What if the slaughterer had to equip a bladed melee weapon first? That way you might be able to cut them off at the stock pile, assuming they weren't already equipped with a knife or sword.
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#1
General Discussion / Re: Remove slaughterer or make for some reaction time or something please.
May 02, 2018, 01:12:56 AM #2
General Discussion / Re: Should Rimworld have bosses?
February 16, 2018, 05:06:26 PM
I'd really like bosses added to vanilla as extra worldmap quests. "Our ally is asking us to slay the AI Mech Dragon at these coordinates"
That could let the bosses be much much harder than normals mobs, without needing to massively upgrade base defenses for them, since they can only be fought by traveling to them.
That could let the bosses be much much harder than normals mobs, without needing to massively upgrade base defenses for them, since they can only be fought by traveling to them.
#3
General Discussion / Re: Are Caravans Supposed To Be This Way...?
February 10, 2018, 03:16:11 PM
Each colonists eats twice a day. At 12 pemmican per meal (I think? Or is it 15?), that's 24 pemmican / day / colonist, so 48 / day. Total days is 400 / 48 = just 8.3 days of food.
#4
Ideas / Re: Please allow us to re-settle abandoned settlements.
December 16, 2017, 11:07:09 PM
I think the performance problems of needing to simulate the abandoned colony could be solved by only tracking how long ago the colony was abandoned. Then, when reopening the map, age the map with water and tear for however long it's been abandoned.
This way, it wouldn't need to be simulated in real-time, but walls/machines/etc could still be destroyed or damaged in that one-time re-age process.
This way, it wouldn't need to be simulated in real-time, but walls/machines/etc could still be destroyed or damaged in that one-time re-age process.
#5
Ideas / Re: A18 - A few ideas
October 26, 2017, 03:42:22 PM
I really would like to see fences in the game as well. I think this is the important bit that would need a new game mechanic:
I would love to see the ability for wall stats to be defined optionally by pawn type. The default for a fence could be 100% impassable, and then human like pawns use a different path modifier - like sandbags - so that people can pass and shoot over them.
Having animals see a fence as a wall and humanlike see a fence as a sandbag I think would give good gameplay balance, but would be a much bigger change to the game than an xml fence mod can do currently.
Bonus: adding this ability for pawntype specific wall attributes would let people mod in a new "ghost" pawntype for Halloween that would ignore all walls for its pathing and could pass through then unhindered!
QuoteIf you instead allow pawns to move over them at reduced speed (also suggested a LOT), then animals would just do the same, since they share the same pathfinding and movement.
I would love to see the ability for wall stats to be defined optionally by pawn type. The default for a fence could be 100% impassable, and then human like pawns use a different path modifier - like sandbags - so that people can pass and shoot over them.
Having animals see a fence as a wall and humanlike see a fence as a sandbag I think would give good gameplay balance, but would be a much bigger change to the game than an xml fence mod can do currently.
Bonus: adding this ability for pawntype specific wall attributes would let people mod in a new "ghost" pawntype for Halloween that would ignore all walls for its pathing and could pass through then unhindered!
#6
Releases / Re: [A17] Genetic Rim - Combine your animals to create new hybrids - v1.7
October 10, 2017, 08:27:01 PM
The creatures in this mod are amazing!
How difficult would it be to have an animal only version of the mod, without the gene manipulation etc? I'd love if these animals had a chance to spawn in a rare event like thrumbos currently do.
I usually play as a single nomad character, so my person would never have the time or resources to be able to create the creatures directly, but role playing that some genetic laboratory had a terrible accident and their experiments escaped their cages! That'd be awesome
How difficult would it be to have an animal only version of the mod, without the gene manipulation etc? I'd love if these animals had a chance to spawn in a rare event like thrumbos currently do.
I usually play as a single nomad character, so my person would never have the time or resources to be able to create the creatures directly, but role playing that some genetic laboratory had a terrible accident and their experiments escaped their cages! That'd be awesome
#7
Ideas / Re: So many jobs, so little time, how to choose
October 10, 2017, 05:47:59 AM
I like the idea of the AI being smarter about what to haul first. Maybe instead of using stack count to prioritize it could use the market value of the stack. That way weapons or clothes that are actually valuable wouldn't get left out in the elements to rot, but dead mans clothing would still be brought in last.
Also: not quite as good, but JTBetterHauling mod lets you assign zones to prioritize hauling. Handy for forcing pawns to prioritize specific regions above others. https://ludeon.com/forums/index.php?topic=26210.0
Also: not quite as good, but JTBetterHauling mod lets you assign zones to prioritize hauling. Handy for forcing pawns to prioritize specific regions above others. https://ludeon.com/forums/index.php?topic=26210.0
#8
Mods / Re: [Mod request] add a simple hauling skill.
October 10, 2017, 05:27:34 AM
I like the hauling skill idea. A level 0 skill could mean carrying 20% less than normal, and a level 20 skill could mean carrying 20% more than normal. So each level would add 2% carrying capacity. XP gain whenever a hauling job completes.
From the discussion above, it seems that would be very straightforward to build as a mod, right?
From the discussion above, it seems that would be very straightforward to build as a mod, right?
#9
Ideas / Re: Infestations needs improvements.
October 08, 2017, 04:40:52 PMQuote from: Ncates1234 on October 08, 2017, 03:09:26 PM
Doesn't quite change the way they spawn out of no where, but still better than vanilla insects.
Thanks!
That's just it though, it changes them to spawn outside your home area, which is much better than spawning inside your barracks or kitchen.
#10
Ideas / Re: Infestations needs improvements.
October 08, 2017, 10:34:46 AM
Besides the mod that makes them more visible, there's also this mod which changes their behavior: https://ludeon.com/forums/index.php?topic=25549.msg259725#msg259725
It also changes bug behavior and give reproduction behavior a bit as well. Seems to make it more interesting and balanced.
QuoteThe hives will prioritize starting in a cave.
If the player tries to outsmart this by setting all caves as the home area, then it will spawn them in your home area if it can't find any other spot.
It also changes bug behavior and give reproduction behavior a bit as well. Seems to make it more interesting and balanced.
#11
Unfinished / Re: [WIP] [A17] Tribal Fires
October 01, 2017, 03:54:40 AM
That looks awesome! Next is something like the burning effigies in The Forest
#12
Unfinished / Re: [WIP] [A17] Tribal Fires
September 30, 2017, 08:12:04 PM
Looks great! Can the bonfire be used as a funeral pyre to burn bodies as well? Or maybe a separate fire type that takes a human corpse as part of its building materials?
#13
Ideas / More very rare events
August 05, 2017, 01:31:39 AM
One of the things that really excited me when I started playing Rimworld and watching let's plays was the huge variety in stories. The first time I saw a Trauma Savant in game my head exploded too. The possibilities for the story seemed infinite!
I'd really like to see is additional very rare events like the Trauma Savant in the game. I think it'd add a huge variety to the types of stories that will come out when playing.
Some ideas:
1. Maybe a crafter growing a third arm if they craft with uranium long enough, or rare chance to grow extra limb / digit instead of carcinoma in toxic fallout
2. more rare animals like the Thrumbo, be depend on biome, could also attack/interact with caravans
3. rotten berries don't disappear, they become fermented berries and are slightly alcoholic, when these rot they disappear
4. maybe interaction between skills, so a high crafter would have high dexterity, maybe slightly quicker to shoot. but a high researcher would be slightly slower to shoot b/c they think/aim too much
5. head trauma can cause loss of senses in smell/taste, so maybe chance to add ascetic from trauma?
6. ability to modify armor/items, so that item uniqueness isn't 100% dependent on quality & stuff type. this would lead to lots of unique items instead of lots of samey items
7. mechanoid scout - very fast machanoid, little weapons, wanders then exits the map, if successful a full mech raid will come in the next day or two
8. shooting star / astroid - large explosion on map, but center of crater has high value silver or uranium deposit
9. rare random-generated weapons or armor that's only available from pirate raids. crazy modified guns or knives. not op stuff, just unique
10. rare chance for new pawn to have Progeria - accelerated aging
11. rare chance for new pawn to have brain hemispheres split - causing dual personality, pawn will have chance to randomly choose new task during middle of a task.
12. rare chance for new pawn to have werewolf syndrome - full-body hair. plus to intimidation/hit chance for melee. minus to social.
13. tic or twitch disorder from trauma - recedes with time unless the pawn is re-attacked in that period, in which case it increases in severity. the involuntary twitch reduces manipulation stat.
14. rare chance of Fibrodysplasia Ossificans Progressiva (living statue syndrome) - injuries to the pawn might cause permanent reduction of manipulation to that body part. only 'fix' would be bionic body parts.
I'd really like to see is additional very rare events like the Trauma Savant in the game. I think it'd add a huge variety to the types of stories that will come out when playing.
Some ideas:
1. Maybe a crafter growing a third arm if they craft with uranium long enough, or rare chance to grow extra limb / digit instead of carcinoma in toxic fallout
2. more rare animals like the Thrumbo, be depend on biome, could also attack/interact with caravans
3. rotten berries don't disappear, they become fermented berries and are slightly alcoholic, when these rot they disappear
4. maybe interaction between skills, so a high crafter would have high dexterity, maybe slightly quicker to shoot. but a high researcher would be slightly slower to shoot b/c they think/aim too much
5. head trauma can cause loss of senses in smell/taste, so maybe chance to add ascetic from trauma?
6. ability to modify armor/items, so that item uniqueness isn't 100% dependent on quality & stuff type. this would lead to lots of unique items instead of lots of samey items
7. mechanoid scout - very fast machanoid, little weapons, wanders then exits the map, if successful a full mech raid will come in the next day or two
8. shooting star / astroid - large explosion on map, but center of crater has high value silver or uranium deposit
9. rare random-generated weapons or armor that's only available from pirate raids. crazy modified guns or knives. not op stuff, just unique
10. rare chance for new pawn to have Progeria - accelerated aging
11. rare chance for new pawn to have brain hemispheres split - causing dual personality, pawn will have chance to randomly choose new task during middle of a task.
12. rare chance for new pawn to have werewolf syndrome - full-body hair. plus to intimidation/hit chance for melee. minus to social.
13. tic or twitch disorder from trauma - recedes with time unless the pawn is re-attacked in that period, in which case it increases in severity. the involuntary twitch reduces manipulation stat.
14. rare chance of Fibrodysplasia Ossificans Progressiva (living statue syndrome) - injuries to the pawn might cause permanent reduction of manipulation to that body part. only 'fix' would be bionic body parts.
#14
Ideas / Re: Lightning rod against thunderstorm and as extra source of electricity
July 17, 2017, 12:36:11 PM
I like the idea, and I remembered seeing a mod for this recently: https://ludeon.com/forums/index.php?topic=30469.0
Feels steam punk or mad scientist to me.
Feels steam punk or mad scientist to me.
#15
Releases / Re: [A17] Gas Traps (damn those infestations!)
July 04, 2017, 06:02:30 PM
Awesome! Eager to try this mod out
What about having powered conduit trigger the trap? That way it could be hooked up to a switch for a pawn to flick once friedlies are out of the newly infested bug room?
What about having powered conduit trigger the trap? That way it could be hooked up to a switch for a pawn to flick once friedlies are out of the newly infested bug room?