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Messages - tommiethegun

#16
General Discussion / Re: Fire not warming room
June 25, 2017, 01:20:37 PM
The room is fully roofed? Any vents in the walls? How cold is it outside the room?
#17
Ideas / Re: Guard Towers
May 29, 2017, 12:05:42 AM
I like this idea- I'd love for guard towers to be a 2x2 building that has those attributes when the pawn stands on it. However for balance it could have a dramatic debuff to movement speed to simulate the time it'd take to climb back up/down. That'd let a fast brawler potential run in for melee before the pawn could "climb down" to run.
#18
Having the game apply the same "guilty" status to that colonist as it does for captured raiders seems like a good compromise. Then the player can decide to ignore it, or arrest and execute with minimal debuff.
#19
Ideas / Re: Cacao, Sugar, Salt and snacks
April 10, 2017, 02:36:43 AM
I like the idea of being able to create chocolate. The extra crops would be fun, but even if cacao and sugar were available from traders only, it'd make for an interesting story of buying resources => processing into chocolate => selling for profit. Could help make the trading game a bit more interesting.
#20
Holy smokes yes! I found that guy a few months ago- absolutely fascinating videos. The clay tiled roof and forge videos in particular are incredible.
#21
Ideas / Re: Take to NEAREST stock pile
February 14, 2017, 04:09:04 PM
I've thought of this a number of times as well as I've been playing. There are times where it'd be significantly easier to just set a "take to nearest stockpile" bill than do the multiple priority / zone dance. I would love this as a feature, or at the very least, a mod.
#22
Nice! Can you add a mod setting to enable/disable raids for camps? Since raids can already happen while the caravan is moving, it seem natural that they should be allowed when the camp is setup as well.

thanks for the great mod!
#23
Bugs / Re: food needs to be rebalanced for caravans
January 01, 2017, 07:20:10 AM
10 food per day would mean they ware all 60 in just 1 day, not 4.3...

60 food for 6 colonists is 10 per colonist. 10 food / 4.3 days is 2.3 meals per day per person. Seems reasonable.
#24
General Discussion / Re: Scyther blade removal woes
December 31, 2016, 04:31:21 AM
I believe it's a medical skill, not crafting skill, for removing blades. I could be wrong though
#25
Help / Re: RimWorld core art source
September 21, 2016, 06:15:36 AM
Quote from: Nitrodev on September 20, 2016, 05:54:08 AM
There, now everyone should be able to download the textures without having to be a slack member.

https://www.dropbox.com/s/kivekk7boegpsw2/RimworldAssetsA15.zip?dl=0

All credit should go to Skullywag as they were the one who extracted to textures.

Awesome! thanks!!!
#26
General Discussion / Re: Tattered personal shield debuffs
September 14, 2016, 08:52:17 PM
From what I've noticed, the pawns currently prefer items that give them the biggest bonus to protection / warmth / etc over any benefit to tattered. I think this is the right solution, if they preferred untattered clothing, then it'd be at the cost of protection/warmth/etc. It makes more sense to me for a pawn to choose the warmer jacket even if its tattered, than the less warm jacket.

That said - I have no idea which they prefer (or if its random/closest) if they have the choice between two items w/ same buffs where one is tattered and the other isn't. it'd be interesting to test.
#27
Outdated / Re: [A15] Wildlife Tab
September 08, 2016, 03:58:55 AM
I second the request for showing an animal's predator status. Once this is fixed to not show animals in hidden map areas (I need the surprise!), this'll be a staple in my mod list :)
#28
Ideas / Re: Visitors and Traders why not helping ?
August 31, 2016, 08:01:18 PM
I like the idea of it being based on faction's relationship. I also think it'd be neat if a neutral faction walked by and prompted "oh, gee, looks like you're having some trouble... for 500 silver I could help you out...  [accept offer] [reject offfer]"

I've had the same problem where my very last colonist was lying wounded and traders just stood around nearby. That seems like the perfect opportunity for that trader to make an easy buck.
#29
This has happened to me a few times: I'm out attacking a psychic ship or siege, and one of my pawns gets downed. I tell another pawn to rescue them to get them out of the line of fire, and after they pick up the pawn they path to back to the medial beds at home through the enemy camp.

It'd be super handy at times like this to say, explicitly, "no pathing through through area X at all for non-drafted pawns," which is a little different than the current assigned zone behavior of "path into this zone even if that path takes you outside the zone on the way"
#30
Instant download - thanks! I was just wanting exactly this in my play through last night :)