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Messages - sick puppy

#1
General Discussion / Re: Interacting with the World
April 08, 2018, 01:22:05 PM
what pisses me off among the few points that i otherwise can work around is how when you open the item tab on the world map of your caravan, if you carry a high quantity of anything (e.g. 2k steel) with you, you will be presented with a list of 25 times 75 steel. why. just why. when you sell that crap it is all added together. why isnt it here. like what the fuck. i assume this items tab just takes all the items from the pockets of my pawns and the backs of my pets and makes a list out of it without adding or even sorting them, as the list comes even unsorted.
besides, why are items always so unsorted and randomly distributed among all carriers? they follow no logic whatsoever. some carriers carry literal tons more than they even could, others dont even touch anything. some carry only the foraged berries, but like almost all of it, others carry anything they can lay their hands on. a gun, old clothing, an artifact, one out of the 30 herbal meds i took with me, some rocks, steel, meals, all the leftover hay and a dead rat.

honestly, i dont even care about logic or realism at this point. just dump everything on one pawn, add stuff together and sort it. everything else must be too complicated anyway and not be that useful. we (the players) will have a much, MUCH easier time this way.
#2
it's been talked about before many times, just search for it yourself. pretty sure that you'll find plenty of results with backpack and so on and you'll also find the reasons why it wont be added.
#3
General Discussion / Re: Interacting with the World
April 07, 2018, 07:44:33 PM
personally i open the map many times each sitting, so that's only once an issue. i take that time to drink a bit anyway.

nope, the program does it for you. just have enough stockpiled, but you should do that anyway.

outfitting your caravan might take a while if you rarely do them. but if you make at least 2 a year, it goes much quicker. besides, once you did a couple dozen, you will be MUCH quicker.

just draft and undraft your pawns for the caravan, they will stop whatever they are doing and go form it. it makes t much faster sometimes, especially at nught, with sick pawns or working or even eating ones or when they have time off.

bugs? i have t met any yet. if you do, there is a topic for that.

mod conflicts are on you. either figure it out yourself or go talk to the mod authors.

player oversight? as in? but generally, sounds like your own fault, no offence

medical support is something you should think a out when making your caravan...

it is though, especially if you play on small maps. you can mine so mucb needed steel and other things and the trade deals are t half bad either. you can also buy so many things at faction bases that you couldnt otherwise or had to wait for so long. it is also cheaper.

the whole world thing is true though. i myself only use like 10% of the map, which is approximately what i'd say i need to do all the trade deals, killing pirate bases and getting resource piles that my long range scanner found.

all i need personally is something for mid game caravaning like cars, but even horses to ride or even sleds for ice sheet and sea ice, as otherwise i will only ever start bases near other bases and not venture any further than i need to.
#4
General Discussion / Re: Carrying items individually
April 07, 2018, 07:33:27 PM
Quote...If only you could explain this to those who don't understand "Controlled Demolition" and still think 9-11 was a "Terrorist Attack"...
? lolwut
that's not exactly what i was trying to get at, but whatever, i'll bite.
as a person that was educated as a child to become a militia fireman in a very urban area, i can assure you that 9/11 CAN entirely happen the way it did. (i'm not saying that those were actual terrorists and so on, but it could have ALSO happened that way) all you need to know is some physics, local american architecture in the time the twin towers were built and maybe some chemistry (or just have some experience as a childhood pyromaniac)
so first problem often is that jet fuel cant get into the towers because they are made from rock solid steel and concrete and glass. first of all, glass shatters. second, an airplane is made from steel and titanium and flies around 900 km/h. ever thrown a rock against a window? no matter how stable that tower is, an airplane is essentially a supersized tank shell flying into a house of cards. honestly, when i saw the airplanes crashing into the towers, i was more surprised about how they could still stand for so long. anyway. fuel goes inside tower and burns. it is an office building. that means there is tons of paper, wood from furniture, textile, that shit will at least continue the fire. and as a fireman i can confirm that even concrete buildings can completely burn out (as in, they dont collapse, but all the furniture inside burns to ash) because the heat is so intense that it can go through 50cm concrete walls, left and right, back and forth, up and down. if a house burns, no matter what, you NEED to get the firemen. there is nothing else that could save it.
but we arent just talking about burning furniture. what we are talking is a mostly steel building collapsing. "jet fuel cant melt steel beams". indeed, it cant. but jet fuel can start a huge wood fire which towards the end can easily surpass 1500 degrees. office buildings often have tons of plastic, not just in office supplies but also carpets. often they are cheap plastic and not cotton. but no matter what, carpets will make the fire spread everywhere very quickly, but also plastic floors. so what do you have now? a half kilometer high flaming hell tower of doom at 1500 degrees. you know what you can start to burn at that temperature? aluminium. you know what that is part of? thermite. that shit can melt through ANYTHING, as any true pyromaniac will confirm to you.
there probably isnt much aluminium around, but used cans from canned food and drinks and also cheap cutlery is usually made up of it. also bikes and many machines, also metal chairs for example.
but the best part comes now: you dont even need to melt steel to make a tower like that collapse. barely above the temperature of burning jet fuel (as in, lets say, a tiny ass normal wood fire) the heat can be enough to make steel super soft. so what is steel good for in a tall tower that is many thousands of tons heavy? nothing. it helps nothing in stability. once the tower was ablaze, there was nothing that could have stopped it from collapsing. by the way, some armies but also more civilian groups and even firemen have subsections in case a house is burning. their only job is to save a house from collapsing if it was burning hard. collapsing burning houses are a real thing, it just doesnt happen very often because firemen are well trained and these other peeps aswell. but saving a tower like that from collapsing? lol no way.
lastly, isolation. i guess this really does go more towards alex jones tier theories, but isolation material in the 20th century for ages was flammable, especially in a cheaply and quickly built group of towers like at ground zero. that shit was meant to fail. according to some sources the isolation has been changed a few years prior, so that it isnt flammable. but can it save a tower that size from burning? lolheckno. just look at the surface area of it and then compare it to the volume. no chance.

just to make it even clearer one more time: if you take a fully tanked plane and fly it at max speed into ANY large building, that shit gets rekt, no matter what. if you dont actually try fo penetrate a bunker with it or even an ancient egyptian pyramid with it, it will burn down, it's as easy as that.
but if you think about it, what else did you expect? a 100 ton steel and tiranium tube flying at 900 km/h into a tall house and it NOT catching on fire and NOT collapsing? get real.
the only real question to me was always who did it, why and why the american government didnt do anything about it - because they couldve. like, no way an airplane can just go off course near a huge city like nyc. if an airplane goes rogue above the alps in europe, in mere seconds jet fighters appear and escort them the fuck outta there and noone lives in the alps. and if the airplane doesnt cooperate, they are dead. like, imagine this: russians send a nuke loaded tupolev to washington DC and they can just drop it because the usa doesnt do anything against it. no way. those airplanes had no business there. they had no business NOT to be shot down, even by ground forces. ESPECIALLY the second one. you know, i personally grew up in a world where it was a well known fact that americans are stupid, no offence, just look at jackass for example. they are americans, not russians or anything else. anyway, the americans missing an airplane and losing a tower could totally happen, that's how low i think of some of you usa peeps. but letting a second airplane even close to nyc? just...how...stupid...ugh

anyway. the towers collapsed. fact. they can totally collapse from an airplane. fact. it has happened before and since. fact. were there explosives inside the house that were set off? possibly, but even if, they were overkill. who did it? terrorists? possibly. which ones? good question, and in my opinion the ONLY good question. does the usa have a terrorist ex-pres? does the usa have terrorists in the cia and other organisations? does the usa have terrorists al over the place? all kinda hard to answer questions.

cops would now go to this other point: why would anyone pull this feat off (and how could they do it?)
- muslim terrorists. why? for allah, against christians and jews. how? tons of people and money from oil.
- the owners of the building. why? insurance money. some mighty people with even more money and influence.
- george walker bush. why? he is dumb and likes war and people going pewpewpew on muslims. how? money, power, influence.
- the new world order. why???? how? money power and influence i guess?
- jews. why???? how? maybe some money, power and influence, but they are definitely the weakest of these parties.

if you look at it this way, going ham on muslim terrorist organizations wasnt too unreasonable. they even admitted to the attack afterall. but going into an all out war on iraq and afghanistan? yeah, that was only bush's shenanigans. maybe revenge for his father's lost wars, dunno.

ps: (because i hope i dont get b& for it this way)
the link you provided, yoshida, leads to a ridiculous article. like, they themselves dont even take themselves seriously.
QuoteThe conclusion may make even the most rational person rethink their outlook
they actually wrote that in the end of their first paragraph. it means you cannot be rational to believe this bull. rational people will know this all is a joke on that website.
just sayin, mah man, no need to answer, especially if you are b&. but seriously, believing THIS of all things? kek
#5
because what you're asking for is a backpack and those wont be a thing anytime soon, sorry mate
#6
Ideas / Re: A Vehicle Framework
April 06, 2018, 11:48:41 PM
wait, i mean all this is nice and all, but there exists a mod for riding animals and one for vehicles. are they so shit that they wont be implemented or what

i mean copyright is nice and all but it has its limits somewhere (and to everyone that didnt know before, hello, i'm a real life somali pirate that hijacks tankers and your yacht)
just copy that damn mod into the rimworld files and done
and once again i have to say that i am an unenducated somali pirate, not an it person with a REAL job. i just imagine it as copy and pasting, especially after what i heard in this thread. someone actually made a mod not in xml but in the other main programming language of the rimworld files, so it's not even like ludeon had to translate something from xml to c or c++ or python or whatever rimworld runs on

like, really, do i live in a fairie tale world of pirates vs aquaman riding dinosaurs? i always looked at mods as easy peasy 1:1 copyable code :/
#7
General Discussion / Re: Bionics and Caravans?
April 06, 2018, 05:39:35 PM
nah, if anything bionics help you carry stuff. the reason why you cant carry max all the time is because your pawns have clothes on, have weapons handy and some food in their pockets
#8
Quote from: Canute on April 06, 2018, 05:11:48 PM
But smaller map's got some negatives too.
A tornado will hit you most of the time.

If you colony grows up, it is so big that raid's prolly can attack any location. And you need to have multiple defence positions.
indeed. that's exactly what i aim for. i dont want an easier game. i want to scrounge for resources.

and tornados suck in my opinion anyway, no matter the map size. i either deactivate them or play on a17.
#9
General Discussion / Re: Carrying items individually
April 06, 2018, 05:32:13 PM
Quote from: Bozobub on April 06, 2018, 05:01:39 PM
I honestly don't particularly see how spreading incendiary material around as an incendiary trap is an "exploit" in any way.
because if it is made easy (as in, with a mod, a tool or anything alike) it is much cheaper and easier to make the whole floor burn up under the enemy and set them ablaze and the fire will stay there for a long ass time, so you could make a fire circle around your base aswell to deter attacking animals for example.
#10
Quote from: Canute on April 06, 2018, 04:04:01 PM
Remove the floor, and add a growing zones.
Put light at the room and plant the best beatiful flower.
Good training for your low skilled pawn's too.

Build bed's out of jade/silver.

Design bigger sleeping rooms, less sleep disruption.
this and:
if you put sculptures in the corner piece of wall of rooms you have hey wont be accessible for pawns to look at so they wont disturb any pawn's sleep, but the sculptures will still add their beauty bonus to all four rooms. i'll try to make an ascii picture of it. here's the legend:
_ wall
| wall
(in the crossection of all walls would be the sculpture)

room1|room2
_____|_____
room3|room4
room3|room4

no wait i'll give it another try:
O is space in rooms.
M is walls
$ is the sculpture

OOOMOOO
OOOMOOO
OOOMOOO
MMM$MMM
OOOMOOO
OOOMOOO
OOOMOOO

wait this all sucks, not everyone is as big of a nerd as i am. here, i am sure this is understandable:
🏢🏢🏢🏢🏢🏢🏢🏢🏢🏢🏢
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🏢🏢🏢🏢🏢🇺🇸🏢🏢🏢🏢🏢
🏢🌫🌫🌫🌫🏢🌫🌫🌫🌫🏢
🚪🌫🌫🌫🌫🏢🌫🌫🌫🌫🚪
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(with special thanks to copy and paste)
i think everybody will get what i mean now except real robots.
#11
almighty tynan really hits the nail on its head. bigger isnt better. i started on the normal map size and continuously went to smaller and smaller maps. the first time i played on the smallest size i never went back.
honestly, why would people choose to play on larger maps? just to have more a few more berries to harvest when winter begins? just for those few more animals? just for those few more rocks/mountains or resource pockets underground? i can assure you, the smallest map doesnt lack anything whatsoever, heck, i would rather ask tynan to make more smaller maps available. all year growing jungle map on the tiniest size possible, maybe 100x100, dunno, but i really wanna try it! i wanna see what happens when a dry thunderstorm combines with a normal ass thunderstorm there. i wanna see if i am forced to do simple or even nutrient paste meals for my late game colony because i couldnt afford the meat anymore without chickens laying eggs. heck, maybe i wont even have enough space for growing all the hay for all the chickens that i'd need to keep my egg production up for fine meals.
i wanna see how early i will need to start and plant trees so that i have enough mid-game.

all these things (plus tynan's points) make small maps for me way more interesting than larger ones. it also takes away some of the power of mortars, tiny maps probably even more. man, maybe if i play on small enough maps, my all-assault rifle army wont even be that good anymore because i cant use their range to their fullest extent, so finally charge rifles show their true strengths in the end, maybe even all-infantry armies will become more viable. maybe you'll be able to build all over the map and still use it effectively.

ok sorry imma stop my spam now
#12
General Discussion / Re: Carrying items individually
April 06, 2018, 04:08:27 PM
Quote from: Yoshida Keiji on April 06, 2018, 04:48:50 AM
Actually this needs to happen. Without thinking of exploits, take this same situation to Ice Sheet games. I butcher an animal, and I have to feed 5 colonists. So ideally I would like to provide 5 portions, evenly among my pawns, but the cook will just drop all at once, so depending on the size of animal and how much meat was obtained, I might get one or two stacks, so lucky the first to arrive, the second will get what was left and the other three get nothing. In Ice Sheet, I always play keeping my first five starter characters and I don't do the other method of killing 4 and keeping one. So to me dividing evenly to a "target" number helps a lot.
q.e.d
very nice

and the "exploit" around chemfuel or even wood or anything flammable (heck, cotton balls are enough) is more of a bug if you ask me, a glitch of a kind. OBVIOUSLY, a droplet of fuel shouldnt burn as long and as hard as a whole pile of it. if you ask me, chemfuel should always burn at the level of the amount of chemfuel in the pile. it would immediately burn at max level if the pile was full and as it burns, the pile would start to diminish.

how to realistically implement this, i am not sure, as this would be a special fire that wouldnt act the same way as with other items that would take damage instead of immediately disappearing. but then again, this only really matters if you plan on taking cover behind chemfuel (which you cant) or want to use it as a weapon (which you cant do either) or if you have it unroofed and it takes damage. beer already doesnt take any damage from being unroofed, so if you ask me you can easily remove hp from both beer and chemfuel since they both come bottled and act very similarly.
so anyway, chemfuel should disappear instead of taking damage. burning fuel taking damage instead of disappearing is weird and abstract anyway.
so yeah, you could make limits like levels of burning. burning on level 1 (the lowest flame) would be any thing below 5 chemfuel for example, level 2 would be between that and 10, level 3 between that and 20, level 4 between that and 40 and level 5 would be above 40.
this is much how fuels burn in real life anyway. you dont really get huge fires out of them, as they spread quickly on the floor, much rather. but even little fuel can make for a pretty large, if quickly burning out flame.

by the way, why dont you have to load molotov cocktails and incendiary launchers with chemfuel prior to using them? seens kinda odd to me.
#13
Ideas / Re: Your Cheapest Ideas
April 03, 2018, 09:34:31 PM
some things that have always disturbed me with health and body parts in general:

why do you die if your stomach gets destroyed? at the very least make the pawn die of starvation. nobody dies in real life if you amputate their stomach. they just cant digest anything anymore. i want to be able to stockpile stomachs in case one of my pawns or prisoners got their stomachs destroyed so that i can save their lives.

why dont the intestines get their own hp? afterall, a gutshot is more than just a surface wound. even a simple punch in the stomach hurts way more than if it only hit your shoulder for example, so a hit in the intestines should indeed deal double damage just like a hit in any other organ already does. and just like stomachs, i want to be able to harvest or buy them so that i have a stockpile of intestines just for situations where someone gets their guts destroyed and needs replacement urgently, as they would otherwise starve to death.

why isnt there a healable broken state of bones? now if you break your tibia or whatever, it is always shattered and therefore always makes that body part useless. why is this permanent? besides, why doesnt a shattered bone hurt? seems weird to me, all while scars do hurt. if you ask me, shattered bones and destroyed stomachs and intestines should each add a pain factor of at least 50%. (no way a wimp should be able to just take that) from real war veterans i have heard and read that you can take gut shots, broken bones and similar stuff. you dont die very fast at all, it takes forever to bleed out aswell. it just hurts like a bitch. some tough ones can even flee on their own with horrendous injuries to their stomachs.

why do pawns waste medicine on bruises? like what the fuck it cant even get infected and it healing that tiny bit faster means nothing in comparison to anything else. bruises are always so superficial, i'd rather have stuff tended faster so that the doc can go do something else like saving another pawn's life. heck, if you ask me they shouldnt tend bruises at all. if you're bruised that's it. no doc in the world can do anything about it with plasters and herbs. you got beaten up. shit happens. life's tough.

this one might be more complex, but would it be possible for pawns to go back to work when you tell them to and only go to bed for treatments and if you tell them to spend their whole sickness in there? you know, sometimes you just cant risk an old pawn going to work when they have a flu and other times you just couldnt care less about the black death, sometimes you just have to fix the place and get rid of the raging wild fires.
actually, now that i think about it, just make pawns not spend their whole time in hospital by default. if we still want them to (for example when their constant vomiting is too annoying to get a hold of or if their sickness is life threatening) we can still force them to stay in bed with two clicks each.

took me a while to post this, dont know why i waited for so long. i hope it wont take you guys long to implement some of them ;)
#14
Ideas / Re: Road over Terrain
April 03, 2018, 10:59:34 AM
Quote from: Vlad0mi3r on April 03, 2018, 06:41:45 AM
I understand that there are going to be overhauls to how things work world map wise with the 1.0 release.

Just wanted to put out there that the movement speed over a tile should be based primarily on the road type present. This is why roads are constructed, to eliminate the hassle of dealing with the surrounding terrain. A well constructed paved road through a forest is just as easy to walk down as one built through a dessert.
or through a march...oh wait.
i think if it comes to proper roads, then you're right. but once it is covered in snow it is going to be hard to make out even. and talking about my example from earlier, there are different levels of roads and i am pretty sure it is intended that some roads are harder in certain terrain. like some tribal trail in the marshes wont be too useful for a herd of muffalo carrying your tables and chairs.
#15
for the author of the mod to read this you should post this in that very mod's thread, otherwise nobody will change/implement anything, as it is hard to keep an overview in this big ass forum.
you'll find it in the "mods" topic