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Messages - Thyme

#376
Mods / Re: [MOD REQUEST] - Visible Temperatures
December 26, 2016, 03:22:21 PM
Define hot and cold.
#377
Bugs / Re: Electric smelting - allowed crafting skill
December 26, 2016, 03:18:38 PM
I can "confirm" this (in A15). Got the same problem and I wish for a fix. My good crafter ends up smelting most of the time (which also doesn't give crafting xp).
#378
Mods / Re: [Mod Request] Bring Back Megatheriums!
December 26, 2016, 02:53:10 PM
Whoa, that's amazing. Gotta suggest this mod to be included in the core game!
#379
Thank you.

PS: You might want to remove the CCL requirement from post #1 ;)
#380
Mods / Re: IDEA: Z LAYER
December 26, 2016, 02:49:06 PM
Then please answer my question. It has been quite a while since I played RA1 the last time.
#381
Mods / Re: [Mod Request] Bring Back Megatheriums!
December 26, 2016, 05:07:45 AM
Thank you! But does it also change the names of meat, leather & wool? (Don't have A16 for testing)
#382
General Discussion / Re: Blackout Drunk kitten... what?
December 26, 2016, 05:04:03 AM
If I remember correctly, some guy posted a screenshot with a Muffalo high on yayo, complaining about it. Tynan answered with something like: "Animals are now eating nearby stuff out of curiosity, just as intended."

And the strategy of knocking out a pack-muffalo (trade caravan) with beer placed nearby isn't new ;)
#383
General Discussion / Re: Cobras
December 26, 2016, 04:51:25 AM
Set up a crematorium and add a bill to cremate all rotten animal corpses. Combine with ingredient radius to do it only in close proximity to your base.
#384
How does A15 Phi need CCL when CCL is still A14? Just wondering.
More importantly, will A16 Phi need CCL?
#385
this:
Quote from: mumblemumble on December 25, 2016, 12:48:17 AM
Imagine the scene from monty python and the holy grail, catapulting cows, but replace cows with boomalopes.
and this (basically the modernised version):
Quote from: Shurp on December 25, 2016, 08:32:28 AM
Apparently players are already putting boomalopes in drop pods and flinging them at neighboring colonies.

"I fart in your general direction!" *fwooom*
made my day. thank you =)

btw, Chemicals and Neutroamine mod makes Boomalopes "shearable" and comes with a version to refine their chemicals into boomoil used for crafting artillery shells ;)
#386
Mods / Re: IDEA: Z LAYER
December 26, 2016, 03:45:14 AM
Where did C&C have z-levels? RA1 had some "indoor"/underground levels, but they were independent from each other.
#387
LordMunchkin posted in the meantime. My post goes after Kastro ;)

That is nicely said and considers the "cheapness" of features. The main reason why I said no to "gender mechanics" was the cost/benefit. That's an important question in Tynans development process and I think it wouldn't pay off.
#388
I just skipped the majority of page 2 here. Reason: Men and Women are different. There's no need to discuss that.

I think the question is, simply put, should RimWorld incorporate that (Genders, body types and stuff)? I personally would say no, there's no need to be hyperrealistic. But if it's going to happen one day, it should cover all/most of the aspects. Fighting is by far not the only thing that's affected by gender differences, body types, ...;
#389
You can bribe gift them into liking you with the comms console. It costs 300 silver and the benefit depends on the social skill level.
#390
General Discussion / Re: Why this game never go on sale
December 24, 2016, 03:18:12 PM
Quote from: niklas7737 on December 24, 2016, 10:58:58 AM
[...] since the developers don't seem to consider their game worth its price. [...]
That is exactly the reason why I don't understand sales. At all! Sales always give me the feeling that a product isn't worth the normal price. (this accounts for every product that comes to your mind: games, lettuce, furniture, wine). Wine-maker talking here: You won't ever get a sale on our wine. It's worth its price, otherwise we would sell it for less. You might get a discount if you buy often tho, but that's a different story ;)