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Messages - Goldenpotatoes

#31
I like the idea of the stranger being some long-time nomad who just wanders the rim helping struggling survivors get on their feet and then leaves after they've helped stabilize the situation.

Making them a temporary colonist who disbands after some set conditions and cant have their gear taken off would be a better way of implementing it.
#32
General Discussion / Re: Steam Achievments
July 31, 2018, 02:15:26 PM
I just want emoticons so I can spam tiny muffalo and cowboy hats in steam chat
#33
General Discussion / Re: A tough wimp? Really?
July 31, 2018, 09:38:25 AM
Built like a tank but crumbles under the pain.

Throw a painstopper on him and make him face his fears.
#34
I don't know if this has been reported yet, since it really isn't a bug but more of a visual issue.


This happened with the cable visuals before, but since they didn't stand out as much before it wasn't that big of a deal. The new visuals make this issue pop out a lot more and just looks jarring. Something to make it smooth into the structure instead of connecting the invisible wires on it would be nice.
#35
Quote from: ReZpawner on June 26, 2018, 01:53:10 AM
Quote from: Goldenpotatoes on June 26, 2018, 01:50:26 AM
Quote from: ReZpawner on June 26, 2018, 01:43:33 AM
Renaming an item this late? I don't know why we even bother with this game anymore. This is almost as bad as the door incident.

What better time to standardize the naming of things then before the actual official release? You do realize the game is still technically in a beta, right? This is literally the time for polish and final tweaks.

It was a sarcastic remark in reference to the "literally unplayable" door incident where the graphics were off by one pixel.

I've been bamboozled.
#36
Quote from: ReZpawner on June 26, 2018, 01:43:33 AM
Renaming an item this late? I don't know why we even bother with this game anymore. This is almost as bad as the door incident.

What better time to standardize the naming of things then before the actual official release? You do realize the game is still technically in a beta, right? This is literally the time for polish and final tweaks.
#37
Quote from: Tynan on June 20, 2018, 07:11:54 AM
Thanks for the ongoing feedback! This is very useful.

Just so y'all know, the region I never put fishing (or many other suggested things like gold panning) into the game is because it would add another work type and maybe another skill. I consider this to be a pretty heavy interface/complexity burden, so I'm trying to add content that doesn't add more numbers and boxes to the primary ways people interact with the game.

The lack of fishing was never a bothered me, but with the additions of stuff like flowing rivers and what-not, it seems odd that the streams and lakes are now devoid of any aquatic life to get food from. It wouldn't much too much of a stretch to allow it under the hunting work and just do some hand-wavy stuff about how being good with guns also apparently makes you a good fisher (patience, good eye for spotting fish?).

Gold panning could properly work under mining and have lower priority over mining/using the drill but it doesn't seem like it'd be worth having in-game for what little it'd actually probably benefit.
#38
Pretty much when it comes to producing anything edible, you need to keep it in a separate stockpile and designate an area where animals aren't allowed, else they will get into it and they more than likely will eat/drink all of it. I don't know why animals on the rim are all raging alcoholics and drug users, but they are and you need to build around that if you plan on having some sort of livestock.
#39
For anyone concerned about development being over:
QuoteIt won't be perfect, of course. Nothing ever is. And I won't even be finished with it. But - it'll be finished.

1.0 will be what he considers a finished product, but that doesn't mean he'll be finished with it. Much better than the pit some early-access games fall into (i.e Rust) where it's just several years of alpha/beta states with no full release in sight.
#40
Quote from: Songleaves on January 01, 2018, 10:52:58 PM
Well the game is sort of "supposed" to end with you escaping the planet, and isn't really designed for infinite, qualitatively different ramp-ups in difficulty. Something else could be added to make it more difficult, but what happens when you become strong enough to deal with that also?

Then you slap on another win condition with the player's colony being stable enough to persist on the rimworld with the other colonies. You're right in that the game isn't meant to have a colony with several years put into it, but there should still be a point where if the player has managed to cement themselves into the world for that long and the ever-expanding raid numbers aren't making them leave, then you should probably consider that a win for them and let them keep playing as is or give them the reward of an ending so they can start a new game.

If anything instead of the game's current ever-expanding raid system, it should hit a point where the player has to do something similar to the ship's wave survival where they get a warning beforehand that the planet's pirates have had enough of your existence and plan on a seasonal-long siege against your fortifications, including both mortar strikes and regular raids during the time. If the colony still stands after this, call it a day and let the player have their win.
#41
So you went for an extra settlement (a feature disabled by default), then complain about the extra management that comes with having an extra settlement?

#42
Releases / Re: [A17/B18] GlitterWorld Prime
December 08, 2017, 10:41:00 AM
Quote from: Canute on December 08, 2017, 02:42:24 AM
You are sure these items arn't from some mod's you didn't installed ?
Bombardment beacons are from Orassans too.

These are very much the vanilla items, same with the antigrain warheads.
#43
Releases / Re: [A17/B18] GlitterWorld Prime
December 07, 2017, 09:32:03 PM
I notice that majority of the caravan reward items (bombardment beacons, ect) are sometimes seen in the list but aren't actually purchasable. Is there any particular reason these aren't purchasable, like for balance or what-not?
#44
General Discussion / Re: Post your best tips
December 07, 2017, 09:28:08 AM
Insect meat is a valid organic source at the refinery when it comes to making chemfuel. I hated infestations a lot less after realizing this.
#45
General Discussion / Re: Post your best tips
December 05, 2017, 09:12:37 PM
Quote from: jamaicancastle on December 05, 2017, 08:26:03 PM
Quote from: Shurp on December 05, 2017, 08:21:00 PM
Devmode: isn't cheating if it's fun.
Corollary: lightning is always fun.  :D
It's not cheating if I roleplay it as some unseen deity taking pity on the colony and striking down the raiders.