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Topics - Telarin

#1
General Discussion / Fallout Incident
May 21, 2015, 07:35:32 AM
Tynan:
I am all for adding new and creative events to Rimworld, however, I do ask that when you add an event like this, you take a moment to consider what tools we will need in order to properly handle the event, and make sure that they are available. Clearly there are not a lot of specifics listed in the changelog, so there is a lot of speculation on exactly how these types of events will work, but based on those assumptions, confining colonists to specific safe areas, or away from hot areas seems like a must. As we know, Rimworld currently lacks the tools to do that. Please consider adding these kinds of helpful tools and mechanics when adding new types of events that will need them for reasonable resolution.
#2
I have noticed that once a colonists starts working on a sculpture, they will prefer to continue work on the sculpture, rather than do other, higher priority jobs. After a little experimentation, it looks like they are using their "crafting" priority, rather than their "art" priority when it comes to continuing an unfinished but already started sculpture.
#3
General Discussion / Hauling Between Stockpiles
April 24, 2015, 02:46:22 PM
There is a stockpiling issue that has been bugging me, as it really hurts overall hauling efficiency, especially in the late game where you may have a stockpile hierarchy set up. As it is, if you have a stockpile that holds, for instance, two stacks of meals (10 meals per stack). As soon as someone eats one of the meals from the stockpile, one of your haulers will grab an entire stack from the freezer, haul it to the secondary stockpile, drop one meal on the stockpile, and haul the other 9 back to the freezer. This results in a lot of extraneous round trips, and keeps your haulers from hauling things that haven't even been moved to a stockpile yet.

To alleviate this, I offer the following suggestions:

1) Prioritize new haul jobs (item is not yet in a stockpile) over transfer jobs (item is in a stockpile of lower priority) so that things get stocked before they are shuffled.

2) Add an option to stockpiles: "Transfer full stacks only". When turned on, items that are not yet stocked are hauled as normal, however, items will only be transferred from a lower priority stockpile when the target stockpile needs a whole stack.
#4
If your colonists get out of sync with their assigned sleep/work schedule on the timetable, i.e. while drafted during a raid or siege. Once they are undrafted, if they are assigned to work, they will do so until they collapse, rather than sensibly going to bed before they collapse. There should be some exhaustion threshold where colonists go ahead and sleep, even if they are not scheduled to do so.
#5
General Discussion / Dev Tool for Water
April 24, 2015, 08:23:45 AM
Is there a dev tool (or mod) out there that allows for shallow and deep water to be placed? Would prefer a mod that makes the colonists actually do the work of digging a trench for the water, but absent that, a direct place dev tool would be acceptable.
#6
General Discussion / Autoequip Gear
April 22, 2015, 01:28:29 PM
Still having some issues with colonists not automatically equipping gear. Winter set in, and the temperature is well below 0. There are parkas, jackets, and dusters here and there, but colonists will not automatically equip them without being forced to equip them. All colonists are set to the "Anything" outfit.
#7
I am looking for two mods to make my RimWorld experience more complete:

1) A mod that would allow me to remove water for construction. I assume this would work by using some kind of pump to dry out the water area, and then laying down a stone foundation of some kind. Whatever the mechanic, being able to build where there is presently water is the end goal.

2) A mod that would allow me to set limits for the amount of each farming product I want to keep in stock. The mod would then manage existing growing zones and hydroponics tables, disallowing harvesting when the quota for each product is reach. The mod does not need to manage what is planted in each location, just the harvesting.
#8
Items that are of a particular quality, but have different levels of health, have their health levels averaged and are stacked in a single stack when they appear in a trade window. For example, I have 5 normal charge rifles in various conditions. I would like to trade away a couple of the worst condition rifles, but have no way to do this, as they appear in a single stack in the trade window with a condition that I appears to be the average of all of their conditions.
#9
Ideas / Weapon Racks, Refrigerators, and Wardrobes
March 23, 2015, 07:34:35 PM
It would be handy to have more compact storage for certain things. These storage containers would be able to hold multiples of certain items in a single tile. For instance, a weapon rack would hold 5 weapons, a wardrobe 10 pieces of clothing, or a refrigerator would hold 5 stacks of food. Additionally, a refrigerator would require power, and would keep the food cold, giving an option to select whether it operates as a freezer or refrigerator.

These would be helpful for organizing things, and particularly in the case of the refrigerator/freezer for placing meals for your prisoners to use at their leisure.
#10
Ideas / Suggestion Voting
March 23, 2015, 11:35:32 AM
Many games in Alpha/Beta have a system setup to allow players to vote on which suggestions they would most like to see. While what features go into the game, and what order they are added, are ultimately up to Tynan, I think it would be helpful to have something like that in place just see he can see what the prevailing desire of the players is at the time.
#11
When a colonist assigned to medical successfully installs a peg leg, they earn no medical experience. I have not tested other operations, but will follow up when I get a chance to do so.
#12
Ideas / Repairing damaged items
March 18, 2015, 10:21:15 AM
I had mentioned this in another thread at one time, but thought I would break it out in to its own thread and flesh it out a bit. Now that we have wear and tear on items, we end up with tons of nearly useless items lying around. The best we can currently do is pass them along to traders for pennies. My suggestion is adding a mechanism that would allow us to repair these items to be useful again, within certain limits. Different kinds of items are inherently different, though they have some similarities, so I will break them down by type.

Guns:

For guns, I would suggest adding a new skill: Gunsmith. The gunsmith is able to repair and maintain weapons, either using one of the existing workbenches, or perhaps using a newly added gunsmith bench. The gunsmith must first make gun parts in order to repair guns. One unit of steel should make 5-10 of these parts, either a static number, or base the number created on the skill of the gunsmith. Weapons with only minimal damage (greater than 95% health) would be weapons that are just in need of maintenance, not actual repair. Repairing these would require no parts, and would be almost a guaranteed success, even for a very low skill gunsmith. After all, it does not take much skill to field strip and clean a weapon. Items below 95% health are considered to be damaged. These will require some amount of gun parts to repair. I suggest 1 part for each 5% of fraction thereof below 95% health. Additionally, the more damage the weapon has, the more difficult it will be to repair.

I'm not sure if the current crafting system allows for different levels of success, but if it does, I envision repairing rolls working something like this:
Complete Success: Weapon is repaired to full health.
Partial Success: Weapon is repaired part way to full health, but still uses just as many gun parts as if it were fully repaired.
Normal Failure: Weapon is not repaired at all, gun parts are still consumed.
Bad Failure: Weapon is not repaired at all, and weapon quality drops one level (i.e. A good weapon becomes normal).

Optionally, a weapon's quality can be upgraded. Upgrading a weapon is far more difficult than repairing, as it requires carefully matching and swapping out parts to produce a better operating weapon. Skill requirements would be fairly high for this to begin with, and the chances of success lower. In fact, the higher the starting quality of the weapon, the more difficult it will be to upgrade. It would be much easier to upgrade from awful to shoddy than from normal to good for instance. Again, using a staged success/failure system:
Complete Success: Weapon is upgraded one quality level, gun parts are consumed (amount based on type of weapon and skill of gunsmith)
Normal Failure: Weapon is not upgraded, some % of gun parts is still consumed
Bad Failure: Weapon is not upgraded and takes some amount of damage from the process. In the most severe cases, the weapon can be destroyed completely.

Clothing:
Unlike guns, clothing can not so easily be patched up forever, eventually you are going to simply run out of original material to patch up, so that system would be a bit simpler. It would take place at a tailor's bench, using the regular crafting skill (though honestly, I would love to see crafting broken down into a few more specific skills). Clothing would only allow for repairing items, not upgrading, and each time clothing was repaired, there would be some non-zero chance, based on how badly damaged the clothing was, and the skill of the tailor, that the item would be degraded one quality level. In order to repair clothing, some amount of the original clothing material would be necessary, however, this should always be substantially less than the original amount needed to craft it.

Armor:
Simple armor items like helmets could be repaired at a blacksmiths bench using a bit of steel, plasteel, or other material appropriate to the type of armor. It would operate similar to clothing, having some chance to decrease in quality level each time it was repaired, with the chance being lower for less damaged items and a higher skilled crafter.

More complex items, like power armor would follow a process similar to guns, requiring that appropriate parts be manufactured first, and then used to repair the item. I imagine power armor to be a fairly complex piece of equipment, so a minimum skill and high difficulty seem like they would be appropriate here. Also, because power armor seems like it could be tweeked and fine tuned, allowing for quality levels to be upgraded, similar to the process outlined above for guns seems appropriate.
#13
Ideas / Standing Orders
March 16, 2015, 02:34:24 PM
I would like to a see a few different standing orders to help remove some of the micromanagement in the game. Two areas I can think of off of the top of my head where this would be beneficial are hunting and farming.

For hunting, we constantly have to watch our meat stocks and keep them from getting to low, going out and marking a bunch of critters for hunting, but also not allowing them to overflow our storage. A setting in standing orders for automatic hunting would alleviate this task. Simply put, you would have a "target" meat stock level which your hunters try to maintain. If your meat stocks fall below this level, your hunters head out to find something to hunt. Additionally, each creature you had seen on the map would be listed so that you could move their priority up or down, telling your hunters that you would prefer for them to hunt muffalo, but if there are none available, squirrels would do. You should also be able to completely disable hunting of certain types of animals. A checkbox to suspend all hunting (such as during raids) would also be a nice addition to this interface.

Farming faces basically the same problem, trying to maintain stock levels. Having a management screen where you could set max stock levels for each crop should be a simple enough addition. You would still have to specify what is planted where, but your colonists would simply stop harvesting each crop as they reached your maximum stock level. If you wanted to get extra fancy, you could have both a minimum and maximum stock level. Your colonists would stop harvesting when you hit the max, but would not resume harvesting until your levels dropped down to the specified minimum. This would help cut down on colonists bouncing back and forth between harvesting and another job and wasting an excessive amount of time in travel.
#14
Currently, if a hunter accidentally kills an animal other than what he is hunting, that corpse is forbidden by default. The end result of this is a map littered with rotting, forbidden animal corpses. I would suggest a minor change: If a hunter kills an animal, other than the one he is hunting, he should consider it a successful hunt and proceed appropriately, either returning it to the meat stockpile if one is configured, or picking a new target.
#15
Bugs / Armor vests counted as apparel
March 13, 2015, 02:37:29 PM
I'm not entirely certain this is a bug, but it seems counter-intuitive, so I'm going to post it here instead of suggestions. Currently, an armor vest below 50% gives the "wearing frayed apparel" debuff. It seems like only actual clothing should give this debuff, and equipment such as armor and weapons should not.
#16
General Discussion / Trading
March 10, 2015, 09:14:40 AM
Now that all items decay when left outside, this creates an issue with trade goods. Since the trade beacon must be outside, it leaves any trade goods that I might want to send up to a trader sitting outside and rotting. Has anyone come up with a good solution to this problem so that goods can be in the beacon stockpile without rotting?