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Messages - dv

#61
Ideas / Re: Animal herd forming
January 12, 2017, 12:31:50 PM
What are your specs? I had like 100+ rats and didn't notice any slowdowns. Damn things breed like... rats.
#62
Ideas / Re: A hate of Infestations as is
January 11, 2017, 11:25:32 PM
Quote from: GiantSpaceHamster on January 11, 2017, 05:08:04 PM
Quote from: RazorHed on January 10, 2017, 05:02:29 PM
I hate infestations as they work now. I have to turn them off in the scenario editor every time. I like the idea, but its a system that punishes you for not making a mistake.

I disagree with this. You're arbitrarily calling mining "not a mistake" and using wood for walls "a mistake". Neither is or is not a mistake in general. It depends on your play style, the current events, the map, etc.

Wood is incredibly flammable and gives a beauty debuff because it's ugly. I'd say it's a mistake.
#63
Ideas / Re: Your Cheapest Ideas
January 11, 2017, 11:24:10 PM
Quote from: VonDarlock on January 11, 2017, 01:09:22 PM
I'm new to the game but what strikes me is there's no training dummies to shoot at or to hit with a club to train up your combat skills.

Draft the pawn and go have it kill animals in the woods. You get training XP and meat.
#64
I'd honestly expect those symptoms to be bad RAM.
#65
Did your potatoes actually catch fire, or was it an electrical short?
#66
i like this idea. +1.
#67
It depends on the animal. Dogs'll drink beer and like it, and they'll give a good effort to eating anything that they see you eating. OTOH, my cats'll barely touch most human food, although each one has at least one thing they will go after.

I could see dogs/wolves as experimenters, but not cats/panthers. Even cows are sometimes picky eaters. (While grazing, they'll eat around certain types of weeds that they dislike.) Hence my suspicion that IRL, most drugs are safe from animals, basically all the time.
#68
General Discussion / Re: What's on TV in Rimworld?
January 10, 2017, 06:08:40 PM
I think there's room for customization/mods/DLC here. Maybe once you have a TV, you can play back MP3 file, radio stations, or youtube channels (picture-in-picture)?

Maybe even have some kind of algorithm where the mp3 metadata is checked for genre, and some pawns will get a mood boost/debuff from certain types of music.
#69
Ideas / Re: Thoughts and suggestions after playthrough
January 10, 2017, 01:36:17 PM
Quote from: Grishnerf on January 10, 2017, 01:12:30 PM
i would set it to 51%, 50% tattered is already the debuff.

I don't think that matters too much - I set it to 50% and they're dropping clothes preemptively at 51-55%, as long as there's something else to put on instead.
#70
Ideas / Re: Thoughts and suggestions after playthrough
January 10, 2017, 01:02:11 PM
Quote from: Icnivad on January 10, 2017, 12:40:20 PMClothing: Colonists seem to complain about not having proper clothing, but then do nothing about it, even when clothes are available.

For this one, use outfit restrictions to set a minimum of 50% HP for pawn outfits/clothing. You can use a Crematorium to get rid of <50% HP clothes, or stockpile them as vendor trash.

QuoteTrading station:  It would be nice to be able to designate a zone for traders to wait at.  Once I had thermal generators spread out across the map, traders would go to some of the most ridiculous places to wait for trading.  In my last playthrough, traders tended to wait in my kill zone, which had obvious problems of it's own.

I'm like 98% sure you can move this around in dev mode...
#71
Quote from: schizmo on January 10, 2017, 12:22:25 AM
For a period of time after eating, Colonists should fart and burp loudly.

How about a "messy eater" trait that gives you the repulsive effect for one hour after eating?

Combine cannibal, repulsive, night owl, and a restricted area under a mountain and you had CHUDs.

Hmmm... Vampire trait? Combines cannibal, repulsive, nocturnal, and your pawn will die in daylight or if it doesn't eat meat? Negative mood rebuffs that get worse the longer you don't feed? Feeding weakens the other pawn, but makes it happy and it wants to sleep with the vampire..

Crap, this could actually be a cool mod...
#72
Releases / Re: [A16] Misc. Robots++
January 10, 2017, 12:36:38 AM
I just wanted to say thank you for working on this. I love my little robot hauler army. :-D
#73
General Discussion / Re: Multiple colony management ?
January 09, 2017, 11:43:47 PM
With the right worker settings/priorities, restricted areas, design, etc., a colony with 10+ pawns can be set up to be pretty much ignorable. You will want at least one person as a dedicated cleaner.
#74
The worst I've done is butcher enemy tribals for meat to make kibble which I feed to the alpacas and camels for milk and wool. Fortunately, I had a couple psychopaths to do the butchering and the mood debuff wasn't too bad.

If you're going to throw 20-30 dudes into a killbox, three times in three days, when my alpacas are starving because my map is devoid of game animals in winter, what am I supposed to do with them?
#75
Ideas / Re: What is Rimworld about, really?
January 09, 2017, 02:27:57 PM
It's about taking brain-damaged slaves and turning them into cybernetic melee killing machines enhanced with alien technology.

And then getting in a spaceship and blasting off to do it again.