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Messages - iota_x

#1
Ideas / Re: colonist gone rogue
December 01, 2017, 01:13:57 PM
I'm pretty sure there was event like this in a previous alpha, and it was removed due to the lack of agency on the player's behalf.

No one likes it when the story-teller says 'eff you. Find a new cook/constructor/coctor/etc...
#2
+1

More (useful) info is always better in item descriptions and, seeing as how they all achieve the same goal, it seems like a great idea.
#3
A new crop type - garlic.

And after it has been harvested all cooks will continuously keep going back to the stockpile to get more before they finish cooking their meal.

Because you can never have enough garlic!
#4
Ideas / Re: Snowmen extended or how to deal with junk.
December 01, 2017, 12:38:02 PM
Learn the micro. Love the micro. Storage zones OP.  8)

That said, I don't know how Tynan could implement snowpeople (please, not always snow'men') having accesories, but I love it! Also, the added mood gain. If I was a rimworlder I'd love a fully dressed and armed with shoddy weapons snowperson  ;D
#5
Ideas / Re: Trenches and Barricades
December 01, 2017, 12:20:46 PM
Creatinng a priority zone for chunks is exacly a barricade. It's already in vanilla.

As for trenches, I like it. A lot.

I still grond my teeth with the fact that sandbags cost steel!

Leave them the same (balance) but allow for trenches, which require a lot of time to construct, and provide cover, but increase opposing grenade accuracy, and have an inherent disease chance debuff for every pawn inside.
#6
Start working on it now Tynan.

I'll DLC for vehicles.

Same for a 'seabound' DLC

Same for an advanced scenario DLC.

I realize we can create our own scenarios via advanced creation settings, but I'm all for a few unique constraints/events/whatever your crazy brilliant mind could create.
#7
+1

Taming and training ought to be separated.

Granted, if I want to tame that thrumbo I can turn the other pawns work priority down, but them I could miss out on a lot of milk/wool/easy training for obedience, hauling, etc.

This is a similar problen with repair vs construct.

There is only so much room in the jobs list (at lower resolutions - I'm think 720p) for different jobs.

Maybe there could be a slider similar to what benches have - only x skilled animal skill will tame, and only x skill constructor will build x (funiture, or whatever.)
#8
Ideas / Re: Chemfuel trails
December 01, 2017, 11:56:40 AM
Even better, an extension to the drop-pod launcher where you can create real life chem-trails, and brainwash the whole population around the target area to believe your crazy leftist, social justice, pro globalist values  ;) :P

(this is what I thought this thread was advocating for  ;D)
#9
I fully love the idea, but it seems impossible enact from a dev sense, and besides, writing our own interpratations of the events is what the storytelling is all about!

We all care about different things, events, happenings, etc. I do like the idea of making a full log more accessable though. This would make it easier to go back through a very long log and find the events whoch we forgot about when writong our own stories.
#10
Ideas / Mechanoid Weapon Drops
December 01, 2017, 11:26:05 AM
I love that caterpillars often drop their miniguns, but why don't they drop their heavy charge blasters or inferno cannons? Or Scythers their charge lances?

I understand the balance issue for when these mechs drop early game, but to me it would make a lot of sense if they could only be used by a pawn with a very high shooting skill.

As is, shooting skill is under-developed in its usefulness, beyond just being a measure of accuracy.

Growing skill can gate the tyoes of crops you can grow. Cooking skill can gate effectiveness of butchering, and likelyhood of food poisoning. Construction skill gates successful production. Mining skill gates effectiveness of mining.

Granted, I am being loose with 'gated' in a coupke of these examples, but I think the point stands.

If a charge lance required a skill of 18 it would be very balanced imo.

The only problem I can see with my suggestion is with sales. Presumably players would want to sell those weapons that they couldn't use, but
maybe there could be some simple text added to their item description that says that they are not saleable due to their unknown power signatures, or that they are unstable without being in competant hands.

Keeping with that idea, if the item is being stored (and not in the hands of a competant shooter) it could have a chance per tick to explode.

This could balance the weapons, while still allowing them to exist like other weapons.

(for those that want to re-roll for a crazy-high starting shooting pawn, well, that's their perogative. As welk, they would need to actively work to keep that skill high enough durong the early game to take advantage of the weapons early. Depending on the biome, that could be very difficult, and a hinderance in itself.
#11
-1

I recently lost a beloved pet when a cargo pod dropped on it. It was awesome.

There are very few events that have very little agency, and I love this one.

Unlike the problems with the tornado (which I would like see remain in vanilla as an event, albeit with some warning to allow for some agency) this one seems balanced.

My understanding is that these events don't drop on structures, so that is one form of agency right there. Don't go walking around outside on a crazy rimworld if you don't want to face the potential dangers.
#12
Bugs / Can't replace an infected liver
December 01, 2017, 10:48:26 AM
Not sure if WAD or a bug, but I had a pawn with an infected liver approaching lethal infection rate, and far from immunity.

I had a liver waiting in an accessible zone ready to replace it with.

There was no option to remove the liver, or to put the new one in.
#13
Firstly, this is the Ludeon forum, so I think the title of this thread is a bit redundant, and a bit arrogant demanding.

But in the spirit of the commentary, I absolutely would contonue to support this game with DLC. I can't really imagine a well implemented micro-purchasing regime for this amazing game. I wouldn't pay xx.xx for some new clothing sprites for instance.

Secondly, I'd never noticed the 2018/B18 confluence. Awesome pick-up. I'm currently trying to fit in an upgrade to having an in-game name into my 'Christmas presents for me' budget.

Lastly, Rimworld is the best game of the last 5 years easily. Everytime I fall off and try to get into (the largely broken and poorly updated) Civ 5, I end up grinding through a game, being disappointed, and coming back to Rimworld.

Never stop being awesome Tynan. You've provided us with more hours of entertainment than we deserve.
#14
Feedback on the new raid notification sound. I love that there is differentiation between event types, but the raid horn is too quiet/subdued.

I'm not a fan of savescummimg, but I've found myself having to reload an autosave on a couple of occasions due to simply missing the raid notification.

I like to play with the volume reduced while listening to podcasts, and in the past I never had a problem with having my attention grabbed when a raid was coming.

And I must be dumb, because I can't seem to find the combat log...
#15
Love the game immensely @Tynan.

Best game I've played in years, and more than 500 hours deep after buying on Steam around A14. And I played a while pirated before that due to your enkightened view on DRM.

In any case, a couple of things I've noticed after finally jumping into A17.

I like that peg legs can get injured/damaged now, however, they have been 'healing' when I have my prisoners in bed being tended. Not sure if that's intended. It seems more intuitive that I would have to replace the damaged peg-leg with a new one. I'm not far enough in to comment on whether this happens with bionics.

Secondly, setting tables to not be gather spots doesn't seem to stop any of my colonists from eating meals there even if the bedroom they are in is not assigned to them. I feel like before the update pawns would only eat meals in thier own room if the table is set to not be a gather spot, but maybe I just had better table placement for my dining area.

Lastly, I don't play on rediculous difficulties, and my current game is Cassandra rough. I am finding that I am in the camp that says infections are too easy to deal with. I don't even use a proper infirmary with hospital beds, but just allow pawns to be tended in thier own (often poor) beds in rooms with wooden floors. I do always have a pawn with cleaning at priority 1, so the rooms are clean, but my most recent raid left 3 of my 6 pawns out of actions, and 2 more prisoners needing care too. Ran out of herbal meds (which are almost too readily available in the temperate temperate forest we reside in) and while all but one of my pawns was still healing my (luckily) uninjured doctor was hit with malaria.

(side note: hit with Malaria in the middle of winter? what is this, Randy Random?)

End of story, I was able to self tend the doctor (skill 11 this whole time) and everyone survived with basic no med tending while he was not in bed resting. Including the prisoner who got an infection and was given no meds at all, but was tended to.

Thanks again for the amazing work you do, and hopefully some of this is relevant to you.