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Messages - Selvek

#1
Quote from: Thirite on January 03, 2017, 01:38:33 PM
Port RimWorld to mobile and make it F2P with microtransactions. Only 99c to get a new colonist or send a trade caravan to your colony! Buy 250 in game silver for $5, 500 for $7.50, or 1000 for $10 (best value!). Of course ask for all phone permissions the game would never actually need on install for all that wonderful data harvesting. Invite your friends to try RimWorld mobile edition and get a free colonist!

Oh god, just thinking about this possibility makes me physically ill...
#2
Ideas / Re: Your Cheapest Ideas
April 03, 2017, 03:01:11 PM
Quote from: Jovus on March 08, 2017, 05:46:34 PM
Make plasteel walls not burn.

Agreed.  Plasteel should not be flammable, unlike steel and stone which clearly should be flammable.
#3
I vote for getting refinements-only out sooner, but then, I neither use nor create mods. 

Speaking of refinements, can we get a "minimum skill" slider for operations?  I'm tired of my backup-backup doc accidentally cutting someone's head off while trying to fit them with dentures (...) all because I got distracted and didn't micromanage the operation.

(While I'm on the subject... options to allow medicine to be used for certain injuries, but not for, say, bruises, would be nice.  That's another big micro task)
#4
Ideas / Re: Your Cheapest Ideas
January 25, 2017, 03:12:29 PM
Fuse box!  Since we obviously build circuits which for some reason short circuit every few days, we should design a fuse to prevent fires!

Could still facilitate interesting gameplay with the brzzt event.  Do I pay the price to put a bunch of fuses in different places, so my whole base doesn't go down if one blows, or do I have a single master?  Do I even bother, if a fuse is more costly/takes longer to replace than a wire and I can extinguish fires fairly easily? (unless, of course, there are also mechs knocking at my door...) 
#5
I feel like we should teach our colonists basic power-saving skills!

1) Colonists can turn lights on when they are using a room, and off when they leave or go to sleep.  Would need to be configurable or at least room specific, IE maybe apply only to bedrooms, leave workshop lights on all day but turn off at night unless someone is inside.
2) Colonists can automatically turn things like stoves off when they are not in use (seriously, you'll burn the house down leaving the stove on all night!)
3) Allow creating schedules for grow lamps (the plants rest at night anyway...).
4) Advanced research - create automatic timer switches.

This makes logical debuffs work better - such as slept with lights on, trying to work in the dark.
#6
There used to be a raw dairy around here... they couldn't sell to the general public because of FDA but could distribute to "members" whatever that meant.  And man did the people who were members swear by it!

(Technically, you're right - what I'm drinking is pasteurized.  But a quick google search tells me there's not a night-and-day taste difference, assuming the milk is fresh.  And drinking unpasteurized cow's milk (and muffalo milk?) is not exactly rare historically - if modern 1st world people found they disliked it, I think that would be more because we're not used to it than because it's actually inherently "less tasty")
#7
Ideas / Re: Your Cheapest Ideas
July 21, 2016, 03:31:43 AM
"Compact florescent" research which allows lower power lightbulbs.  Also, ceiling lamps (act EXACTLY like standing lamps, but doesn't offend perfectionists when placed in the middle of a 1-wide hall.)

Wooden vent (possibly stone as well).

Animals with masters will not follow the master outside the allowed animal area.

"Prioritize nearby jobs" or "prioritize jobs in area".  So that you can prioritize building the whole wall in one go, rather than manually prioritizing every section one at a time.  This one might be a little complicated for this thread, not sure.
#8
Ideas / Re: Your Cheapest Ideas
July 21, 2016, 03:07:17 AM
"Intimidated" mood buff - after I've knocked out my colonist for the 12th time after they break, maybe they're scared enough of getting surrounded by 5 guys with clubs to avoid going on a violent rampage again?

(I mean, ok, I get you're upset the guy refused your marriage proposal, but seriously, 12 violent breakdowns in a row?)
#9
Ok, you don't want to be limited to 2 extra traits simply because you prefer gay pawns.

I don't want to be limited to 2 extra traits simply because I prefer cannibalistic pawns.  Or I prefer night owl pawns.  Or Too Smart pawns.

My point is, traits are a way to distinguish how pawns are different from the "most common" variant of each trait.  If sexuality is separated, how is that different from any other trait?  If one gets special treatment, why not the rest?  The "3 trait" limit is just arbitrary to keep pawn profiles from becoming too unwieldy.  Many don't even have 3 traits, and very few have 3 traits that you WANT.

So, in conclusion, don't discriminate against me just because I'm a cannibal!
#10
Clearly, your escape pods came with walkie-talkies.  If you're a rich explorer, you will definitely carry some kind of radio.  And, of course, all tribals carry communicators as a matter of course... wait what?
#11
Quote from: Idara on July 17, 2016, 03:45:40 PM
I'm experiencing the same issue. Also running vanilla, have no human meat at all. I also notice that whilst eating raw corn and berries no longer gives a debuff, drinking 'raw' milk does, which seems odd...

Yeah the milk has always bothered me... I drink raw milk by the gallon at home, and definitely improves my mood :)
#12
Bugs / Re: Standing Lamp Power Use
July 21, 2016, 02:38:03 AM
Quote from: b0rsuk on July 20, 2016, 07:15:46 PM
Has anyone actually used a 150W lightbulb ? Where I live 100W lightbulbs are (were) considered strong.

Otherwise known as a massive heater.

Add a "compact fluorescent" research option maybe?  It would be nice to have a few more research options that have a significant game impact (carpets and colored lights are cool and all, but...)
#13
Bugs / Re: [A14] roof bug
July 21, 2016, 02:34:30 AM
Quote from: hwfanatic on July 20, 2016, 12:25:03 PM
maybe you're just overworking your pawns? Maybe?

Odd.  No, that's not the problem, because if it was, the room would register as "unroofed" instead of "outdoors", and I would have been able to right-click the room to prioritize building the roof.  Fascinating that the same save behaves differently on different computers...

I found that by building a wall that partially split the room (the wall went about halfway across the room), suddenly it started working normally and I could roof it.  Then delete the wall and all is well.
#14
Bugs / Re: [A14] roof bug
July 20, 2016, 08:47:24 AM
Quote from: hwfanatic on July 20, 2016, 04:42:38 AM
Since there is no savegame attached, I have a question: are the rooms to the right also roofed?

The rooms with doors built are "unroofed" but that's just because I haven't gotten around to building the roofs yet, so those are working fine.  The little rooms without doors register as "outdoors" and part of the main area.  Save file is attached.  Another oddity I just noticed - several tiles along the far left edge of the room register as "unroofed (1)".  Is there any intended mechanism where an "unroofed" tile can be directly next to an "outdoor" tile?

Quote from: hwfanatic on July 20, 2016, 04:42:38 AM
Trees do not affect roofs as far as my experience in A14 goes.

Correct, I tried it with a smaller room with trees still inside and it roofed over just fine.  I think this is purely dependent on room size.


Please help me build a roof over my courtyard before the toxic fallout gets everybody!!! :(

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#15
Bugs / Re: [A14] roof bug
July 19, 2016, 10:17:52 PM
Quote from: Chibiabos on July 19, 2016, 01:47:00 AM
If the room registers as 'outside,' then its not completely sealed in wall-wise.  Any door that's part of the room border must be completely built (not just have materials added).  If a room is completely built wallwise but simply lacks a roof, it will register as "unroofed," not "outside."

I agree that's how it SHOULD work.. but not how it does work.  Take a look at the attached screenshot (this is not the room I originally posted about, it was newly built - so clearly whatever is going on is reproducible).  You can't see the cursor in the screenshot, but I'm mousing over the central area and it is registering as outside.  As far as I can tell, my walls are complete.

One idea I had is that it could be related to trees.  I built the walls and then cleared the trees inside them.  It's possible that the act of clearing the trees doesn't trigger the roof build.  I'll experiment with clearing the trees first.

Regardless, I'm pretty sure this is a bug.

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