate housing i accidentally slow cooked them overnight

----------------------------------------------------------------------------------------------------------------------------------------------------
it was time to harvest all the potatoes from the fields in front of the main base, hydroponics were very power hungry at the time so i didn't bother

so of course randy random decided to throw a raid and i forget to take my colonists inside so of course my auto mortars shell the **** out off my farmers
#6
a jumping puzzle
#7
Ideas / Re: Jewelries!
July 10, 2017, 02:43:24 PM
this could possibly add with a few ingame traits as well as give buffs while they are being worn such as an expensive buff
#8
Ideas / Re: Wild and Wacky Biomes
July 09, 2017, 11:32:26 AM
idk if this was mentioned already

a radiation zone:
lots of areas within this region are filled with deadly radiation/chemicals from the dumping of ancient colony's,(toxic buildup)

a flood region:
the zone during rain tends to flood, killing wildlife and plants, washing away items and potentially killing colonists or simply injurying them

quarantine zone:
this region of the planet is home to a few deadly virus's, increasing the chance of your colonist catching flu, malaria, etc. as well as increasing infect chance and lowering immunity gain

a plate zone:
this region of the planet is on an unstable destructive plate boundary, causing earthquakes which cave in buildings, injure colonists and destroy the local region

war zone:
this region was under conflict a while ago, the area is destroyed, to an extent and un-detonated munitions remain, as well as old gear and corpses (wouldn't give good mood boosts to colonists
#9
Ideas / Re: Your Cheapest Ideas
July 09, 2017, 11:08:12 AM
what i would like to see is in scenario editor a way to force your colonists you start with to have something happen to their limbs or such, such as forcing each colonist you start with to have a scratch scar on a body part, or a certain bionic limb, it would make for some cool scenarios
#10
Ideas / Re: Your Cheapest Ideas
July 28, 2016, 05:14:53 PM
Quote from: Tadzas on July 28, 2016, 02:33:46 PM
I think you should add a:
Fridge: That stores meals,because if you build a kitchen/freezer, and have living room like 30blocks away, people dont bother going to the table, and be mad ,because they ate without table.
Restrain room: If you arrest bersek people, they dont get negative buff for being in prison
i feel your pain, they eat in a freezer and complain they ate without a table

though i did start adding tables to my freezers
#11
Ideas / Re: Your Cheapest Ideas
July 28, 2016, 11:06:10 AM
if i was to honestly recommend something, world generation editor, its hard getting almost 0 ore spawns on maps and having to making another colony(not sure if this has been mention or nat)
another idea is tools that help with speeds such as pickaxes thats like a x2 mining speed (again not sure if this has been mentioned or not
#12
confirmed but i dont see it as much as a bug, just a bit of humor that my colonist is tailoring a gold statue or smithing some leather pants
#13
what version of rimworld are you running? when i have a colonist enter a cryptosleep casket it says the colonists name
#14
Bugs / Re: Production tables cease working
May 24, 2015, 05:17:09 AM
Quote from: Zabombafor on May 22, 2015, 12:35:59 AM
I've been having a similar problem to OP. Colonists won't use the tailors bench and I can't right click to prioritize working on it. No mods, tried reinstalling, tried new colonies and new worlds, still refuses to work.
this happens but maybe the colonist cannot perform that certain job, as some colonist are incapable of dumb labor and stuff so maybe check that?
#15
Quote from: puddlejumper448 on May 19, 2015, 08:54:04 PM
Have you played the game? (not trying to sound rude, its a real question) The first thing that happens in the game is you ship crashes and your colonists fall in escape pods, stranding you on the planet. You are meant, story wise, to survive until you find a way off the planet. That being said, it would be neat to see an end game that didn't involve leaving, maybe your colonists liked it on the planet and decided to stay, or maybe they were slaves and the slave ship carrying them blew up so they have to stay. Also, aliens may be a common thing in sci-fi, but there are still plenty of sci-fis without them, they aren't mutually exclusive. I personally like the absence of aliens in this game
i agree games with about 30+ alien races are way too stereo typical, a game with just humans or a game like FTL which has alien races but doesn't feel so weird