tienann plss mek the game 3d dat wud be coOL!!!1!!!11!!1!!!1!1!!!1!!!!11!!!! !!11!!
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#17
General Discussion / Re: Can we Play Rimworld on Nintendo Switch ?
October 10, 2017, 05:29:16 AM
I looked it up, and the Nintendo Switch has a CPU speed of... 1020 MHz. While that doesn't sound like a lot compared to computers, remember that computers are always processing a lot of other things in the background not related to the game you're playing, while the Nintendo Switch's CPU can essentially be completely dedicated to the game you're playing. It does have a very good GPU compared to the CPU, but the GPU runs 2.5x slower when the Switch is undocked (in handheld form). Also, Rimworld doesn't really require a great GPU anyways. All in all, I think that the Switch will be ABLE to run Rimworld to a semi-acceptable standard (as long as the console version of the game is more optimised) but the game will ultimately slow down quite quickly after a few in-game years. I also have a Nintendo Switch and it's a very good console so I too would like to see Rimworld for the Switch. But then you also have to realise that the dev team working on this game is VERY small and that there are bigger priorities for them to focus on.
#18
General Discussion / Re: crashed space ship world event help
October 09, 2017, 04:35:07 AM
Also, that sounds like that event was added by a mod. Pretty sure it's Recon and Discovery.
#19
General Discussion / Re: Modularity or Orginality
October 09, 2017, 04:32:10 AM
My base design is kind of somewhere in the middle. If you look at my current colony, you'll see that all of the bedrooms look exactly the same (the only thing different is that each one has a different sculpture). What I tend to do though is more towards the organic style - I'll set up one big building in the beginning, then maybe add a hospital to the side, a block of bedrooms nearby, a big rec room somewhere close. So my base consists of a bunch of different-shaped rectangles (for rooms) all connected to each other with hallways and doors. It's all enclosed in one "compound" but it's not exactly super structured.
However, although I lean towards the organic style in the beginning, as the colony progresses in time and I don't need to just slap on new rooms randomly anymore, I tend to make it more organised and modular. For example, move my solar panels one tile up so that they are touching the mountain wall, turn this room with no purpouse into an extension for the hospital and adding a proper hallway, refurbish the randomly placed prison cell adjacent to the dining room and turn it into a little room with a component assembly bench, etc.
However, although I lean towards the organic style in the beginning, as the colony progresses in time and I don't need to just slap on new rooms randomly anymore, I tend to make it more organised and modular. For example, move my solar panels one tile up so that they are touching the mountain wall, turn this room with no purpouse into an extension for the hospital and adding a proper hallway, refurbish the randomly placed prison cell adjacent to the dining room and turn it into a little room with a component assembly bench, etc.
#20
Ideas / Re: Suggestions
October 07, 2017, 05:40:32 AM
"Stitching" apparel? There's a mod for that.
History tab? There's a mod for that.
Meal policy? There's a mod for that.
Escorting prisoners? There's probably a mod for that.
Stopping traders from disturbing sleep? Well, there's a mod that lets you control where caravans go so that they won't be wandering around your colonist bedrooms, getting the hospital dirty, cluttering up killboxes or stealing your food.
But a food policy, history tab, and trader AI fixes (and/or a designated trading spot) are all things I think we need in the vanilla game.
History tab? There's a mod for that.
Meal policy? There's a mod for that.
Escorting prisoners? There's probably a mod for that.
Stopping traders from disturbing sleep? Well, there's a mod that lets you control where caravans go so that they won't be wandering around your colonist bedrooms, getting the hospital dirty, cluttering up killboxes or stealing your food.
But a food policy, history tab, and trader AI fixes (and/or a designated trading spot) are all things I think we need in the vanilla game.
#21
Ideas / Re: Auto undraft = bad
September 28, 2017, 09:24:02 PMQuote from: DarknessEyes on April 14, 2016, 02:45:18 PMQuote from: Limdood on April 13, 2016, 09:38:36 PM
Agree.
I'd rather just see an icon or something clickable that says "you have drafted colonists"
not even inactive...just...drafted. If the fight is done, undraft everyone...if the icon is still there, click it, and it'll center on a still-drafted colonist.
+1
or add an option to toggle auto undraft on/off in settings.
Exactly. There's no need to get angry about auto-undrafting being removed if it is an OPTIONAL feature. That way most of us don't need to worry about their colonists walking away in the middle of an attack and the rest of us can still be happy because it's optional.
#22
General Discussion / Re: Rah's B and S VS EPAO?!
September 27, 2017, 04:47:31 PM
I haven't tried EPOE but I feel like it adds too much stuff and it doesn't give you the vanilla feeling.
I HAVE tried RBSE before and I think it's a more balanced, vanilla-friendly bionics mod. I use the Hardcore version too just to add a bit more challenge to crafting bionics.
EPOE adds too much stuff to be added to vanilla Rimworld as part of the base game. However, RBSE feels like it could be added to vanilla Rimworld because it enhances the experience instead of just adding way too much content.
I don't think RBSE has bionic feet, but I'm pretty sure you can fix broken bones.
I HAVE tried RBSE before and I think it's a more balanced, vanilla-friendly bionics mod. I use the Hardcore version too just to add a bit more challenge to crafting bionics.
EPOE adds too much stuff to be added to vanilla Rimworld as part of the base game. However, RBSE feels like it could be added to vanilla Rimworld because it enhances the experience instead of just adding way too much content.
I don't think RBSE has bionic feet, but I'm pretty sure you can fix broken bones.
#23
General Discussion / Re: Rimworld helps improving my life skills!
September 27, 2017, 04:42:46 PM
Hmm... Let me give this a try. My character seems quite similar to the one above me.
Shooting: 2
Melee: 4
Social: -
Animals: 1
Medicine: 0
Cooking: 2 (passion)
Construction: 1
Growing: 2
Mining: 0
Artistic: 5
Crafting: 0
Intellectual: 13 (burning passion)
Traits:
Too smart
Annoying voice
Incapable of:
Social
Health:
Bite scar (head) (I mean it's a tiny little thing on my chin but it's been there for 3 years so I suppose it counts, and I guess it counts as a bite scar since I got it from accidentally biting myself...)
Does wearing glasses mean cataracts in Rimworld? Well I guess I have cataracts then.
Shooting: 2
Melee: 4
Social: -
Animals: 1
Medicine: 0
Cooking: 2 (passion)
Construction: 1
Growing: 2
Mining: 0
Artistic: 5
Crafting: 0
Intellectual: 13 (burning passion)
Traits:
Too smart
Annoying voice
Incapable of:
Social
Health:
Bite scar (head) (I mean it's a tiny little thing on my chin but it's been there for 3 years so I suppose it counts, and I guess it counts as a bite scar since I got it from accidentally biting myself...)
Does wearing glasses mean cataracts in Rimworld? Well I guess I have cataracts then.
#24
General Discussion / Re: Mods you concider "must have"?
September 20, 2017, 02:34:38 AM
Prepare Carefully - As previously mentioned, this should pretty much already be in the base game.
Trading Spot - A tiny mod, but super useful.
JTReplaceWalls - Basically, it makes it so that you don't need to deconstruct walls and then rebuild them with a separate order if you want to replace a wall with a wall of a different material.
Which version of RBSE do you use? Personally, I think RBSE Hardcore is the most balanced one.
Trading Spot - A tiny mod, but super useful.
JTReplaceWalls - Basically, it makes it so that you don't need to deconstruct walls and then rebuild them with a separate order if you want to replace a wall with a wall of a different material.
Which version of RBSE do you use? Personally, I think RBSE Hardcore is the most balanced one.
#25
Ideas / Re: Decompression sickness on deep miner.
September 19, 2017, 06:24:20 AM
Cabin Fever has not been removed. I've seen the effect happen in version A17b.
#26
Off-Topic / Re: Corrupt-A-Wish
September 19, 2017, 04:48:16 AM
Wish granted.
Boring corruption: You get the car. Then spontaneously catches on fire. Then an asteroid hits the Earth and all humans die.
Semi-reasonable corruption: Wish granted. You get your car made for cats. The instructions manual is in another language and the car requires pure diamonds to be used as fuel. It can only fit the smallest of cats and the seats are lined with spikes.
I wish everyone wasn't so pedantic about corruptions, we all just follow the rules outlined in the OP and we have less arguments over corruptions.
Boring corruption: You get the car. Then spontaneously catches on fire. Then an asteroid hits the Earth and all humans die.
Semi-reasonable corruption: Wish granted. You get your car made for cats. The instructions manual is in another language and the car requires pure diamonds to be used as fuel. It can only fit the smallest of cats and the seats are lined with spikes.
I wish everyone wasn't so pedantic about corruptions, we all just follow the rules outlined in the OP and we have less arguments over corruptions.
#27
Off-Topic / Re: Corrupt-A-Wish
September 18, 2017, 05:14:53 AM
Wish granted. The next day, the "Count to 9000 before tynan posts" thread is unexplainably and mysteriously locked. Then it is deleted. Everyone is disappointed because they got so close to 9000 and they decide not to start another one because it would take too long. Many of the Ludeon Forum users lose an incentive to post content on the forums. Soon, the entire forum is abandoned. Rimworld's community slowly dies and soon nobody is interested in the game. After a few months, Ludeon Studios goes bankrupt and Tynan spends the rest of his life as a homeless alcoholic, begging for food scraps on the side of the road.
I wish that I was immortal, BUT also have the option to end my own life at any time.
I wish that I was immortal, BUT also have the option to end my own life at any time.
#28
Ideas / Synthread/Plasteel Conversion
September 18, 2017, 02:31:16 AM
Synthread is a cool material, but it currently is only available from traders and random drops, or raiders will randomly come wearing synthread apparel.
I thought that plasteel and synthread seem like similar materials, and I realised it would be awesome if you could "convert" plasteel to synthread, and vice versa.
Of course it wouldn't be a perfect conversion, so you would be losing materials every time you converted (eg. 1 plasteel equals 4 synthread but you need 5 synthread to make 1 plasteel). I just think that it would be a cool idea that adds the ability to craft synthread in mid-late game.
I thought that plasteel and synthread seem like similar materials, and I realised it would be awesome if you could "convert" plasteel to synthread, and vice versa.
Of course it wouldn't be a perfect conversion, so you would be losing materials every time you converted (eg. 1 plasteel equals 4 synthread but you need 5 synthread to make 1 plasteel). I just think that it would be a cool idea that adds the ability to craft synthread in mid-late game.
#29
Ideas / Re: New Event and "Assing to Colonist" + 1
September 18, 2017, 02:27:31 AM
You might want to check your title - it says "Assing to Colonist" XD
But anyways, I think that the "friendly pawn hunted" mission sounds like a good idea. Assigning workbenches to different colonists is also a good idea. Turning clothes into chemfuel? Maybe...
But anyways, I think that the "friendly pawn hunted" mission sounds like a good idea. Assigning workbenches to different colonists is also a good idea. Turning clothes into chemfuel? Maybe...
#30
Ideas / Re: Workbench Materials should affect work speed
September 11, 2017, 06:50:28 AM
I know they already affect the HP and flammability.
But changing the workspeed would actually make a plasteel tailor bench a viable option, not just a way to waste 300 plasteel on just giving it some extra HP and reduced flammability.
But changing the workspeed would actually make a plasteel tailor bench a viable option, not just a way to waste 300 plasteel on just giving it some extra HP and reduced flammability.