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 - MeowRailroad

#181
Ideas / Re: Funerals as an Event
July 30, 2016, 08:26:12 PM
I do this in a way, I draft all colonists except for 1 and have them stand near the coffin, then I put on dramatic/sad music, and then I order one person to bury the dead colonist. Then if there is time I make the colonists stand there for a few minutes. I do agree that it would be nice to have, to offset the sadness of losses a little better.
#182
General Discussion / Re: Prisoners & Recruiting
July 28, 2016, 04:16:23 PM
"Yes! OK! Sure! Whatever! I'll join your colony! Just help me!"
#183
I made it through a hard winter with 3 colonists (I used to have 6, 3 got infections) and now the 2nd winter is starting, I have plenty of food and winter is about halfway done, and I have 6 colonists again. The mechanoids are starting to come, but my defenses can handle them. I've only gotten 1 charge lance injury each from both of the attacking scythers. It's my first good colony.
#184
Sometimes things only SEEM unwinnable. I just survived a tough winter where 3 colonists died of infections, and one of the 3 surviving colonists often had berserk rages due to his lover rejecting his marriage proposal and later dying, 2 friends dying, getting rebuffed by other colonists, his dog dying, his bonded muffalo dying, and on top of all that, he was a pessimist. I guess those events won't help him become more optimistic since they prove his outlook true. 

Although I bet he listened to this song a lot: https://www.youtube.com/watch?v=y983TDjoglQ
#185
General Discussion / Chess tables
July 27, 2016, 05:01:57 PM
Do I need to place stools or chairs next to a chess table or do colonists use it without that? Because I've built a few in several colonies but I've never seen them use it.
#186
Ideas / Re: Water System In Rimworld
July 26, 2016, 05:39:41 PM
Maybe the showers could be either a small stall the size of a battery or two, or it could be a more complex system with showerheads, pipes, drains, shower tiles, tile walls, etc. that you have to build. I guess that would be much harder to implement but better, however, having a room with just a place to store clothes and a shower stall would be simpler and work ok.
#187
Ideas / A few suggestions
July 26, 2016, 05:28:41 PM
I'm sorry that I post so much and if it's annoying, but I had a few suggestions that might make the game a little more fun.

1. Have researching pemmican unlock more food preservation methods. First it could be smoked meats, then jarred food. Jarred food would take 1 metal along with 10 (of a single kind of) vegetarian ingredients and spoil in the same method as pemmican, but if someone with a low cooking skill jars food there's a chance of food poisoning. It could be called canned food which I actually think fits the game better.

2. Have traps be able to disarm. I feel like this would help with defense and make last stands more interesting, e.g. the colonists have retreated into the dining hall, and a trap has been placed at the door. As the last person files in, he sets the trap so it will hit the first raider to come in.

I have a few more that I've forgotten, and I will post them later. Again, I'm sorry for posting so much.
#188
I can't do anything now because she escaped the prison while I was dealing with infections and berserk rages.
#189
If your rooms are arranged in rows, connect them all with vents and put heaters in every 2 or 3 rooms.
#190
If the reason they are wandering around is because they are stressed out and can't take it anymore, it seems pretty stupid how they'll just stand around in the cold while starving. I think it would make more sense to just have them not work, as it seems ridiculous to me that people would stand outside in the cold.
#191
I had to tab out of Rimworld to find info about a problem I had with my mouse, and when I opened it again I couldn't click on anything but the music was playing. It seems like there is no way to exit it while being able to save. I tried unpausing using the space bar and after I did I could hear the sounds of the colonists working. So I think the graphics are just frozen, which is still a problem. I'm going to wait a while so it auto-saves, then I'll re-launch the game.
#192
I've captured a tribal chief and I want to know the best thing to do for the colony-tribe relations, and, overall, the colony. Should I release her or execute her?
#193
Ideas / Re: Enemy Outposts
July 23, 2016, 04:10:15 PM
I think it would be somewhat implausible for big towns to show up, but maybe in the corner of the map a medical hut, command hut, guard post, sleeping spots, etc. and raiders would show up, so you can go wipe it out or use mortars. If you get within a certain distance the raiders start to attack.
#194
And here's a few more of these drawings.

This one's an old mechanoid shell that was used to build an aircraft. It is still in various states of primer/paint/bare metal. The gun barrel has snapped but no replace could be found for now.


This one is a dump truck that dumps to the side that we are viewing it from, and the cab is the back half of a Jeep, which can be seen by the spare tire and plated-over headlight. The dump bed is a replica of side-dumping railroad cars used up to the 1950's. The frame was salvaged from a larger military truck, and the new paint on both is scraped up, allowing one to see the green paint it once wore.


#195
A visual study of some vehicles from outlander towns:

Transport vehicle 88 owned by regional government:


Hovering work crane owned by Arthur Haulage Contractors: