Quote from: grrizo on January 19, 2018, 04:42:37 PMThat sounded like sarcasm, but it isn't. Sorry.
Anyone found a fix for the messed up work tab in already started games?
It works perfectly in new games, by the way. Good work!
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#16
Unfinished / Re: [B18] Children and Pregnancy - v0.4c (2017/Dec/20)
January 20, 2018, 03:56:10 PM #17
Ideas / Re: Ability to have babies
January 19, 2018, 10:17:40 PMQuote from: Ramsis on January 19, 2018, 09:51:06 AMOMG, so great memories. Sacrificing childs and pregnant women just to destroy that bastard's temple.Quote from: lancar on January 19, 2018, 09:36:52 AM
Ah, this brings me back to the old days of playing Black & White...
I had positioned shortcuts at my sacrificial altar and the daycare, so I could more quickly transport the babies. 16000 faith for a toddler was really effective.
Mmmm... when your first Crèche just makes it easier for your Wolf to fling children into the pit so you can throw more fireballs at Lethys...
Talking about the subject, I don't think that it will be implemented neither. Probably in some kind of DLC/expansion it could be added, but not in other way.
I just hope that the modders could have a more paved road to implement it by themselves in the meantime, because I think it would be interesting. Contrary to what is generally thought, colonies can sustain in large periods of time if you're playing in Rough or less. Of course, it depends of the in-game events too.
#18
General Discussion / Re: Whats your story of the most horrible thing you did in Rimworld?
January 19, 2018, 10:03:47 PM
In comparison to other stories here, my "bad thing" isn't as bad as I initially thought:
My prison is delightfuly decored with blood splats, puke stains and a pile of bodies and bones of those who didn't make it to the "release trial", wich consists in a cage fight with my brawler.
If the prisoner dies, it will be food for the beasts. If downed, returns to his/her living hell. If wins, he/she will be shot to death, of course. Nobody can kill my colonists and live to tell the tale.
My prison is delightfuly decored with blood splats, puke stains and a pile of bodies and bones of those who didn't make it to the "release trial", wich consists in a cage fight with my brawler.
If the prisoner dies, it will be food for the beasts. If downed, returns to his/her living hell. If wins, he/she will be shot to death, of course. Nobody can kill my colonists and live to tell the tale.
#19
Unfinished / Re: [B18+] MusicJoy
January 19, 2018, 04:48:08 PMQuote from: lllMWNlll on January 18, 2018, 07:46:18 PMLove it already!
What about this mod?
Colonists could play guitars, drums, violin. They could dance?
Possibilities are limitless when is about music!
#20
Unfinished / Re: [B18] Children and Pregnancy - v0.4c (2017/Dec/20)
January 19, 2018, 04:42:37 PM
Anyone found a fix for the messed up work tab in already started games?
It works perfectly in new games, by the way. Good work!
It works perfectly in new games, by the way. Good work!
#21
General Discussion / Re: The Next Patch Will Be 1.0 (from reddit)
January 16, 2018, 08:44:09 PMQuote from: Harry_Dicks on January 16, 2018, 02:06:00 PMExactly. I think that if Tynan wants to expand the game further after 1.0, he will be in touch with the community as he always did. That formula worked for him very well.
Of course, but a lot of people don't seem to think that. They believe also that all of "their" content ideas should be in the game, before going to 1.0, or it will be incomplete.
EDIT: Something I'm most excited about, "He also made a huge optimization to mod loading; one major mod went from 90 seconds to 40 seconds loading time (!)" OMFG that will help so much. 300ish mods is about 10 minutes loading. I've trimmed down to 205 now, but anything will help.
#22
General Discussion / Re: The Next Patch Will Be 1.0 (from reddit)
January 16, 2018, 12:32:45 PM
A 1.0 version doesn't mean that it would be the end. It would be refinements, of course, but I'm pretty sure that it would be expansions/DLCs too.
#23
Ideas / Re: Independent Single-Town Factions
January 15, 2018, 07:44:31 PMQuote from: Third_Of_Five on January 15, 2018, 07:11:01 PMQuote from: grrizo on January 12, 2018, 12:53:59 PMI do like the idea of adding faction flags and such. Has that been suggested before?
In the faction system, I would like to see factions ruling certain territories (as they were proto-countries), the implementation of banners/flags with faction colors and other things, but your idea is very good too.
I don't think so, no that I remember.
Maybe someone should group all those ideas in a single topic.
#24
Stories / Re: First time contemplating this "family" moment
January 13, 2018, 12:54:04 PMQuote from: Hans Lemurson on January 13, 2018, 05:06:33 AMHmmm, that reminds me...Quote from: Vlad0mi3r on January 09, 2018, 05:41:20 PM"'Til death do us part."
I like the blood spatter on the marriage spot as well.

#25
Ideas / Re: more naming variety
January 12, 2018, 12:58:55 PMQuote from: Harry_Dicks on January 12, 2018, 12:39:20 PMWell, the game actually have something like that. Sometimes tribe names can be "Troxo from the Mountain" or "Gray Bear of the Jalitxo".
Honestly, I would hate seeing names like that. Of course I understand I am highly Euro/American biased. But I am really not a fan of all of the tribal names, or their sort of "feeling" to the names.
I think it would be AWESOME if there were tribals with more north american styled names. Running Foot Clan, or Smoking Mountain Tribe, Tribe of the Moonhawk, I don't know, but stuff like that!
Tribes have a lot of variety. From portuguese, to amerindian, to... other languages that I cannot recall.
But yes, even more variety could be cool.
#26
Ideas / Re: Independent Single-Town Factions
January 12, 2018, 12:53:59 PM
In the faction system, I would like to see factions ruling certain territories (as they were proto-countries), the implementation of banners/flags with faction colors and other things, but your idea is very good too.
#27
Stories / Re: First time contemplating this "family" moment
January 09, 2018, 06:30:44 PMQuote from: Vlad0mi3r on January 09, 2018, 05:41:20 PMYeah, it looks so dramatic and misterious. The low illumination helps to create that ambient too.
It's rare alright. They always come in in dribs and drabs.
I like the blood spatter on the marriage spot as well.
Fuckin' love this game.
#28
Stories / First time contemplating this "family" moment
January 09, 2018, 04:16:04 PM
I play RimWorld since A15 and I've seen plenty of different things. From funny crazy shit to dark and merciless "oh, I'm fucked" moments, but never seen this before. I don't know if its because coincidence or because causation, but it's rare to me.

The fuckin' pawns are indeed having a dinner together! And they're even talking and chatting.
Well, I don't think that they programmed a schedule for this. The two pawns of the right are the ones who joined moments after (as you can see in the bars) while the others joined all together. They had the same idea because all four were on a hunt for a vicious timberwolf who was eating the alpacas. The moment that I undrafted them, they quickly went to eat. That's the moment when I took my time to watch them, just to realize that others were joining too. Just one pawn was doing something else: a nerd in the laboratory, researching for autodoors. Classic nerd.
Silly thing, but I truly never seen something like that before. At least not when there's no party around.
Someone here is more used to see this or it's just so improbable as I think?

The fuckin' pawns are indeed having a dinner together! And they're even talking and chatting.
Well, I don't think that they programmed a schedule for this. The two pawns of the right are the ones who joined moments after (as you can see in the bars) while the others joined all together. They had the same idea because all four were on a hunt for a vicious timberwolf who was eating the alpacas. The moment that I undrafted them, they quickly went to eat. That's the moment when I took my time to watch them, just to realize that others were joining too. Just one pawn was doing something else: a nerd in the laboratory, researching for autodoors. Classic nerd.
Silly thing, but I truly never seen something like that before. At least not when there's no party around.
Someone here is more used to see this or it's just so improbable as I think?
#29
General Discussion / Re: What happens to outdoor lights in rain?
January 09, 2018, 01:25:31 PM
Standing lamps work normally, torches burn out quickly. Roof tiles prevent this.
Confirmed.
Confirmed.
#30
General Discussion / Re: Someone's organs harvested
January 04, 2018, 02:15:16 PMQuote from: Shurp on January 04, 2018, 07:27:23 AMThat's an excellent explanation. And it's what happens in real life with the so called "bad guys". Most of the time, the real evil doesn't show his face personally, but convince or force others to do the dirty job for them; "I'm just doing my job, y'know", "They made me do it".
Think of pirates not as interstellar Vikings but rather as slaves who were handed a gun and told "if you don't go attack that settlement, not only will we torture and kill you, but we'll kill your family too."
Even in time of war, killing prisoners is considered a war crime.
If you don't want a debuff for killing chained minions, use PrepareCarefully to make a colony full of psychopaths. But who's going to be the "bad guys" if so?
