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Messages - ChimpX

#61
Ideas / Re: Your Cheapest Ideas
April 13, 2016, 07:01:22 AM
Quote from: DFKabuto on April 12, 2016, 01:31:12 AM
The TV should emit light.

...and cause long-term eye and brain damage
#62
Quote from: Limdood on April 12, 2016, 08:11:26 PM
trade caravans ARE ships.
[/quote ]

Are you absolutely sure about that? I could have sworn I recently had a foot caravan that would buy my excess clothes but not my poorly-conceived art.

Mind you, I was simultaneously playing a game where I drank a beer every time one of my colonists did, so I could be misremembering.
#63
General Discussion / Re: Void gods?
April 12, 2016, 10:17:15 PM
Isn't it obvious? The Transcendent Beings are the Muffalos, carrying out research for some incomprehensible purpose by studying us humans, often from the inside.
#64
Didn't Shakespeare write a play with that exact plot?
#65
General Discussion / Re: Void gods?
April 12, 2016, 07:34:21 PM
I always assumed they came from a combination of too much caffeine and too many straight hours of programming.
#66
This game is a steal at $30 even in its early access state. Stop torturing yourself OP. Buy it now.

I personally am confident that we'll get Steam keys, but honestly, what does it matter if we don't?

The only reason why I care at all that it's on Steam us that will make it super easy to buy gift copies for friends.

#67
General Discussion / Re: Void gods?
April 12, 2016, 02:56:02 PM
That certainly is a fair point about psi powers already being in the game. TBH,  I've never been fully satisfied with psionics in science fiction. I like my SF on the harder side.

Not that it can't work here - Tynan has things balanced nicely I think. My preference would be for RW to stay closer to Firefly than Warhammer 40K.

It would be brilliant to see artifacts of these Void Gods show up now and then though.
#68
General Discussion / Re: Void gods?
April 12, 2016, 09:49:42 AM
I would not want to see 'magic' make an appearance... the game is very good right now thematically, and I see no benefit in making it into a genre stew.

That being said, however, who's to say the 'Void Gods' can't simply be remnants of a hyperadvanced civilization with capabilities bordering on the supernatural ?

That would not break Rimworld's sci-fi essence; in fact, the idea of vastly differing technology levels is built right into the lore.
#69
Sappers and sieges are the reasons why you've been training your corps of élite kamikaze boomalopes.
#70
Quote from: Mathenaut on April 11, 2016, 11:53:32 PM
Quote from: Coenmcj on April 11, 2016, 06:20:14 AM
Steel you can break down from weapons in the electric forge, pretty sure you can do the same with clothes at the tailors bench, but not too sure on that due to the obnoxious "I'm going to immediately stop and restart this bill" bug with the tailor bench I've been running into.

I've confirmed forging weapons. I have yet to see scrapping at tailor benches.

You can burn clothes in a crematorium; I don't think you can disassemble them for materials.
#71
Manual turret targeting was removed from A13. There was a thread last month started by Tynan himself asking players what they were actually using the feature for.

Presumably it was axed for game balancing reasons.
#72
Holy Crap. ... bioengineering research; what a great idea!

IMHO,  the more stuff that gets added to the research tree, the better.

What else could you do with bioengineering?
-blight-resistant strains of crops
-faster-growing strains
-modify embryos to breed animals with improved stats
-engineer improved / replacement organs
#73
Quote from: falconbunker on April 10, 2016, 01:25:14 PM
Quote from: baronjutter on April 10, 2016, 01:04:18 PM
Is there anything you can do as the player to help people get along?  My two 'best' characters for some reason hate each other and I have no idea why.  None of their traits seem opposed.  They had a fight, it sent one of them into a mood spiral and he went insane and is now in my prison.  There almost needs to be a "therapist" job that uses social skills to help mediate disputes and provide therapy and angry people.

Very good suggestion. .. a Therapy job or at least give a right-click option on colonists that lets someone use their Social skill to try and mediate disputes.
#74
This is an excellent suggestion!
#75
Ideas / Do Not Disturb toggle on doors
April 10, 2016, 10:23:59 AM
Tynan,

You should add a "Do Not Disturb" toggle on doors which prevents colonists from entering a room when someone is sleeping inside. It's common for me to get the disturbed sleep debuff when someone goes in to clean or sow a plant pot etc.

Perhaps whatever mechanic currently exists to detect when a colonist's sleep is disturbed could be rejiggered to handle the DND check.

Keep up the brilliant work, Cheers!