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Messages - British

#181
Ideas / Re: Ideas-Drafting?
October 13, 2013, 02:31:14 PM
Once you know it's here, I suppose you won't forget that easily.
It also provides informations when you hover above the messages, like the names of the colonists that are having a mental breakdown, starving, or whatever...
#182
Ideas / Re: Ideas-Drafting?
October 13, 2013, 05:01:39 AM
Quote from: Spike on October 12, 2013, 07:32:12 PM
For example, I have never seen the "Soldiers need break" notice, and only caught that you could use the red icon on the info screen to draft/undraft recently.
You can check this video (from Blitzkriegsler), and if you wait until 13:00 or so, you'll notice the "Soldier needs break" text, thanks to Blitz missing the fact that the colonist was still drafted ::) ;)
#183
Ideas / Re: Open Source Software
October 13, 2013, 04:40:24 AM
You could understand the "could be used" part as the OP wanting to recreate RimWorld at home, or something similar.

Or he meant something completely unrelated.
It's the internet, you never know !
#184
Ideas / Re: Animal Husbandry
October 13, 2013, 04:38:05 AM
Quote from: Pheanox on October 12, 2013, 08:46:00 PM
Or the fact they are Muffalo refers to the fact they are genetically modified buffalo
Or maybe the first colonist that saw one of them found them very clumsy, and thus they are muff a lot... and it sticked ;D
#185
General Discussion / Re: Why did you back Rimworld?
October 13, 2013, 04:33:48 AM
Quote from: Christian on October 13, 2013, 02:49:21 AM
Curious, what appealed to you to back the game?
I'd rather ask... what didn't ? ???
#186
General Discussion / Re: 212 build feedback
October 13, 2013, 04:32:40 AM
Quote from: Turbo on October 12, 2013, 07:55:49 PM
Perhaps you could have a random event where there is an ammo shortage and all your colonists and gun turrets shoot half as much to conserve ammo?
The infamous ammo-blight ? ::) :P
#187
General Discussion / Re: Rimworld Wiki!
October 13, 2013, 04:31:09 AM
Sweet.

On my end, I've finally corrected the Structure template so items are properly aligned.
I'm not pleased with the code, as that's the one from Wikia that was modified, but it works...

Now what the wiki really needs is that elusive black skin.
The way I understand it, one can create a skin by creating a new css, but I have no knowledge of that (and don't intend to).
We'll also have to figure out how we want the wiki zones (menus, articles...) to be displayed, as it ought to be in the css.
Oh, and the logo placement should be *above* the menus/articles, and not part of the menu as it is right now... something like the Ludeon Studios logo on this very forum, but to the left.
#188
The "air conditioner" is actually an air miner:


There's also a tank for the air:


I don't think they're in the game as of right now, but if they are, that means our resident wiki-writer is getting lazy :P ;)
#189
Ideas / Re: Wall building tool for diagonal lines
October 12, 2013, 07:00:13 PM
Thanks for your time, miah999.

This was mainly to confirm that it looks odd :P
#190
Ideas / Re: Wall building tool for diagonal lines
October 12, 2013, 06:47:21 PM
Quote from: salt1219 on October 12, 2013, 06:40:57 PM
makes me wounder if you can fire through the spots where two diagonal blocks converge (most likely not)
That's what I was actually thinking about...

miah999, what about walls that are not 45°, but more like 15° or so ?
One that would be like 12 blocks long, changing line every 4 blocks or so.
#191
Ideas / Re: Sim-ple relationships system
October 12, 2013, 06:21:27 PM
Quote from: Hypolite on October 12, 2013, 06:13:07 PM
Well, not sleeping in the same room is a start. After that, it can be not assigning them the same task to prevent them to work at the same location. In the most extreme cases, building an outpost could be necessary.
They'll ultimately have to cross paths: going to eat, walking the place... and they won't stay on the same task forever, unless you assign one (or both) at only one task.
But even then, won't they start patrolling the home zone when their tasks are fulfilled ?

Regarding the outpost, same problem: how do we assign one to stay there ?
#192
Quote from: Keyreper on October 12, 2013, 06:04:50 PM
well i thought about starting a new thread but this seems like a nice place to put my question
What is this?
(sorry img too big to post)
http://i.imgur.com/z4DU9qB.png


It's a gibbet cage, that you can build once you've researched "Fear Tech 1" (can't remember if it's the right name).
You place bodies in it, and it scares people that see it (supposedly only raiders ?).
#193
Ideas / Re: Sim-ple relationships system
October 12, 2013, 06:04:07 PM
In order to "separate incompatible colonists", we'll either need to be able to define work zones for each colonist (or each type of work), or... I don't know, draft one of them ? Lock him up ?
That has to be defined first, I'd say.

Instead of having (in)compatible signs, we might want to use the existing traits first (with improvements and proper implementation), and add a bunch that are opposites.
That would probably easier than adding a whole new system of interactions.
#195
Ideas / Re: Wall building tool for diagonal lines
October 12, 2013, 05:32:25 PM
Seems doable, but it might get fugly.
Any tester that could provide us with a "simulation" of such a wall ?

This may brings a few mores issues, though...
Will two diagonal units be considered completely sealed (some games have problems with similar cases) ?
If not, and maybe also to improve visuals, double the width of the wall ?

That won't probably look any good though (not to mention the loss of usable space)...