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Messages - Thane

#121
Quote from: Wex on June 22, 2016, 11:51:22 AM
Then you keep putting him up for operations, canceling them once he is in anesthesia.

Or just chop off a leg. Then he can't get up to any shenanigans!
#122
General Discussion / Re: Weapons
June 22, 2016, 12:26:16 PM
Assault Rifles are good for charge rifle substitutes. Just slightly less dmg.
#124
General Discussion / Re: Aa, what's going on here?
June 21, 2016, 06:03:20 PM
They will trample you for the potatoes. Then they will leave.
#125
Quote from: Mossy piglet on June 21, 2016, 05:35:17 PM
I am not evil because my colonies can never handle the debuffs.

Give them Beer and Pretty pictures! They don't care as long as they are tipsy and have a Van Gogh.
#126
Ideas / Re: Being able to visit new places?
June 21, 2016, 05:55:24 PM
Well, it's not that the chunks aren't loaded.. They aren't even generated in the current system.

I've had multiple colonies on the same patch with drastically different terrain.

There is also a search function (top right) to make searching for redundant posts easier.
#127
Ideas / Re: surgery for animals
June 21, 2016, 05:53:07 PM
Quote from: b0rsuk on June 21, 2016, 03:19:32 PM
Only if we can also do castration to humans.

YUS!! Because releasing the terrible potential 'recruits' with two peg legs, half their organs, a denture, no eyes and no arms just isn't enough! We need to make them Eunuch's too!

Should raise their break tolerance (no more hormones) while at the same time giving them a massive negative moodlet!

This could be fun... Who's the bad guy again?
#128
Quote from: starmaker1955 on June 18, 2016, 12:36:50 PM
I don't do evil deeds... had I known that the author of this game was a devil worshipper I would of never dropped $30 on it... I mean cannibalism, homosexuality and lesbianism etc.,  it is obvious that tynan loves to spread tension and stress!

Lol.

Anyway, my most recent evil deed, that was outside the normal of chopping people up and burning people alive NAZI style, was removing the legs of colonists with large negative moodlets.

'Oh your husband? You know what will fix that? A nice bionic leg. Don't you agree? Come on along to the infirmary...'
#129
A guy missing a leg should still be able to crawl along, many times a spinal injury only removes the ability to walk, a shattered pelvis does not remove your arms. In both of these cases it would be good to be able to put them to work after a while (rehab?).

Say it's your crafter who is downed. A method to keep them useful even after a debilitating injury might be very useful, even if it takes up a lot of your doc's time.
#130
Ideas / Re: Multiplayer Implementations
June 11, 2016, 11:44:21 PM
Quote from: GrumpyGrobby on June 11, 2016, 12:43:38 PM
I'm not so sure that turning my Rimworld into a Taliban simulator is a very good idea........

ALLAHU ACKBAR!!!


Don't kill me. It's a meme.
#131
Stories / Re: Ricky
June 06, 2016, 12:40:26 AM
Ricky 6 skills with level 6, or 666666.

BUT WAIT. There are  3 skills with 8, 7 and 9.

If you take the extra levels off those three skills and add them up you get 1+2+3=6!!!!!!
BUT WAIT!!! There are three skills with zero points so when you rearrange the skills you get Six 666066606660!!!!!!!!

What has three sides and whose numberr is 666?


ILLUMINATI CONFIRMED! RICKY IS SATAN!

I might be a lot very a little bit sleepy...
#132
Ideas / Re: Multiplayer Implementations
June 05, 2016, 07:08:28 PM
First:
https://www.youtube.com/watch?v=-ptdJFFAy68

Second:
Mounts are cool.

Third:
Not sure the game has an engine that can support thtat sort of multiplayer. Though I agree with the moving off map stuff.
#133
Ideas / Re: Balancing power gun proliferation
June 05, 2016, 07:01:47 PM
Quote from: b0rsuk on June 05, 2016, 06:25:09 PM
Hey, I still don't have an idea to limit GUN proliferation. But I know how to limit APPAREL proliferation. Loot like kevlar helmets, power armor helmets, armor vests is very valuable.

Make those... come in different sizes. There would be small helmets, large helmets, medium helmets etc. That would effectively limit the amount of loot that is useful to the player, all he could do is sell it. Personal Shields are the one case where it wouldn't apply.

Apparel is already pretty limited. You can't scrap it and it comes off raiders generally well below the 50% mark. I burn most of it, as it is not worth the extra wealth (raid intensity) while waiting for an exotic goods trader.

If raiders generally just used terrible weapons and when they dropped them they degraded/broke half the time we wouldn't have as much of an issue with proliferation. That said I still custom make weapons for most of my colonists. Who would use a gun with 10% accuracy?
#134
hmmm I'm not going to dig around the code considering my illiteracy. I'll run a quick dev mode test.

4 constructors each made 25 steel stools.

Happy maxed constructors: 1 poor, 4 good, 18 superior, 13 excellent, 10 masterwork, 4 legendary

Normal to stressed maxed constructors: 2 poor, 4 normal, 13 good, 9 superior, 10 excellent, 10 masterwork, 2 legendary.


Need I say more?


To the OP-wait until you have someone's spouse die. Then you need all the boosts you can lay hand on.
#135
General Discussion / Re: Randy Being Randy...
June 05, 2016, 10:06:12 AM
Randy can be a bro sometimes.

I don't have the best luck clearing out hives sometimes. They get out of hand and then there are 100 insects running about. Then they mine out into the wild blue. That's when things get fun. Mechs and people both hate bugs with a passion (I'm convinced mechs were originally exterminators).

Its hilarious watching a multi day war between insects and another group. I just picture my colonists sitting back, sipping tea, commenting on the explosions, screams and gunfire.

Then again Randy can be a jerk sometimes too. The last time this happened he made me wait a year before another raid showed up. That was interesting. I ended up with a 3 shaped wall trying to keep the bugs out of the main base.