If you make a box full of coolers with the hives in them, would they just randomly build walls until they no longer feel cold anymore? It would need to have a special system that makes the game know where to make the insects build walls to stop the cold.
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#1
Ideas / Re: Insects in winter seal up entrances to protect the hive
December 10, 2017, 05:28:54 AM #2
Ideas / Re: Mechanical Machinery
December 08, 2017, 10:22:58 AMQuote from: doomdrvk on December 08, 2017, 08:26:15 AMQuote from: Guluere on December 08, 2017, 05:44:49 AMI assume you've been playing Factorio, Rimworld is not a manufacturing game its a survival management game. Automation in Rimworld would require a lot of balancing while also taking the focus off the survival aspect.
Recently I have play a game where you build machinery lines to produce things, so, I came up with this :
Conveyor belt
Transport items, each conveyor belt can be configured to make pawn put down selected item. Let's say, you make a belt to be able to put cloth on it, or other things, and pawns will always take the resource to the belt and it will get taken down the line to get stored by other pawns.
Mechanical Arm
Transport items off a belt into a machine or off a machine onto a belt.
Similar, there would be machine that automatically craft clothes or anything that require crafting, all of the thing created will always have normal as their Quality. They make it so that you can have large production of something to be sold to traders. These machines will not be cheap because they replicate what crafters can do without having people working.
You have been denying so many suggestion that it makes me feel like you don't really understand what suggestion is and just made this account recently to troll people.
#3
Ideas / Re: Oxygen depletion
December 08, 2017, 07:11:49 AM
I feel like this is just you playing too much oxygen no included.
#4
Ideas / New Research : Flight
December 08, 2017, 05:58:49 AM
New Possible Research : Flight
It allows the building of airplanes, with allows you to travel in the world a lot faster. That building process will be similar to building a spaceship, and you can activate it like a spaceship but transport the people to new area like creating a new caravan.
When the airplane arrive to its destination, on the new spot, it would look like a airplane has crashed because there is no landing spot but the people remain unhurt.
Research also unlocks a new mineable material : Aluminum
A light and strong material that is used to make airplane.
Airplane Hull
150 Aluminium
Airplane Engine
10 Components
50 Aluminium
Airplane Wings
100 Aluminium
It allows the building of airplanes, with allows you to travel in the world a lot faster. That building process will be similar to building a spaceship, and you can activate it like a spaceship but transport the people to new area like creating a new caravan.
When the airplane arrive to its destination, on the new spot, it would look like a airplane has crashed because there is no landing spot but the people remain unhurt.
Research also unlocks a new mineable material : Aluminum
A light and strong material that is used to make airplane.
Airplane Hull
150 Aluminium
Airplane Engine
10 Components
50 Aluminium
Airplane Wings
100 Aluminium
#5
Ideas / Mechanical Machinery
December 08, 2017, 05:44:49 AM
Recently I have play a game where you build machinery lines to produce things, so, I came up with this :
Conveyor belt
Transport items, each conveyor belt can be configured to make pawn put down selected item. Let's say, you make a belt to be able to put cloth on it, or other things, and pawns will always take the resource to the belt and it will get taken down the line to get stored by other pawns.
Mechanical Arm
Transport items off a belt into a machine or off a machine onto a belt.
Similar, there would be machine that automatically craft clothes or anything that require crafting, all of the thing created will always have normal as their Quality. They make it so that you can have large production of something to be sold to traders. These machines will not be cheap because they replicate what crafters can do without having people working.
Conveyor belt
Transport items, each conveyor belt can be configured to make pawn put down selected item. Let's say, you make a belt to be able to put cloth on it, or other things, and pawns will always take the resource to the belt and it will get taken down the line to get stored by other pawns.
Mechanical Arm
Transport items off a belt into a machine or off a machine onto a belt.
Similar, there would be machine that automatically craft clothes or anything that require crafting, all of the thing created will always have normal as their Quality. They make it so that you can have large production of something to be sold to traders. These machines will not be cheap because they replicate what crafters can do without having people working.
#6
Ideas / Re: Flooding
December 08, 2017, 05:25:30 AM
Instead of floodbags, just have sandbags do just that!
#7
Ideas / Re: Oxygen depletion
December 08, 2017, 05:24:10 AMQuote from: doomdrvk on December 07, 2017, 03:33:37 PMQuote from: Robotic_Killer on December 07, 2017, 03:30:02 PMIts rather easy to cheese this method as well as you can simply have 1 roof gone or a vent.
Oxygen depletion would basically be the following: If you're inside a room with no way outside (like no doors), and no roofs, eventually the room will run out of oxygen. This is to prevent what is in my oppinion a pretty cheaty tactic of just locking someone in a room with a load of food, removing the door, and then just letting him deal with addiction on his own. It could also make mountain bases a bit more difficult.
That would make the room become outside, so, that's not really cheesing, but more of that's how it works.
#9
Ideas / Re: "Spacer fever" trait?
December 05, 2017, 10:00:37 PM
Sounded more like a sickness to me.
#10
Ideas / Re: Colonist Is more robot than human
December 05, 2017, 02:23:00 PMQuote from: doomdrvk on December 05, 2017, 01:53:28 PMQuote from: Guluere on December 05, 2017, 11:36:22 AMJust because it can doesn't mean its designed to be endless, and the raids will get to a point where you will no longer be able to survive at some point.
Actually if you decide not to get out of the planet, the game will be endless mode.
Not really, the hardness depends on your colony's total worth, this means if you got raided, hard, and lost a lot of things, the next raid will get easier, why send 11 people on one raid and send 15 people on the next on a base already half gone?
#11
Ideas / Re: Allow colonists to buy things they want? Like an allowance.
December 05, 2017, 02:16:21 PMQuote from: doomdrvk on December 05, 2017, 02:00:21 PM
Again as I said on another post, colonists are on the Rimworld to survive and get off, they are not there to make a living. If you're in a survival situation are you really going to worry about an allowance when you're always in danger. Colonists can't afford to have a lust for money when there are mechanoids, manhunters and raiders always coming to kill them.
You are absolutely right, but there is a reason why you can have more than one colony in the world right now but have to enable it via option menu, because the dev plan on allowing people to have more than one colony, you know, if you are staying here, and for quite a while might as well enjoy it, like how one of my pawn decided to drink beer as the last pawn left while bleeding to death.
Allow the pawn to do anything as realistic as real life, because I tell you the point is to simulate what it's like to be stuck in a planet with almost nothing at hand, it's to test if a similar thing happen, is it possible for your to command a colony to survive. They could be greedy, and take a lot of silver, but, that's the point to a game like rimworld, to see if you can deal of things that happens there, that would normally happen in real life, while being in your own room, chilling.
#12
Ideas / Re: Snowmen extended or how to deal with junk.
December 05, 2017, 11:38:42 AMQuote from: Call me Arty on December 04, 2017, 03:22:53 PM
*Ahem*
Scarecrows that scare away animals.
Man, I wish you would stop remaking a suggestion, I already made.
#13
Ideas / Re: Colonist Is more robot than human
December 05, 2017, 11:36:22 AM
Actually if you decide not to get out of the planet, the game will be endless mode.
#14
Ideas / Re: Pawns want rooms unique to them.
December 05, 2017, 01:57:02 AM
I am pretty sure I also made the same suggestion just yesterday.
#15
Ideas / Re: Allow colonists to buy things they want? Like an allowance.
December 05, 2017, 01:56:02 AM
I made the same suggestion just yesterday.