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Messages - niklas7737

#16
Maybe this has been asked before, but what is the advantage of the padded sleeping spot over a normal sleeping spot which I could just designate for free.
They still give the "slept on floor" debuff, the resting effectiveness is the same (I think) and they don't give any comfort (vanilla sleeping spot gives 40%).

Should I just not use the normal sleeping spot and feel like my game is more realistic or am I missing something?
#17
General Discussion / Re: Why this game never go on sale
December 24, 2016, 10:58:58 AM
I've bought most of my games for the full price and often they went on sale shortly afterwards.
It makes me feel stupid and also gives the feeling I paid too much, since the developers don't seem to consider their game worth its price.
Nowadays when I spot something interesting on Steam, I put it on my wish-list and wait for a sale. You usually don't have to wait long for about 30-40% off.

Tynan however made it quite clear that he was not going to do such a thing, so I bought RimWorld the day it was released on Steam. I did not regret that.
Honestly, I think the price should probably increase once RimWorld is finished and never - even on sale - go down below what it is now. I might just be "selfish" though.

Warning: OffTopic  :o
Has anybody ever thought about the modders who obviously contribute so immensely to RimWorld's value? Seems strange, seeing how much money it should have made for Tynan by now.
And yes, I know he's not just bathing in dollar bills. ;D
#18
If you wish to use God Mode, you might want to consider editing your save file as well.
I'm not sure how much you know about that, but feel free to ask if my explanation seems too brief.

If you open the save file (I use Notepad++) and search for "geyser", you will find code like this:

<thing Class="Building_SteamGeyser">
<def>SteamGeyser</def>
<id>SteamGeyser94261</id>
<pos>(231, 0, 222)</pos>
</thing>

<pos> gives you the coordinates counting from the lower left-hand corner. The first number is tiles to the right, the third to the upper border if I remember correctly.
Search the geyser that bothers you and simply delete it in the save file. Save the file and load it again ingame. Your geyser should have disappeared.

Consider making a backup before, as I do not guarantee this "guide" is perfect. I had success though. Also works for creating new ones.
#19
Would be nice if we had another option between take it to the stockpile of the highest priority and drop it on the floor, that would make the colonist take what he just crafted to the next stockpile available (or even some kind of special storage rack maybe) where it would just wait until a full stack is ready to be hauled away.
#20


Am I the only one who couldn't help but think of him?  ;D
#21
Support / Re: Lost Download Link
December 06, 2016, 02:22:55 PM
I'm not sure if I understood your point exactly, but you may be able to speed things up. This page https://ludeon.com/rimworld/getmygame/ states that if you need a new link sent to you and
Quotedon't know your purchase email, send a message to [email protected] and Michael will help you.
I hope it helps. :)

Good luck! ;)
#22
Off-Topic / Re: Hello everyone!
November 28, 2016, 09:16:18 AM
In case someone else is searching, this https://ludeon.com/forums/index.php?topic=33.0 is the part of the forum where people say hello and all;)

The verification questions should disappear after your first few posts.
#23
Mods / Re: (Request) Updated "Confusion" Mod
November 26, 2016, 10:06:40 AM
You might want to look at this mod by merthsoft:

https://ludeon.com/forums/index.php?topic=26740.0
#24
General Discussion / Re: How Cold is Too Cold?
November 14, 2016, 02:03:30 PM
I'm playing on an extremely cold map with a permanent cold snap. Temperature alwys stays under -60°C. There are still human raids showing up (sometimes they die before actually attacking).
I don't get any caravans though.
#25
Ideas / Re: I want to go full 90's in this game.
November 06, 2016, 06:09:21 AM
Quote from: Michigo on November 06, 2016, 05:01:36 AM
Quote from: niklas7737 on November 05, 2016, 05:50:00 PM
That's still not very precise. For example, women's immune systems work better than men's. I'd consider that a physical aspect as well.

If we go down that route:
- Women can't handle cold climates as good as men.
- Women can endure pain better then men.
- Bonus: Plus an endless amount of additional variations between males and females...

Both could be implemented into rimworld.
But nothing in this topic is needed to make Rimworld a better game, hence it would be a waste of time at this point in development.

For those that REALLY care for some reason:
A simple mod would suffice.
I was just replying to the "physically inferior"-topic. I do agree with you that those features are in fact not needed, especially not in a way that would make one sex generally worse than the other one.
#26
Ideas / Re: I want to go full 90's in this game.
November 06, 2016, 02:44:05 AM
Quote from: mumblemumble on November 05, 2016, 09:25:43 PMHmmn, citation?.. I always thought girls bodies were more fragile....
I'm not sure if this is still a discussion I want to participate in, but I thought it would be common knowledge? Since we're on a game forum, I didn't expect needing to give scientific sources. Googling it will give you all the information you could ever want and it even gives a suggestion showing lots of people wanted to know already.
Take a look.
#27
Ideas / Re: I want to go full 90's in this game.
November 05, 2016, 05:50:00 PM
That's still not very precise. For example, women's immune systems work better than men's. I'd consider that a physical aspect as well.
#28
Ideas / Re: Strenght of Madness
October 22, 2016, 02:15:04 PM
I think raiders punching down massive granite walls is far more impressive.
They don't even need long although the walls looks as if it was metres thick.
#29
General Discussion / Re: Mortars and shells
October 16, 2016, 04:27:30 AM
Since their stack limit is 25, you could simply make two one-tile-zones with the same priority and craft 50 shells. That would cost you 500 steel but it would also ensure you have quite a few shells in reserve.
But a mortar's range covers the entire map so you could also build two in the same place and let them share a stockpile. If you leave a bit of open space between them (preferably nothing flammable, a four-tile-wide concrete path would do the trick) an explosion of one mortar wouldn't be very dangerous to the other one.
#30
General Discussion / Re: Introduce yourself!
October 15, 2016, 01:07:53 PM
-What introduced you to RimWorld? Or to this style of game in general?
I've liked these kind of base-builder games for quite a while. I think this probably started with the Sims. I saw RimWorld in a Let's Play the first time and was fascinated by how much freedom of choice it usually leaves to the player.
I bought it on Steam as soon as it was released there because I couldn't use the payment options on rimworldgame.com

-What's your favorite other game?
Since I generally don't stick to certain genres, I would say Subnautica if i had to choose but I really only play one game at a time which right now is RimWorld. A few years ago I would have said Minecraft without any doubt.  ::)

-Most embarrassing gaming-related story?
Had my colony eradicated by a pack of manhunter-squirrels (I think) because I didn't pay attention to them thinking my walls were already finished (clearly, they were not). The only colonist not incapacitated was hiding in the hospital (how ironic) badly injured and loosing blood while everyone else was laying outside. I even got assistance from a tribe but every colonist I could rescue alive afterwards died from multiple infections.


Unfortunately, I don't eat any breakfast cereal. I prefer toast.  :o


I'm from Germany and I hope my writing doesn't hurt too bad.  :D