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Messages - ZestyLemons

#31
Quote from: Duban on November 21, 2015, 11:10:51 AM
Quote from: TLHeart on November 21, 2015, 11:09:09 AM
If steel floors were supposed to look nice, then the beauty would be higher than 2, like everything else, except for sliver, gold, and smoothed stone.

They're supposed to look nice to the creator/player. They have a specific style that's good for world building. They're niche, that's all.

To be fair, if the argument for steel tiles being expensive is "because they look nice", that should really be reflected in the game as their beauty rating being proportional to the cost of building them. It's kind of silly to make them expensive and not that pretty in-game and say that the cost barrier is there because "players think they look nice".
#32
General Discussion / Re: Wiki needs updating!
September 24, 2015, 02:00:08 PM
I'm definitely up for having some wiki guidelines, but you'll have to ask Ty about the subforum stuff.
#33
General Discussion / Re: what is the hauling priority?
September 15, 2015, 04:22:42 AM
Graves are marked 'Important' by default, I'm pretty sure. Dunno about cremations, as they're a job and not a stockpile.
#34
General Discussion / Re: Fertilizer item gone?
August 18, 2015, 10:13:27 PM
Quote from: DarknessEyes on August 17, 2015, 06:04:27 PM
Quote from: Dive on August 17, 2015, 05:01:52 PM
Fertilizer has been gone for a few alphas by now, rest in rip

Let me guess, no one was using hydroponics?

Hydroponics got nerfed heavily, they use too many resources and aren't reliable enough really. Building a sunlamp and walls around an outdoor patch of soil is much more reliable since your crops won't die every single solar flare. It's a lot cheaper that way.

If you want to grow food inside a mountain, the only way is hydroponics now, so there's at least a trade off now.
#35
I'm going to guess that heart attacks instantly down a colonist or something, with an emphasis on treating it quickly. Probably more likely for colonists over 50, yeah.
#36
Considering you can disable the core content like a mod, total conversions are totally possible. I guess I'd call the core content 'RimWorld' and the rest as the actual engine.
#37
General Discussion / Re: Wiki needs updating!
June 13, 2015, 07:11:13 PM
Yup, you don't need permission to edit anything on the Wiki. As long as you're being reasonable about what you add or edit, there's usually no problem. You'll have to do some captchas for your first ~20 edits, but after that you basically have full power to do most things on the wiki.

You can always post questions about wiki stuff here or on my wiki profile.
#38
General Discussion / Re: Wiki needs updating!
June 13, 2015, 01:21:23 AM
Thanks for the hard work Jim, I'd try and keep things up to date too if I had more time.
#39
Ice sheets are literal sheets of ice, meaning there probably is no soil under the ice or it's very, very far under the ice.

You can't melt ice. Like Jimyoda said, the ice is basically your ground there.
#40
General Discussion / Re: Best Plant
June 11, 2015, 02:26:27 AM
Corn is pretty great, but it just takes a long time to grow.

Potatoes are usually my early game crop of choice, then I transition to corn + rice.
#41
Ideas / Re: [Poll] What would you like for A12?
June 11, 2015, 02:16:18 AM
I'd love to see relationships fleshed out sometime soon, but I'd also love to see some more tiered building stuffs.

Lots of the crafting is resource -> product right now. It's pretty simple, but I miss the Dwarf Fortress crafting of resource -> refined resource -> combine with other refined stuff for product.

I found myself very wealthy, but didn't really have anything to invest into but more medicine. I would've loved to have some gunsmithing, armor crafting, and technology crafting stuffs to fill my colonist's time.
#42
Well equip melee colonists are really good against Scythers. Seriously.

I had one Assassin colonist who wielded a legendary plasteel sword while clad in power armor. He was an absolute tank - he lost a few limbs, but bionics only made him stronger.
#43
General Discussion / Re: Why XML instead of JSON?
May 18, 2015, 04:58:34 AM
Quote from: Rahjital on May 17, 2015, 07:21:20 AM
Quote from: b0rsuk on May 17, 2015, 05:18:52 AM
XML is like violence.

In that the wise avoid it? :D

You can't avoid it forever.
(just like XML)
#44
General Discussion / Re: RimWorld change log
May 17, 2015, 02:54:10 AM
I think people welcome the challenge actually. I've been pretty fascinated with AI that learns from its mistakes.
#45
General Discussion / Re: RimWorld change log
May 13, 2015, 02:15:02 PM
Quote from: TLHeart on May 12, 2015, 06:27:22 PM
Quote from: Headshotkill on May 12, 2015, 05:21:27 PM
I feel as if next update will be one of the most game changing addition to date, and it will also mark the end of the killbox-era.

nothing a programmer can do to stop kill boxes... they are part of war, and survival...

Now if you mean the end of the auto, colonists do nothing kill box, that will be changed.

I'm kinda confused when you say "they are part of war and survival". I don't think kill boxes are a thing in real life.