I like Rimworld a lot and I understand that people bought the kickstart to have their names on the games characters, but I think we should have an option to remove them from the game. I like having completely random people and experiences and seeing Min or Redfields running around in my colonies all the time is so... Boring. Anyway, yeah.
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#78
Ideas / Re: Medical System and Other Thoughts
December 23, 2015, 03:35:39 PM
Bleeding wounds shouldn't heal?
L. O. L.
You do know humans have the ability to scab over cuts, scratches, and other epidermis-penetrating wounds? Right?
Obviously your leg being chopped off can't scab over, but even a large scratch running down your arm can eventually scab over, even within a few days.
L. O. L.
You do know humans have the ability to scab over cuts, scratches, and other epidermis-penetrating wounds? Right?
Obviously your leg being chopped off can't scab over, but even a large scratch running down your arm can eventually scab over, even within a few days.
#79
Ideas / Re: Single-Sentence challenge: your worst suggestions
December 23, 2015, 03:29:11 PM
Colonists puke, pee, and poo all over the base. These bodily functions all have a -100 beauty, and take around a day to clean up each mess.
#80
Ideas / Re: Neurotrainer brain damage repair.
December 23, 2015, 03:24:13 PM
I don't like this idea on its own, I think few severe injuries should be curable in an easy one swoop action.
I think if anything pawns in Rimworld should be 100% fixable, but after an extremely long and extensive research branch of medicine and anatomy. It should require the best of the best technology to cure, and a neurotrainer doesn't really fit that bill. It's too convenient, and how would Nanobots repair brain cells anyway?
I think if anything pawns in Rimworld should be 100% fixable, but after an extremely long and extensive research branch of medicine and anatomy. It should require the best of the best technology to cure, and a neurotrainer doesn't really fit that bill. It's too convenient, and how would Nanobots repair brain cells anyway?
#81
Ideas / Re: Flu - Unbalanced?
December 23, 2015, 03:20:28 PM
Lol. Locking a thread because someone said something "insulting."
Anyway, on to productive thought.
I can't seem to find one side of this argument more correct than the other. I agree that the behaviour is fine the way it is, but I also agree that it shouldn't send pawns into a beserk rage from not being fed / having fun. I've never really had issues with sicknesses before, I either cure them or I don't, and if I don't it's because there was no sterile environment and/or no medicine. I used to stockpile meds like crazy, but now I just assign herbal medicine to battle wounds and use the big medicine for more extreme cases (The feature of automatically selecting which medicine to use per pawn is helpful here)
If people get sick, I don't find it an issue to change a bit of features to get everyone cured, and I usually just leave them laying down. I dislike any pawns that have even a slightly higher mental break threshold because they always freak out for no real good reason, I think the "sick" debuff should become a simple neutral buff and be there for flavour / fluff purposes, it shouldn't agitate the pawn. Another option would be if they pawns while sick would "sacrifice" their need for joy to recover, since any rational person would rather be cured from an infection than go crazy attacking those that are trying to help them and then succumbing to their infection.
Anyway, I'm rambling. All in all, if anything should be changed, infections should be a TID BIT less extreme, although it's probably just the unsanitary conditions I usually have for my colonists.
Anyway, on to productive thought.
I can't seem to find one side of this argument more correct than the other. I agree that the behaviour is fine the way it is, but I also agree that it shouldn't send pawns into a beserk rage from not being fed / having fun. I've never really had issues with sicknesses before, I either cure them or I don't, and if I don't it's because there was no sterile environment and/or no medicine. I used to stockpile meds like crazy, but now I just assign herbal medicine to battle wounds and use the big medicine for more extreme cases (The feature of automatically selecting which medicine to use per pawn is helpful here)
If people get sick, I don't find it an issue to change a bit of features to get everyone cured, and I usually just leave them laying down. I dislike any pawns that have even a slightly higher mental break threshold because they always freak out for no real good reason, I think the "sick" debuff should become a simple neutral buff and be there for flavour / fluff purposes, it shouldn't agitate the pawn. Another option would be if they pawns while sick would "sacrifice" their need for joy to recover, since any rational person would rather be cured from an infection than go crazy attacking those that are trying to help them and then succumbing to their infection.
Anyway, I'm rambling. All in all, if anything should be changed, infections should be a TID BIT less extreme, although it's probably just the unsanitary conditions I usually have for my colonists.
#82
General Discussion / Re: Plasteel outrageously expensive?
December 19, 2015, 11:09:38 AM
You all make it seem as though there's a time limit in Rimworld.
Making the ship isn't supposed to be easy, it's the "end game" creation.
Plasteel is a hyper-tech material, yes, it's expensive.
Not to mention that you could just play the game and store up the plasteel you need to escape, like it was intended..
Making the ship isn't supposed to be easy, it's the "end game" creation.
Plasteel is a hyper-tech material, yes, it's expensive.
Not to mention that you could just play the game and store up the plasteel you need to escape, like it was intended..
#83
General Discussion / Re: Mountain Roofs.
December 02, 2015, 02:53:39 PM
OP, your attitude is disgusting. The people here are only trying to help, and biting them for that is so incredibly disgusting.
As a programmer myself, I can understand why the mountains can't be mined. As a previous poster replied already, it's a balancing scheme mostly. The rest of it has already been answered.
If you wanted an answer from the developer of the game, you should PM him instead of lashing out at a friendly community.
Have a good day, --Klitri
Do not escalate. -MK
As a programmer myself, I can understand why the mountains can't be mined. As a previous poster replied already, it's a balancing scheme mostly. The rest of it has already been answered.
If you wanted an answer from the developer of the game, you should PM him instead of lashing out at a friendly community.
Have a good day, --Klitri
Do not escalate. -MK
#84
Ideas / Re: one of the answers on the registration page is wrong maybe?
November 28, 2015, 11:08:08 AM
Yellow isn't technically a primary colour, but it can still fill in as one which is why it's taught as being one.
The true primary colours are RGB. Red, Green, Blue respectively, as they can make any colour on the spectrum if you also combine saturation contrast, etc.
RGB is used in electronic screens.
The true primary colours are RGB. Red, Green, Blue respectively, as they can make any colour on the spectrum if you also combine saturation contrast, etc.
RGB is used in electronic screens.
#85
General Discussion / Re: Patching the game?
August 30, 2015, 02:13:25 PM
Make a topic in the support section I think
#86
General Discussion / Re: Colonist relations!
August 29, 2015, 03:34:45 PM
Rimworld Users With "Morals" against children being added:
*Slaughters hundreds of people raiding the fort*
*Skin them for meat and flesh*
*Cannibal colony*
*Rips body parts out of prisoners*
Random User: Let's add kids!
"Moral" user: No that's so immoral if they die ugh! You're disgusting it's not the sims.
*Slaughters hundreds of people raiding the fort*
*Skin them for meat and flesh*
*Cannibal colony*
*Rips body parts out of prisoners*
Random User: Let's add kids!
"Moral" user: No that's so immoral if they die ugh! You're disgusting it's not the sims.
#87
Ideas / Re: Game demo to help reduce piracy
August 27, 2015, 09:55:58 PM
A demo won't stop pirates.
#88
General Discussion / Re: Colonist relations!
August 26, 2015, 10:42:07 PM
I too love creating towns etc.
I bet now that pregnancy IS in, it could be possible to mod in babies. A quick look into the code shows me that it DOES take 15 rim years, but when I used debug to force a human birth the baby ran away and began hauling things. The game won't be my absolute fave until colonist relationships are in. ^.>
I bet now that pregnancy IS in, it could be possible to mod in babies. A quick look into the code shows me that it DOES take 15 rim years, but when I used debug to force a human birth the baby ran away and began hauling things. The game won't be my absolute fave until colonist relationships are in. ^.>
#89
Ideas / Re: Small fix to walls when a cooler/vent is installed
August 15, 2015, 01:33:34 PM
Except it's not a vent, it's an AC.
Also, the atlas is fine, ACs can't be placed in corners.
Also, the atlas is fine, ACs can't be placed in corners.
#90
General Discussion / Re: Maybe 5500 is TOO far in the future.
August 14, 2015, 12:12:40 PM
Just gonna point out that the traders above aren't universe-wide traders.
It's already been explained (Can't remember where exactly) that they only travel to the closest stars or planets, they don't go far at all.
It's already been explained (Can't remember where exactly) that they only travel to the closest stars or planets, they don't go far at all.