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Messages - TheStache

#1
I have a question, do you get a free download for Steam if you bought it on the website? Or how would I register or whatever my game to get it on Steam?
#2
Ideas / Re: Gear
November 16, 2015, 05:36:48 PM
I think they should allow mining picks/harvesting tools, that would be cool, however I think anything else would be a bit complex.

What I think would be really cool is if they allowed you to build gun parts that would eventually be put together to make the actual gun. Each gun part can also have their own individual grade, with when put together with the other needed parts would create a total gun quality that equals the sum off all the parts.
#3
Quote from: Tynan on November 15, 2015, 02:45:54 AM
Well, it is a vacation in that I'm traveling around, but I brought my laptop and I'm online accomplishing things regularly.

Really, as with many things in remote work, the traditional line between vacation and not-vacation just isn't useful to describe these situations.

Also I'll just unsticky this since the answers are on the FAQ and the blog now.

Oh hai it's the developer, hiii Mr.Developer  :D

-Sorry couldn't resist
#4
General Discussion / Re: Rimworld in a Nutshell quotes
November 16, 2015, 04:36:34 PM
"Rimworld, dig into those mountain's and milk those muffalo's!"
#5
Quote from: TLHeart on November 16, 2015, 03:32:39 PM
Quote from: zandadoum on November 16, 2015, 11:30:15 AM
Quote from: Limdood on November 16, 2015, 09:58:10 AM
your second point is wrong.  Cave floors have 50% more beauty than tiled stone floors once smoothed.  Use smooth floor in a cave and you get 100% speed +3 beauty floors, easily offsetting the wall penalty.

yepp, you're actually right. just tested. smoothed floor gives best bonus. weird tho, maybe a bug actually?

no bug, smoothed stone floors have been 100% walk speed and +3 beauty since alpha 9. They do take longer to construct than any other floor.

Wow That's really OP, they really should make changes to cave living, other then the beginning difficulty, they are really really op.
#6
General Discussion / Re: Third Colony
November 12, 2015, 11:40:24 PM
WOHOHO we got ourselfs a badass over here!

Just kidding

If you want more difficulty then choose a more difficult region.. something like the desert or the boreal forest, where there is no year round growing season, herds of animals move in and out of the area, and the weather is abit more taxing on your survivors. Although if you REALLY wanna test your mettle, choose the icecaps, by far the most difficult region to survive in, even for the most seasoned colony managers.

Also for a neat idea you can "go in blind" with your starting survivors, in otherwords no rerolling them! the first 3 that yah get are the ones yah gotta work with.

Also there's always increasing the difficulty level, or playing with a different story AI, but I think those aren't really creative as my other suggestions.



#7
General Discussion / Re: Self-Reproducing?
November 12, 2015, 11:20:07 PM
I dunno I think human reproduction would kinda ruin the game in a way, I mean part of the cool part is not knowing when a new character is gonna show up... also having to raise a human child would be a bit hard in Rimworld... you would need tons of new items SPECIFICALLY designed for that situation (baby crib,diapers, general babycare stuff). Not only that but it'd take FOREVER to raise a child to adolescence, most games I know only last up to 3-6 years.... and 6 year olds are hardly the best candidates for hauling huge rock chunks, hunting animals, or constructing various items..

Fraid doing the baby making should stick with games like The Sims and not in Rimworld. 

Was a nice try at an idea, although I don't see it working with how the game's set up right now.
#8
It is true that if your base is primarily in mountains, that events like the "siege" event wont happen as much (or even at all). The primary difficulty with mountain bases is pre-planning it out correctly can be difficult. Also it is taxing to start put because your villagers will have to live outside or in cramped spaces for awhile, however once a mountain base is carved out, it can be a fairly overpowered type of base, especially when it comes down to pirate raids (instead of setting up mortars, they usually send sappers, which are hilariously easy to disperse).

I think there needs to be more challenges associated with mountain base-ing, because right now the hardest thing about having a mountain base is keeping the temperature properly maintained, all else is fairly easy.



#9
Sure hope you are right TLHeart.
#10
Bugs / Re: Toxic Fallout breaking allowed areas
November 06, 2015, 03:54:57 PM
Yea they were restricted to home zone, my bad. But even so they still were not doing some things even though they had the ability and access to the means to do such tasks.
#11
I agree... I mean I can understand developers taking vacations, honestly I do... but for 6 months? Ouch
#12
Bugs / Toxic Fallout breaking allowed areas
November 06, 2015, 11:07:33 AM
Toxic fallout even is MAJOR bugged.. after the event starts areas will become and stay forbidden that shouldn't be. For example, after the event started my pawns would not mine unless the mining area was marked in home area (before all you needed to do was mark the area for mining before). Also they will not build EVEN if the area is marked in home area... also there are alot of "no path" glitches.

I'd step on this one if I was working on the game, this bugs a game destroyer!
#13
Question is in title... the latest patch recorded was August 27,2015, which was two months ago. Why the sudden stop in patch's? Or is my data wrong?

Thanks!