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Messages - Mrred1

#91
Ideas / Re: Constant Trader
October 17, 2015, 09:54:58 PM
I mean like when you trade, the other trader only has so much silver and resources at one time.
#92
Ideas / Re: Constant Trader
October 17, 2015, 08:21:35 PM
The resources regenerate after a long period of time, so does their wealth.
#93
Off-Topic / Re: whats the story behind your username
October 17, 2015, 07:10:08 PM
I really don't know....
#94
Off-Topic / Re: Count to 9000 before Tynan posts!
October 17, 2015, 07:08:30 PM
1758
#95
Ideas / Constant Trader
October 17, 2015, 06:52:34 PM
Instead of random trade incidents, you could have a new trader that cycles every 3-4 in-game days. That way, when you are about to starve to death, you don't have to wait for a trader.

Or when you accidentally burn all of your good clothes, you can buy new ones much faster :)
#96
Stories / Re: Sad Stories
October 17, 2015, 06:32:26 PM
My colonist got his brains blown out of his head in a war "accident".

My colonist went berserk and got killed.

Several of my colonists got kidnapped.

What else could possibly go wrong?

Oh, I almost forgot, all my colonists were downed in a centipede battle so there were no doctors to save them!

*Laughs hysterically*
#97
I like all the suggestions. I agree micromanaging is way to prominent. I think there needs to be more big picture type of additions, like totally new game mechanics.
#98
Great ideas guys. I particularly like colonist relationships and breeding. How about customizable weapons, e.g., scopes, lasers, etc.?
#99
Hi guys. I was wondering what you all hoped to be in the next alpha next year. New mechanics, stuff, etc.
#100
Ideas / Re: If I can remove it, let me put it back
September 27, 2015, 04:30:58 PM
One time my patient was getting a leg (?) replacement and my doctor accidentally cut his head off!
#101
Ideas / Re: New power ideas
September 27, 2015, 04:27:45 PM
Absolutely! Boomrat wheels! I think the kinetic powerplant should make maybe 100 watts tops
#102
General Discussion / Re: Your most evil deed ingame?
September 27, 2015, 10:53:26 AM
Cramped my prisoners in a small rom and put the cooler output into their room. They had major heat stroke.
#103
Ideas / Re: New power ideas
September 27, 2015, 10:49:54 AM
I appreciate everyone's responses. As for resource consumption, it would be like one wood/uranium per few days or something like that. I think the kinetic energy would be useful for powering a heater or cooler early on. Even though science disagrees with lightning rods, I think it would be okay to put in rimworld. I mean, are mechanoid robots and thumbs real?
#104
Ideas / New power ideas
September 27, 2015, 02:51:09 AM
So, you probably no there are very few ways to generate power. It can be quite difficult to get enough power especially early in the game. I have some solutions:

Smokestack-

burns off of wood.

Nuclear power plant-

produces lots of power, it needs a steady supply of uranium to keep going. If it explodes, radiation spreads through a large part of the map.

Hydro Generator- if you happen to  have water on your map, you can build a large building that produces power via water.

Lightning rod-attracts lighting to it, which then can quickly disperse energy through batteries

Kinetic energy- a bike like device that is powered by a colonist. Good exercise!


#105
I have the same issue. Very annoying having to waste fine medicine on filthy prisoners.