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#32
General Discussion / Re: Pegi Age
May 09, 2016, 12:33:09 PM
Regardless of the rating, I think that it more so matters on an individual basis whether a child should be exposed to something. Parents know their childs maturity level and as such can use the PEGI rating to guide them, but it's really not a strict requirement. /Ramble
#33
General Discussion / Re: Ludeon Studios, Tynan, and Memento Mori
May 05, 2016, 07:05:31 AM
It's basically outlining Rimworld as a game of death. "The art of dying."
#34
General Discussion / Re: How to deal with Toxic Fallout (Quill18 did it waaaaay wrong!)
May 05, 2016, 07:03:45 AM
The 40 squares only exists because it respawned
#35
General Discussion / Re: If Power Armor is made of plasteel, why does it BURN ???
May 05, 2016, 06:53:34 AM
Plasteel is 20% flammable AFAIK
#36
General Discussion / Re: How to understand weapon ranges ?
May 04, 2016, 12:06:59 PMQuote from: b0rsuk on May 01, 2016, 05:25:18 PMQuote from: carbon on May 01, 2016, 03:05:54 PM.xlsx ? No, thanks.
I made a weapon accuracy table for Excel back in 0.12 (or whatever build 906 is). I've attached it if you want to take a look. All ranges listed are in tiles.
Can't vouch for if things have changed since this was made.
It answers your question, no need to be rude.
#37
General Discussion / Re: Art Bug?
May 04, 2016, 08:19:59 AM
OP, can you confirm if this incident actually occurs on the 11th of Winter?
#38
General Discussion / Re: Tired of imbalance...
May 04, 2016, 08:18:43 AM
Imbalance, eh I don't think it's an imbalance.
This game's storytellers are complicated AIs that challenge or support the colony, we don't know exactly how it works so let's not make assumptions about what it tracks and doesn't track. I think there's little imbalance, anything in Rimworld is possible with a little luck and some skill.
This game's storytellers are complicated AIs that challenge or support the colony, we don't know exactly how it works so let's not make assumptions about what it tracks and doesn't track. I think there's little imbalance, anything in Rimworld is possible with a little luck and some skill.
#39
General Discussion / Re: Cassie is worse than Randy.
May 04, 2016, 08:14:46 AM
I think the problem lies within the player's dislike for their favourite colonists having injuries and such, scaring players off to killboxes and such to protect them. I'm one of the cheatiest people I know when it comes to these kinds of games, but I've been forcing myself to just go with what happens, and it's quite fun.
I think if you want people to be good fighters, research the guns and armor and then craft them for an army. It'll take maybe a little over a year to get a full army going, and that combined with turret defenses and walls can easily protect any colony for a while. Just remember to keep growing the population and focus on their skills, so that you'll always have a wave of fighters on the fly.
I think if you want people to be good fighters, research the guns and armor and then craft them for an army. It'll take maybe a little over a year to get a full army going, and that combined with turret defenses and walls can easily protect any colony for a while. Just remember to keep growing the population and focus on their skills, so that you'll always have a wave of fighters on the fly.
#40
General Discussion / Re: Joy deprived? Why?
April 23, 2016, 05:22:44 PM
Hmm, try to organize the schedule better, like this.
1 - 23
S S S S S S J J A W W W W W W W W A J J J J S S - Around this
It's similar to yours actually, but it gives them more of a solid schedule instead of "Anything" after a joy period.
They wake up, eat, and can choose to do some joy or go to work directly at the first A, and then they finish work and can choose to work a little overtime, but the 4 Joys garuntee they go to sleep joyful and wake up in a good mood only to refill it again over and over, thus no "Joy deprived"
1 - 23
S S S S S S J J A W W W W W W W W A J J J J S S - Around this
It's similar to yours actually, but it gives them more of a solid schedule instead of "Anything" after a joy period.
They wake up, eat, and can choose to do some joy or go to work directly at the first A, and then they finish work and can choose to work a little overtime, but the 4 Joys garuntee they go to sleep joyful and wake up in a good mood only to refill it again over and over, thus no "Joy deprived"

#41
General Discussion / Re: Game feels unbalanced with "Very Crowded," "Feeling Bad," "Sick," stacking
April 23, 2016, 05:19:47 PM
Just try a little harder to satisfy their needs, it's possible albeit a bit tough when you first start.
#42
General Discussion / Re: Eventual solution to component shortages.
April 20, 2016, 08:20:32 PM
Disagree, this game isn't meant to be a game you have to win. Sometimes you just have a crumby situation, this game forces you to deal with it. The eventual solution is the component assembly bench, and that is a fair and balanced system.
#43
General Discussion / Re: Any tips for increasing social so they don't kill each other?
April 19, 2016, 03:26:51 PM
If you can't get them to behave then try to separate them as much as possible, they'll eventually even their feelings out AFAIK
#44
Ideas / Re: Idea how rimkids would work.
April 18, 2016, 10:07:10 AM
All these ideas are good but don't really line up well with the current lore. Humans in game age as they do on our planet just with a different way of measuring the date.
I like the idea of a vat-grower, it would let people choose to either have a natural colony with no vat-grown kids, or grow children quickly while damaging them a little because of their rushed childhood.
The best way to make kids useful would be to have them require to be raised for around four years, and then they can start hauling and cleaning until they are in their teens, and then they can start working.
This would stretch the game a little, but chances are you wouldn't really notice children much and they wouldn't have as much of an impact on food and resources as normal adult colonists do. Perhaps children can be taught by the adults if the adults have 10> in a skill, thus you could raise a child to be specialized in one field or many fields instead of having to wait until it's an adult to teach it skills.
Children would not be that horrible of an impact on the colony as many people think. Dwarf Fortress is a good example of how children should be added.
I like the idea of a vat-grower, it would let people choose to either have a natural colony with no vat-grown kids, or grow children quickly while damaging them a little because of their rushed childhood.
The best way to make kids useful would be to have them require to be raised for around four years, and then they can start hauling and cleaning until they are in their teens, and then they can start working.
This would stretch the game a little, but chances are you wouldn't really notice children much and they wouldn't have as much of an impact on food and resources as normal adult colonists do. Perhaps children can be taught by the adults if the adults have 10> in a skill, thus you could raise a child to be specialized in one field or many fields instead of having to wait until it's an adult to teach it skills.
Children would not be that horrible of an impact on the colony as many people think. Dwarf Fortress is a good example of how children should be added.
#45
Ideas / Re: Land Buggy
April 18, 2016, 10:01:07 AM
I think riding animals would be good if the rider requires at least 15> animal handling to control the animal it is on.