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Messages - Wayfaerer

#1
On Gender in rimworld.

I think having more fluid genders is a great idea. Especially when we're talking about the far flung future of who knows when were I've been replacing perfectly good limbs on colonists because I have spare robot legs and I need them to be faster. That's stark utilitarianism by contrast to this.

There's no kids or procreation in this yet and I appreciate the comments made about the limitations of modern alteration techniques. But why are we still thinking like it's 2016. We're about a twenty years away from extracorporeal pregnancy, less before we have additional robotic limbs, not just replacement, third and fourth arms, controlled via thought. Genitalia and more importantly identity and the ability to freely express and explore it when it harms no one else. That's a lot closer than when rimworld is set, certainly a lot closer than extracorporeal pregnancy.

And please don't point at science or medicine as evidence for your beliefs on transgender, especially without linking the article. Ignoring the enormous complexity of the uterine environment and the effect it has on even genetically identically twins I would like to point out we haven't found the gay gene either. Doesn't mean people aren't living happy and fulfilling lives with a same sex partner because we can't identify the cause. And given the myriad of things that can happen along the pathway of even anatomical gender development in utero the notion that transgender is all in someone's head belies a poor understanding of gender, embryological development and, most importantly, our current understanding of mental illness.

Apologies to Tynan. I did not want to derail this thread.

But I absolutely would risk the surgery for a colonist who identified as an opposing gender or anywhere along the spectrum on which gender lies, even if they lie off the spectrum. Who we are and who we want to be is a complex mess. I'll grant my opponents that, but the freedom and support to explore identity, especially in a future where we can replace an eye in half a day and be back working in a field a couple of days later, the freedom to do that is important.

And having it in game would be awesome.
#2
Quote from: Kaballah on April 04, 2015, 09:26:55 PM
Quote from: Jaxor on March 23, 2015, 01:11:13 AM
Can you add an image overlay to each colonist's status bar portrait that displays the current task a colonist is performing? I think it would make large groups much less hard to keep track of, so I wouldn't have to manually check.

A mockup:



This is a neat idea, if it's practical.

Oh man. The amount of times I've ordered surgery on one of my colonists and had my doc ready to go but one of my army of first aiders who are used to patching up burns and cuts has decided yes they will install the robotic eye.

Being able to look at the colonist icon and see who's taken the job so I can send them off to do something else and get my actual surgeon onto it would be amazing.

That or simply over riding any job already taken by a colonist would be amazing..
#3
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 06, 2014, 06:24:30 PM
Loving this mod and noted the steam generator error on loading as well, didn't pay it much mind as I could dismiss it. But while my colony grew I began to notice intermittent pauses during gameplay that I'd never seen before even with colonies four times the size.

Pauses became longer and longer, each averaging about 2 seconds each every 5 seconds. Enough to get annoying.

Long story short sold all my steam generators and the problem resolved. Rebuilt them and the problem resurfaced. Seems that searching for geysers is occurring each 'turn' and it's freaking out a little bit over it.

I know the dev is working on fixing this for the next build, but I just wanted to put it up in case anyone else is getting the issue and unsure as to why.
#4
Do hydroponics get effected by blight?
#5
Haven't had either issue described above with my setup. However Rimworld does start for me between both monitors with half the window on each screen.
#6
So this was day 153 on randy random. Arresting everyone I could, selling anyone who couldn't work or socialise into slavery, buying anyone who wasn't crippled in some functional capacity, cashing in big time on raider firepower and buying every scrap of metal I could find. Got hit with two raiding parties 25+ in size at the same time and they stood no chance. Got absolutely shredded with blasting charges before breaching my base and facing a small army equipped with M16's in a fortified position. Finally got punked with two blights right at the end of consecutive crop cycles. That's the price of having 50+ colonists. No farming ship carries anywhere near the kind of food those guys need for a season. I could play it out and watch them all die.. or I could just start again :P

[attachment deleted by admin: too old]
#7
Ideas / Re: Your Cheapest Ideas
November 07, 2013, 12:08:59 PM
Robots!
I know it sounds code expensive. But it's basically a colonist with a different skin who instead of consuming food and having hunger consumes power and has a charge, must plug in and recharge (sleep) at a power socket (bed) but otherwise runs around like any other citizen with a fixed loyalty bar and no skill development. They can be purely combat or agriculture robots (same as nobles refusing to do other work) and can be a good source of labour for a one off payment that doesn't impinge on your food supply.

Then you can throw in a need for repairing and maintenance and malfunctions. From gaining sentience enabling the loyalty bar and negative positive effects like any other colonist, to disassembling stuff you've built, to helping the humans with all their malfunctioning flesh or hidden code which can be activated by raiding parties sneakily allied with the trader who sold you the bot, firmware hacks and upgrades to give your droid other skills and software upgrades to increase their skill.

Also probably already mentioned but can we have a non lethal weapon, minimal damage but higher chance to stun/incapacitate. I want to capture me some raiders :P

Ideas for weapons that fall into this category
- Shock sticks
- Tranqiliser rifle/rounds
- Gas grenade
- Riot foam launcher (just fires a projectile that if successful immobilises but still allows to fire or completely incapacitates an individual for x time)
- Riot foam mines (same as above but self explanatory)