If enough research is done, your colonists will discover that they are actually trapped in a computer simulation where a secret organization is watching over them and studying their every moves
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#1
Ideas / Re: We make bad suggestions and come up with horrible ideas.
August 02, 2017, 11:04:24 PM #2
Ideas / Re: We make bad suggestions and come up with horrible ideas.
July 29, 2017, 06:46:47 PM
The good idea part: Add computers and computer hacking into the game
The bad idea part: Colonists spend the entire day looking at cat pictures on said computers and nothing ever gets done
The bad idea part: Colonists spend the entire day looking at cat pictures on said computers and nothing ever gets done
#3
Ideas / Re: We make bad suggestions and come up with horrible ideas.
July 09, 2017, 03:59:41 PM
Necromancers like in DF whom can ressurect fallen raiders and often come with their own zombie armies.
#4
Bugs / I can take over enemy turrets with my caravans
June 17, 2017, 02:38:40 PM
I arrived at an item stash to find it guarded by turrets.
I selected the turret, clicked "Claim" and it instantly stopped firing on my people and opened fire on the other unclaimed turrets.
I selected the turret, clicked "Claim" and it instantly stopped firing on my people and opened fire on the other unclaimed turrets.
#5
Releases / Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
June 14, 2017, 09:06:39 PM
How does fixing scars work?
#6
Ideas / If the terrain winter temperature isn't actually cold enough for it to snow...
June 13, 2017, 05:00:06 PM
...Then summer and winter movement times should be the same in places with different summer and winter movement times.
The temperate forest I'm based in has an average winter temperature of 51°, and I've never seen snow. However, the surrounding forest terrain, in which winter temperatures range between 47° and 53°, has a summer movement time of 1.7 hours...
...And a "winter movement time" of a whopping 9.7 hours. This is to account for the "snow" that can't physically happen in that terrain's climate.
TL;DR: Terrain travel times should be based on temperature, not season
The temperate forest I'm based in has an average winter temperature of 51°, and I've never seen snow. However, the surrounding forest terrain, in which winter temperatures range between 47° and 53°, has a summer movement time of 1.7 hours...
...And a "winter movement time" of a whopping 9.7 hours. This is to account for the "snow" that can't physically happen in that terrain's climate.
TL;DR: Terrain travel times should be based on temperature, not season
#7
Ideas / Re: We make bad suggestions and come up with horrible ideas.
June 13, 2017, 04:50:45 PMQuote from: SpaceDorf on June 12, 2017, 05:15:13 AMQuote from: Thirite on June 12, 2017, 01:17:01 AMQuote from: carbon on June 11, 2017, 07:10:23 PMThis is legitimately a great idea
Chemical fascination cooks will occasionally make a batch of "special" meals without the player's input or knowledge.
Vegetable Garden needs a brownie recipe
Chocolate + Flour + Smokeleaf = "Special" brownie
#8
Unfinished / Re: Combat Extended - Combat Realism Reboot, looking for testers
May 28, 2017, 12:07:12 AM
Very glad to see that this is being worked on again, I would love to participate with it
#9
Mods / What ever happened to Combat Realism?
May 26, 2017, 12:06:04 PM
I haven't been able to find it on the Steam workshop for quite a while, and the last download I was able to find for it is no longer A17 compatible. Does anybody know what happened to the mod or if it even exists anymore?
#10
Ideas / Re: We make bad suggestions and come up with horrible ideas.
May 24, 2017, 08:40:51 PM
Change the game's name to Timworld and make every character's name Tim
#11
Ideas / Re: We make bad suggestions and come up with horrible ideas.
May 17, 2017, 12:50:17 AMQuote from: giannikampa on May 10, 2017, 01:36:01 PMThen add a "Real necrophile" trait, which contains exactly what you thought at first
Necrophile trait, loves wearing deadmans apparel (not what you thought at first!!!!)
#12
Ideas / Re: We make bad suggestions and come up with horrible ideas.
May 08, 2017, 12:06:23 PMQuote from: O Negative on May 06, 2017, 05:03:16 AMFirst it needs to be made into a mobile game with tons of micro transactionsQuote from: Eric on May 05, 2017, 09:50:37 PMMake sure to make all of the really cool/interesting content an expansion pack, and price them each at $40.
Rename the game to "The Rims"
#13
Ideas / Re: We make bad suggestions and come up with horrible ideas.
May 05, 2017, 09:50:37 PM
Rename the game to "The Rims"
#14
General Discussion / The easiest pirate battle ever
April 22, 2017, 10:44:53 PM
>Be me, managing a colony decently well
>Pirate raid happens
>Aside from a few useless pirates there's also some VERY dangerous ones that could seriously hurt my colonists
>Their faction leader is one of the raiders
>They wander around for a bit before attacking
>Decide to hit them first
>Send out my pawns to cover behind some hills at the edge of the map
>All of a sudden I noticed there was a boomalope herd in between my troops and the enemy raiders
>lightbulb
>Have my marksman kill off a couple of crappier raiders to force their assault
>The entire force is moving closer to the herd
>Order my marksman to shoot the closest boomalope with the intent of only killing that one
>"Boomalope revenge, other boomalopes have joined in"
>ohshit.jpg
>wait a minute
>the one I selected is attacking the pirates
>go through and select each individual boomalope
>they're all attacking the pirates
>order all my people to hold fire
>hilarity ensues
>explosions and fireballs engulf the hapless pirates
>there were pirates with assault rifles stationed further back, raining bullets into the mess to try and kill the boomalopes
>all they ended up doing was hitting their own men and triggering more boomalope explosions that subsequently killed more of their men
>pirate faction leader burns to death
>after heavy losses the pirates decide to just retreat, a battle won all thanks to a random boomalopes herd
>Pirate raid happens
>Aside from a few useless pirates there's also some VERY dangerous ones that could seriously hurt my colonists
>Their faction leader is one of the raiders
>They wander around for a bit before attacking
>Decide to hit them first
>Send out my pawns to cover behind some hills at the edge of the map
>All of a sudden I noticed there was a boomalope herd in between my troops and the enemy raiders
>lightbulb
>Have my marksman kill off a couple of crappier raiders to force their assault
>The entire force is moving closer to the herd
>Order my marksman to shoot the closest boomalope with the intent of only killing that one
>"Boomalope revenge, other boomalopes have joined in"
>ohshit.jpg
>wait a minute
>the one I selected is attacking the pirates
>go through and select each individual boomalope
>they're all attacking the pirates
>order all my people to hold fire
>hilarity ensues
>explosions and fireballs engulf the hapless pirates
>there were pirates with assault rifles stationed further back, raining bullets into the mess to try and kill the boomalopes
>all they ended up doing was hitting their own men and triggering more boomalope explosions that subsequently killed more of their men
>pirate faction leader burns to death
>after heavy losses the pirates decide to just retreat, a battle won all thanks to a random boomalopes herd
#15
Ideas / Re: We make bad suggestions and come up with horrible ideas.
April 21, 2017, 10:52:26 PM
A RimCircus that arrives when you've dug out too many tiles under an overhead mountain, and subsequently spawns RimClowns
