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Messages - khun_poo

#182
Ideas / Re: My dog just ate chocolate and she's ok
July 24, 2018, 10:27:17 AM
It's take half a day to plant one cocoa tree. Please don't nerf it further than it already is  :'(
#183
I think the "Planetkiller" thingy from the edited scenario should make his way to be 1 of the 4 standard scenario. So that will make us more motivate to leave the planet.

something like...
"The most wanted criminals of Glitterworld have run away to the planet Rimworld. After a senator from the Glitterworld found out, they've sent the most dangerous weapon ever create in the history of humanity "Planetkiller" to kill you along with the planet. Building a colony is useless, form a resistance is futile. The only choice for you is to retreat.

Planetkiller will reach Rimworld within 300 days."

;D
#184
Ideas / More random world event :D
July 23, 2018, 12:46:17 PM
A little world quest given from nearby settlement .

The letter send to you to invite *random colonist* to the so called location. There'll be a reward to the skill exp for participant and maybe some item reward too. It's also boost goodwill a bit.

For example,
Poker tournament give intelligence skill point.
Harvest festival give plant skill point.
Boxing tournament give melee skill point exp.
Epidemic in the settlement medical skill exp.

et cetera.

Thank you for reading  :D
#185
Quote from: mlzovozlm on July 23, 2018, 12:07:55 PM

the list of colonists at the top, those colonists' icons, right mouse pressed then drag along the "bar"

i tend to sort it by weapon range, then melee then non-violent last

Thank you. aww... so it's right-clicked, that's explain why I can't drag it *shy*.
#186
Quote from: Tynan on June 16, 2018, 11:11:23 PM
-You can now drag and reorder colonists in the colonist bar

ehmmm... where is this so called colonist bar?
#187
General Discussion / Re: Prisoners falling in love
July 22, 2018, 03:19:29 PM
wow! congrats!

now they could share the same prison double bed :D.
#188
Anyone have an idea of best (in their own way) of apparel combination?  :-\

Something like "button down shirt + pants + duster + vest plate + advance helmet" do in the past. Since parka not slow work speed anymore, I replace duster with it because I'm in boreal forest.

like now my worker is wearing 3 set of apparels.
1. worker class : everyday colonist attire. good climate protection, move speed, cheap, provide minor armor in case of unexpected accident.
= button down shirt + pants + parka + cowboy hat

2. gunner class : Long range fighter attire. good mobility and armor.
= button down shirt + flak pants + flak armor/parka + advance helmet + smoke pop

3. brawler class : Last line of defend. The walking armor of colony. They hold the door and spam 'you shall not pass' to every invader.
= button down shirt + flak pants + power armor/plate + advance helmet + shield belt

They're using worker attire most of the time though. I change them to gunner and brawler attire when raid, manhunter pack, ship part, infestation is coming or maybe need them to do the world quest.

I'm still not sure if it is the best combine apparel. Any idea?  :)
#189
I think it should softer along with time. Maybe -10 first 6 days then -1 in each consecutive next 6 day and so on. maybe it will be -5 mood at day 30 ?

Fun fact is that your sold bond animal (if it natural habitat in your area) can enter your map on its own after a random time have pass. It once happen to me a long time ago with wild boar. So, you can make your pawn repeat their suffer for another year  :D
#190
I like to catch other faction leader as my prisoner.  :D

I think that launch to space is just like give up on this world and running away. So, maybe I'll pack those faction leader in a cryptosleep casket in place of my colonist and launch them away should be better choice of ending.  ;D
#191
General Discussion / Re: Gentle Johan nopes out.
July 18, 2018, 01:52:35 PM
Wow! What a touching story.
#192
I think it's a good trait with no demerit. The point of the subject is that the trait appear too much on Lost tribe scenario character randomize. I think it is because Lost tribe people have least backstories than colonist scenario.

If I recall, there are...
Weaver, Loner, Digger, Muffalo shaman, Healer, Warrior, Cave tender, Scout, Gatherer and Lore keeper.
10 in total (maybe more :P)
Digger and Cave tender are the only 2 with fixed indoorsman trait.

About the child back story, there is...
Tribe child, Reclusive child, Vengeful child, Scavenger, Cave child, Fire keeper, Sole survival, Herder and Abandoned child.
Only Cave child is the one with fixed indoorsman trait.

Also, the pawn can random indoorsman trait on their own even without these fixed backstories too.

I'm not count in those unique backstories just in case.
The Unique character are Darklight, Sam, Val, Wolle, Huntsman, Hump, Hakuja, Riesling and Dan.

I'm really suck at math so it is roughly +30% chance each randomize on tribal pawn to spawn indoorsman trait if cut off the chance that unique character is spawn. That's around 1 out of 3 roll which is way too high.


My opinion is that, how about add more backstories for tribal for more variation? :)
#193
Quote from: Razzoriel on July 17, 2018, 03:37:10 PM
Note: There are several backstories that force this trait

In the XML.

Aww... that's explain it, thanks.

I hope they reduce it though  :-\
#194
Around 3 out of 5 roll of randomize colonist got this trait. Not sure if it just me or what but this trait appear a lot.
#195
Off-Topic / Re: Count to 9000 before Tynan posts!
June 16, 2018, 04:54:42 AM
8127