Really minor bug, and one that doesn't even impact gameplay (yet), but I just randomized a male colonist who is both pregnant and has a terminal illness. I suspect that human male pregnancy might be terminal, but it is still rather... silly.
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Bugs / [0.4.466] Bug - Gendered traits (pregnant) affecting wrong gender (male)
June 16, 2014, 05:24:42 PM #2
General Discussion / Development Roadmap(?)
May 05, 2014, 03:15:28 PM
Hi,
I finally pulled the trigger and joined the Rimworld beta. I've been browsing the forums and found a number of posts along the lines, "this will be added when the X engine is completed. . ."
I have some suggestions for the game, but don't want to retread things that are already in the works (for example a "ruins engine," whatever that may be). Can anyone point me to the current planned feature map? I see the modular development bit on the kickstarter page (and I'd like to assume that b/c Tynan has now raised 4000% of the original ask that all these modules will be developed ;-) ), is there something more recent?
Thanks!
I finally pulled the trigger and joined the Rimworld beta. I've been browsing the forums and found a number of posts along the lines, "this will be added when the X engine is completed. . ."
I have some suggestions for the game, but don't want to retread things that are already in the works (for example a "ruins engine," whatever that may be). Can anyone point me to the current planned feature map? I see the modular development bit on the kickstarter page (and I'd like to assume that b/c Tynan has now raised 4000% of the original ask that all these modules will be developed ;-) ), is there something more recent?
Thanks!
#3
Ideas / Cannibalism needs more... depth
May 03, 2014, 01:53:38 AM
I have a large colony of 12 settlers who, by day 90, subsist primarily on meals of human meat, taters, and berries. I am a little worried about their fiber intake, but more about the fact that this has had no impact on any of their relations.
Just as our colonists can learn skills, they should be able to learn new traits (e.g. cannibalism, sadism, and happy, friendly ones too :-p) These traits should have profound impact on inter-colony relations as well as extra-colonial relations when the relevant activities are observed.
For instance, at first, most of my colonists should have reacted negatively toward the cannibalism. Possibly to the point of fighting with each other. But, as food supplies grew scarce, the readily available raider meat would begin to look more appealing. Especially as a fancy meal. And soon there would be a bonded group of friends who would never give each other a cold shoulder.
External factions that observe the butchering (or potentially the prepared meat supplies) would have strong reactions based on their own cannibalism trait. (say, an immediate 50 point change to relations).
Thoughts?
Oh, and some (randomly generated) characters should be nonconvertible. Some religions/traits may forbid/demand cannibalism, among other things.
Just as our colonists can learn skills, they should be able to learn new traits (e.g. cannibalism, sadism, and happy, friendly ones too :-p) These traits should have profound impact on inter-colony relations as well as extra-colonial relations when the relevant activities are observed.
For instance, at first, most of my colonists should have reacted negatively toward the cannibalism. Possibly to the point of fighting with each other. But, as food supplies grew scarce, the readily available raider meat would begin to look more appealing. Especially as a fancy meal. And soon there would be a bonded group of friends who would never give each other a cold shoulder.
External factions that observe the butchering (or potentially the prepared meat supplies) would have strong reactions based on their own cannibalism trait. (say, an immediate 50 point change to relations).
Thoughts?
Oh, and some (randomly generated) characters should be nonconvertible. Some religions/traits may forbid/demand cannibalism, among other things.
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