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Messages - ChimpX

#1
General Discussion / Re: Too much beavers?
March 17, 2017, 10:09:35 AM
You non-Canadians may not know this, but Alphabeaver plagues are a part of daily life up here in our tree-filled snowy homeland. If anything, Tynan has increased the frequency of Alphabeaver events to be more in line with reality.

Obviously he can't make it *totally* realistic; it would upset game balance if the Alphabeavers rode in on polar bear mounts and set fire to our igloos like they do in real life.
#2
General Discussion / Re: Rimworld solar systems
February 03, 2017, 10:50:00 AM
Quote from: christhekiller on February 03, 2017, 02:15:47 AM
That and eclipses are too irregular for it to be that simple. If it was eclipses would be predictable.

Seems to me that a colonist with one of those little telescopes and a sufficiently high Research skill ought to be able to predict eclipses :)
#3
General Discussion / Re: Mortars: Useful or not?
January 16, 2017, 03:49:27 PM
How about a research project for "advanced trajectory algoritgms" or something. It would improve accuracy/usefulness while not requiring much change to the game's code.

Also, more research items in the tree is always better if you ask me.

This is slightly off topic, but thinking about Forward Observers / spotters makes me wonder if Tynan will ever add camouflage or stealth mechanics to the game.....
#4
General Discussion / Re: Infestations
December 22, 2016, 11:14:46 AM
I would like to see a researchable technology like a 'seismic detector' or 'ground-penetrating radar' that would give you a bit of advance warning that the bugs are coming.

But otherwise I think the infestation mechanic works pretty well with the state of the game at present.
#5
I'd like to see a Weather Station structure you could build that would give advance warning about this sort of thing.

Perhaps even satellites you could put in orbit after doing the necessary research.
#6
General Discussion / Re: Pet Names
November 10, 2016, 08:24:59 AM
You can also edit your colony's save file, which is plain text, and change the name.

There was a post somewhere on the forums with detailed instructions... I will try to find and post it.
#7
Actually my point is that the tiled path I'm referring to *is* the shortest, direct, straight-line route between points A and B, but I  see my colomists regularly wander off it, through unpaved (slower movement rate) terrain, then back onto it, meandering their way from A to B.

I've been seeing them do this even before beer and drugs were in the game, so it can't be that.

Maybe it's by design to have a certain randomness in the pathing. Still, it doesn't seem right.
#8
I don't believe this is a matter of terrain type. I've been aware of this behaviour for as long as I've been playing and it drives me mildly crazy.
It's especially annoying when you go through the trouble of constructing tile roads or paths between buildings, for example,  but your colonists refuse to use them,  instead opting for slower diagonal scenic routes through your cornfields.
#9
General Discussion / Re: Incapable of scary
August 14, 2016, 09:27:03 PM
Actually,  way back in the early alphas of Rimworld, you used to be able to make "scary" objects in order to frighten your colonists into obedience. Stuff like gibbets you could put corpses into, for example.

Anyway, the scary/fear mechanic was removed a long time ago, but the character trait of "incapable of scary" was never removed.

I don't think it has any bearing on firefighting or hunting or etc. Perhaps Tynan has future plans for it.
#10
General Discussion / Re: two issues/questions
August 12, 2016, 05:05:23 AM
To make sure a roof gets completed in a new room, I just forbid the door while a constructor is in there. It only takes her/him a few seconds to complete it, then un-forbid the door.
#11
Many of the OP's points are fair. RW does have a steep learning curve and can get very micromanage-y. It certainly isn't for everyone.

I agree the thread should be moved to Suggestions though.
#12
General Discussion / Re: Arrest mechanics
July 30, 2016, 03:54:01 AM
Quote from: Shurp on July 29, 2016, 06:30:22 PM

I really need to finish researching beer.

I'm carrying out some experiments as we speak.

Cheers Shurp buddy!
#13
General Discussion / Re: Chess tables
July 29, 2016, 04:54:18 AM
Chairs at production benches affect the Comfort mood element if I'm not mistaken.
#14
General Discussion / Re: Chess tables
July 28, 2016, 01:41:25 PM
I eat off the floor all the time. Really don't know what the big debuff deal is  :P
#15
General Discussion / Re: the new traits
July 27, 2016, 05:51:47 AM
I've always found the "random wanderer joins" event bloody annoying as well. If I have the option to refuse to accept a new member when they "radio for help", then I ought to be able to turn away some random idiot as well.