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RimWorld => Ideas => Topic started by: PhoeniX on February 22, 2015, 01:35:53 PM

Title: Varied Suggestions
Post by: PhoeniX on February 22, 2015, 01:35:53 PM
Title: Re: Varied Suggestions
Post by: Prophet Of Merci on February 23, 2015, 02:41:43 AM
I literally just registered just to add ideas and respond to others as such. No one seemed to reply to this as far as i can tell, but id enjoy seeing most of your suggestions in Rimworld (other than the surgical bed since there's already a version of it).

Those ideas aren't actually bad, like the thing with orders, where you can set a steady supply of a specific resource or material/meal so you wont have to manually force your colonists to take care of them all the time. Traps would also be an interesting thing to see too- Although i was thinking about traps more along the line for hunting. Like snares and pitfalls (like you mentioned).

I've been a bit frustrated with the hunting mechanic since some specific colonists with poor shooting skills will take at least half a game day to kill one animals, and still not even kill it. Sometimes they get an animal into shock, keep shooting at the body, and constantly miss until they get tired or need food.
Then they will proceed to do other tasks until the animal bleeds out, which actually forces the animal to be a forbidden object. And THAT prevents me from keeping track of animals they hunt and/or whether or not they brought the carcass back. Carcass spoils, and it was a waste of time hunting the animal in the first place.

A possible remedy to this problem is to have an option to force colonists to melee animals in shock IF they used a ranged weapon to take it down. This solution should ensure that their chances of bringing a non-spoiled carcass back is higher than before. Although this option should NOT be issued with mechanoids of any shape or form.
Title: Re: Varied Suggestions
Post by: PhoeniX on February 23, 2015, 09:14:14 AM
I agree, so far the hunting mechanic is clunky at best. Other thing that would be useful to this matter would be hunting areas. Often times I find my people wandering way off track at the worst times without anything to do but to enlist them and impact on their morale. Hunting and Working limits would set an area on which the colonist could carry on their duties and allow the player to set a safe path.
Title: Re: Varied Suggestions
Post by: akiceabear on February 23, 2015, 11:13:44 AM
There was a great mod to improve hunting in A8 - hopefully it is updated for A9!

[MOD] (Alpha 8) Auto-hunt Beacon v1.0 (2015-01-19) (https://ludeon.com/forums/index.php?topic=8930.0)