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Topics - JimmyAgnt007

#21
Bugs / Ignoring Fires
June 18, 2015, 12:08:11 PM
Anyone else having issues with colonists ignoring fires in the homezones?  Power line fault set my dinning room ablaze and nobody went to fight it.  Had to manually assign people and they kept setting themselves on fire.  Not sure if its a bug or im missing something that got changed.
#22
General Discussion / Rimworld ANIMATED
June 04, 2015, 10:28:57 AM
Im posting this here because i frequently have questions and not many check out the stories section.  snipes is working on the animation and im doing the writing. Aside from needing some voice work at some point in the future id like some opinions and stories from players to help inspire.  also if anyone else has experience with digital art or animation let us know.

For my first question, what is the deal with wargs or deltawolfs or whatever they are called.  i havent encountered any.  any screenshots with them?
#23
Stories / Select your own story
May 20, 2015, 11:01:02 AM
This is an idea I had for a bit of a game on here.  Write a paragraph(ish) story about rimworld.  At the end, give 3-4 options for the next person to choose.  Next person writes their paragraph based on their choice and give their own options.  People must wait at least 3 posts before posting again.  Please post 'WIP' then edit so we dont get more than one person responding at a time. 

They landed amidst the tall trees of a strange planet as they crawled from their landing pods.  The pods ruined by the landing having done their jobs bringing them down alive.  Resources scattered about are all thats left of their ship.  Sick from the sudden thawing the worlds new inhabitants look about and wonder what to do next.

1) Grab some seeds and get planting
2) Gather some wood and build a shelter
3) Gather scattered supplies
4) Look for signs of civilization and rescue.
#24
Bugs / Heater Light
April 21, 2015, 12:15:54 PM
Anyone else having the issue of heaters giving off light even after deconstructed?  Havent tested this in the most recent build yet.
#25
Ideas / Harvesting Visitors
April 16, 2015, 09:17:57 AM
Does anyone else trap visitors with locked doors to starve them and drive them mad so you can collect their gear?  Its like fighting off a pirate raid without any of your people shooting.  As long as you dont hurt anyone directly or try to capture them then there is no ill effect to doing this.  At most they give a half hearted attempt to break a door if they go mad without anyone else around.

I had two groups of visitors show up.  I built a wall with a door around the area they gathered in.  Locked the door and waited.  They would fight each other when they went mad or a nearby boomrat then die.  Only the last one bothered to attack a door but my people repaired it faster than they could damage it.  In the end I got a bunch of clothing and weapons. 

I think when visitors want to leave but have no path that they should collectively become temporarily hostile towards any blockage.  Start with doors and go from there.  Not necessarily hostile towards the colonists just their doors and walls.

Also, they were trapped with my garden, starving people should automatically harvest plants to eat. 
#26
Ideas / Frequent Suggestions Topic!
April 07, 2015, 08:51:49 AM
Ok, there are a lot of repeat topics on here that show up from time to time.  They get discussed to death and finish.  Then someone else comes along and suggests it again.  Not that they are bad ideas, just that we dont need new discussions on them.  Searching for threads can be tedious if you dont use the same wording as someone else and doesnt always work.  Also some dont bother in the first place. 

So I'm asking if people could post the things that they are tired of seeing suggested.  Also for the link(s) to the discussion as well as any official word received on the topic.  I will try and update this first post with the responses to keep it organized.  Hopefully an official thread will exist at some point and mods can feel free to alter things as they see fit of course.  We do the same thing on the Kerbal Space Program forum and it works most of the time.

Also, if you have a link to anything Tynan has stated on a topic, link it to me.

List:  (Please provide links if you can find them!)

NOT GOING TO HAPPEN
Multiplayer <Tynan said, "probably never"
Z-levels (this includes battlements, towers, trenches, tunnels, and other pseudo Z-level stuff)
Extra playable races/aliens/trans-animals/robots/droids <There are no aliens in the lore, anything else is 'almost certainly' a NO
Fog of War and Here <kinda happens with uncovered areas but just doesn't work right for the rest of the time.
Post-Rimworld Space Travel (Playing as the ship you launch, taking off to crash/land on another map) <Stasis simulator, there are easier ways to get a new map.
Guards and patrols.  People who stay drafted and unproductive just in case something happens. <Unless stealth becomes a thing, there just isn't a point to it.
Containers for items, racks and such.Links here
Organ and Bionic removal after death.
Aliens < the LORE is clearly against this and Tynan has stated it many times.

ALREADY DONE
Automatic Toggling of Lights <Sunlamps
Animal husbandry/breeding
Steam Integration/Support Here and Here
Travel, Expedition & Raids (Going to other maps for whatever reason)
Random landing site

IN PROGRESS
New winning conditions. (More endgame content) <this is always ongoing

MIGHT HAPPEN
Multi-core support (Tynan knows this is a thing, stop bringing it up like its a new idea) <If it becomes doable without excessive effort then maybe.

?UNKNOWN? (They just get brought up a LOT) < feel free to clarify
Children, Breeding, or Procreation.  (Lots of threads, most recent and here]https://ludeon.com/forums/index.php?topic=19102.0] and here)
Vehicles
Basic Needs Suggestions (toilets, garbage, showers, other mundane activities)
Robotics (Roombas and such for cleaning, posted about quite often)
Slaves/Prisoner Workforce
Water, in general or being utilized as a resources.
Fishing
Lightning Rods
Cleaning Zones or Areas (Good idea just no new threads please)
Backpacks (Holding stuff like meals or junk or whatever) also here
Extra weapon slots. (Melee/Ranged, Primary/Pistol, Whatever/Something Else)
Ransoming prisoners back to an AI faction
Non-Lethal weapons
Rideable animals of all sorts.Links here
Prisoner Ransom (calling the pirates to sell their people back to them)

A Reminder!  Check for MODS that do any of these first before suggesting them.
#27
Ideas / Stem Cells
March 25, 2015, 12:59:20 PM
I was thinking about bionic replacements for all the bits we can have shot off in the game and wondered about how to repair it all without bionics.  From scar removal to replacing lost digits we can use Stem Cells with a bit of creative sci-fi licence.  Missing a finger?  Grow a new one.

How we do it is up for some debate I suppose.  Stem Cells used like medicine that make the missing bit after some surgery would be the simplest way of doing it.  Nano bot treatment that regrows things over time perhaps if you have several injuries.

Reverse the effects of aging maybe?  Just an idea im curious about what others think.  Lets set aside modern ethical debates please.
#28
Ideas / Belief System
March 18, 2015, 01:28:29 PM
Tynan mentioned wanting a belief system at some point down the line.  Still some things to take care of first but it would be kind of neat to talk about it now.

Different religions or philosophies would add some character to the colonists but it can also be a touchy subject.  We can keep things non-specific like monotheists or polytheists and avoid any bonuses specific to a particular way of life.  Last thing we need is to make people think one religion has an unfair advantage.  Mostly I think it should impact what they do for fun.  Attend a chapel?  Build a shrine in your room?  Sacrifice a boomrat on an altar?  Occult belief could be fun but supernatural stuff might be too far.

Just curious if this is something people would want to have or want to avoid.  I can see it going both ways.

Would there be any gameplay impact?  Divine intervention instead of cargo pods?  Violent outbursts between opposing colonists?
#29
Stories / Ship crash
March 17, 2015, 02:57:36 PM
In my webcomic i just started the story line where the ship crashed on a planet.

http://lid-comic.smackjeeves.com/

I actually didnt even think of rimworld when writing it, i wrote it long before i started playing.  Now that I caught up i figured id post it.  Tempted to insert a few comics to spoof rimworld.  Any ideas for some brief bits i should put in?
#30
General Discussion / Cryo Tactics
February 19, 2015, 09:10:27 AM
So, just wondering what other people do when they open those mystery rooms with the pods. 

I had JUST started a new game, A9, and saw two rooms fogged out in the side of a mountain.  I send someone to take out a wall piece and get the foreboding message.  I open it anyways and BAM a Centipede and Scyther.  What do I do?  I open the pods, out pop some hostile people with guns.  I let them fight it out and finish off the mechs once they were finished with those poor sods.  Now I got a big room to build in.  The cost?  One lost a hand, another lost an arm and toe.  Gotta save up for some bionics now.
#31
Ideas / Ship Crew
February 17, 2015, 11:17:56 AM
I have seen a lot of people talk about being able to move your colonists to different areas once you build a ship.  Obviously this isnt a focus for Tynan since the colony needs all the love for now.  That being said, it might help to have the ideas worked out first.

What we have now, its fine for getting people off world but only if they are in stasis.  The idea im going for is something that works with people moving about.

Ship Parts we would need would be a 'Decking' type floor that would count as part of the ship and not the ground. 

Stasis pods would need to work like beds, maybe as a toggle.  Everyone needs to go into stasis for FTL or else they die from (sci-fi reasons). 

Doors that you can build into the ship structure to facilitate movement.

The antimatter reactor would need a massive boost in power output and be made much more expensive. 

Engines should be needed on a Thrust to Weight Ratio.  The bigger the ship, the more you need.

Food production, the paste dispenser (maybe a more advanced protein re-sequencer) would work with hydroponics well enough.  Booze and other luxury goods may or may not need planet grown resources.  Freeze dryer to make the emergency ration packs.

An observation room or some other kinds of rec areas to deal with cabin fever.

Docking bays to handle trade with ships and colonies.

Any other parts we would need while in space?

Once the ship is launched you are in orbit, you can land like you pick a new colony but your whole ship lands with you.  So when you view the map of the new site you need to pick a flat spot to land.  Maybe deploy pods with crew to clear an area first?

When you are on the ground you can do normal rimworld stuff.   Harvest materials and such.  Or attack colonies/pirates/tribes.  Kill or capture people. 

The question is, how to make this a challenge?  Sure attacking a pirate base might be hard, but what about being in space?  Attacking ships?  Whats to stop you from just landing in empty areas and strip-mining area after area?  Id like to see what others envision for this style of gameplay.
#32
Ideas / Metal Ingots
February 12, 2015, 01:23:23 PM
It would be nice that in the event of an overwhelming abundance of materials like silver, gold, steel, plasteel, and such, that we can compress them to save space.  For example, if you have 10000 metal, it takes up a lot of space.  So smelt it down into ingots at a ratio of, 100:1 just for example, and store it.  It takes up less space and if you need it you can smelt it back into the regular stuff.  Or if its in a trade zone then sell it as a lump sum.  Also the conversion would not involve any loss of the material. 

Other goods like cloth and whatnot could be compressed into 'bundles' for the same purpose.  The main idea is just to have a way to store massive quantities of stuff without massive storage areas. 

I know this is a rather minor issue that most people dont get bothered by.  Just something that would make life easier. 
#33
Ideas / Smelting Art
January 21, 2015, 03:42:43 PM
Can we have the option of melting down art?  Say I make something out of gold but poor quality, id like to turn it back into gold nuggets again to redo it.  You could reduce the gold you reclaim but it makes sense to keep the same amount.  Rock statues I can see you loosing materials since you have to carve it back into bricks at the rock cutting table but you get crap tonnes of that anyways so who cares.  Just some means of recycling crappy art would be nice.  Also can art be one of the things that drops at random from the sky?
#34
Ideas / Biomes
January 08, 2015, 01:16:25 PM
What biomes are confirmed but not in yet?  And what others would people like to see?

Id like a Hoth like arctic biome, I think thats in the plan somewhere.

Volcanic would be neat.

Id love to have an underwater biome.  Need a scuba suit to go outside, life support.  Underwater nasties and leaky domes.  Goods sink in pods not too differently than how it works now, sending goods up can be as simple as attaching a balloon.

OR

Just being able to build on water with floating buildings.  We want fishing already, but it would be neat to have a series of islands forming a colony.  Some for farms, mining, living. 
#35
Bugs / Infinite Eating
December 22, 2014, 07:52:32 PM
Got another colonist taking forever to eat.  Stopping and starting doesn't work. Reloading doesnt work.

The person is in the mess hall.

Save file.
https://www.dropbox.com/s/2mac8geuxwl1zfn/Jamestown.rwm?dl=0

Using the prepare carefully mod.
#36
Bugs / Harvest bug
December 15, 2014, 08:51:24 AM
anyone else have all the grass in a square around a berry busy die the moment you harvest it?
#37
General Discussion / Zero Trade
December 02, 2014, 08:37:15 AM
In my first game, I didnt know how to trade so I build my colony entirely out of what I could find.  The only weapons I had were looted from corpses.  Only built stuff out of what I could find.  Think it was in Alpha 5 at the time.  Has anyone else tried this?  Now that we can burn clothing and corpses to prevent clogging of inventory (or eating corpses... why does it keep coming back to eating people?) It is even more viable. 

#38
Off-Topic / Webcomic
November 27, 2014, 10:42:52 AM
Ok, this isnt a plug for my comic.  Actually I was thinking that a rimworld comic could be a fun thing.  Kerbal Space Program has one and there are enough funny stories on here to give us material.  Plus we can do polls on what happens next.

However, while i may enjoy writing my comic I cant draw to save my life and my own comic doesnt update often because of the art.  So is there anyone out there with artistic abilities who can step up? 
#39
Off-Topic / d20 Rimworld
October 30, 2014, 11:34:25 AM
It would be interesting to run a d20modern/future game based on rimworld.  anyone here know bout the mythweavers site?

i had a rather successful though short lived Minecraft style D&D game based around random world generation and the players had to craft everything themselves.

would be really neat to try and merge the two ideas for an online play by post game.
#40
Ideas / Ant Colony
October 10, 2014, 06:04:03 PM
OK, so this is something for much farther down the line but It seemed like a neat idea.  I mentioned it in another thread and have been thinking on it while musing about my days playing SimAnt.  As a random event a winged ant lands near your colony.  It drops its wings, that can be harvested as a 'cloth' for clothing, and finds a place to live.  It either digs itself a hole in a mountain or if none are available makes its nest outside (more on how in a bit).  Ant Colonies would be 2D for simplicity.  It has a lot of energy to start and once it has a nest it produces two things, eggs and queen jelly.  Eggs hatch to create workers.  As long as the colony takes no casualties it doesnt create soldiers or not many of them.  Workers go out and 'harvest' berries and food.  Carry them back to the queen who produces eggs and jelly based on how much energy she has.  The more workers, the more food, the more eggs, and so on.  Jelly is a building material when combined with wood becomes a tough building material.  So if the colony is in the open, the ants eat trees, mix with jelly, and get their own buildings of sorts.  If underground they just line the walls with it.  They can all be hunted of Ant Meat, this produces soldier ants (in reaction to your hostilities) who's mandibles make excellent melee weapons.  Carapace can be crafted into armor. 

The main point of this is to produce an external threat that isnt a siege or raid.  Ant walls and roof could be immune to mortar attacks so that you cant just sit back and wait.  Any thoughts?