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Messages - Kajin

#1
Ideas / Animal Handling Revamp
November 03, 2017, 04:40:53 PM
A complete and utter reworking of animal handling as we know it. As they stand now animals are bordering on useless except as pack animals for caravans or for their wool.

Make animal handling a full time profession. Taking care of animals should be a full time job for one of your pawns, but the benefits should be worth it.

Milk and egg laying animals should produce more frequently. Cows and hens especially. You should be getting several buckets of milk per cow and at least one egg per hen a day.

Automatic slaughter and controlled breeding. Your animal handler should slaughter most male animals and some female animals as soon as they reach peak size, leaving some leftover to breed. The breeding animals get slaughtered when they next batch of breeding animals comes of age. The breeder also controls the breeding process, making sure females of age are always gestating unless a population limit has been reached.

Fertilizer. Animals crap a lot. It's the animal handler's job to clean it all up. This creates buckets of fertilizer that growers can apply to crops to give them a small boost to growth speed.

Hauling revamp. No more making advanced intelligence animals haul automatically for you. Dogs and other advanced intelligence animals should accompany hunters and bring back game for them so they can stay in the field longer, though. Pack animals like cows, muffalo and llama should also be used for packing on map as well. Animal handler will teach them basic pack ability and haulers will grab their reins and walk them around, using them to carry large amounts of goods around the base.
#2
Ideas / Colonists Use Pack Animals to Haul
January 15, 2017, 08:21:28 PM
Muffalo are used to carry goods in caravans, right? So why can't we use them to efficiently haul around base?

My suggestion is that a colonist with hauling task feeds a tame muffalo, then has the muffalo follow them around as they collect stuff to haul back to the stockpile. The muffalo holds everything to be carried until full, then colonist takes the muffalo back to stockpile to deposit the goods.
#3
General Discussion / Re: Solar vs wind power
January 15, 2017, 08:16:40 PM
It's been a long, looong time since I've bothered to use windmills. Last time I tried using them I could never get them to produce enough power to be consistently equal or better than solar panels.

I usually just make a beeline towards the geothermal and use a combination of solar and fueled until I get there.
#4
Mods / Re: Request: Clothes Washing Mod
January 14, 2017, 10:02:33 PM
Quote from: mattp84 on January 13, 2017, 05:33:24 PM
This would be an interesting mod, rather then just removing the "dead man" debuff you have to wash the clothes first. How difficult would something like this be to implement?
I found out the Mending mod for repairing clothing and equipment removes the debuff. That helps a lot.
#5
Mods / Re: Mod Request - Xenomorph incident.
January 09, 2017, 09:29:29 PM
Quote from: Deon on January 08, 2017, 11:31:23 AMI don't get it what you mean by "like fire explosion". Do you have some example of a code how would it work and how to trigger it?
The boomalope fiery explosion on death? That's what I was thinking of. Figured it would be easier to model a xenomorph's acid blood after that than it would be to have it throw invisible weapons that vanish after hitting the target.
#6
Mods / Re: Mod Request - Xenomorph incident.
January 07, 2017, 11:51:28 PM
Can we have two different kinds of these events? One where it's a strong, lone xenomorph running around killing people and one where it's a bunch of weak ones charging your base en masse? Basically the difference between the first movie and second movie.

Quote from: Deon on January 07, 2017, 03:56:09 PM
Quote from: NethanielShade on January 07, 2017, 01:55:34 PM
I can help you with how to do your next step, the acid spit. Look at how the Pila works, it's an in-game throwing weapon. Change it so it's invisible in the hand, and the projectile looks like an acid spit that does the burn damage type. All easy to do.
Thanks. I am wondering how to make it not drop though, like some weapons of mechanoids. I will figure it out when I wake up.
What if you treat it like fire explosion?
#7
Mods / Re: Clothes Washing Mod?
January 05, 2017, 10:09:53 PM
Quote from: SteelRev on January 05, 2017, 06:53:21 PM
Not yet as far as I know.
Alright, thanks.
#8
Mods / Request: Clothes Washing Mod
January 05, 2017, 06:27:58 PM
Something to remove the dead person debuff and maybe give colonists a mood boost when wearing clothing that's been recently cleaned. Does such a thing exist?

EDIT
Seems like it doesn't. Can someone make a mod like this? It'd be much appreciated!
#9
Alright. I popped in and started a new game. First thing I did was go in and fight a raider outpost. Managed to down a few of them and chase away the rest. Destroyed my old settlement and claimed this as my own. Turned one of the rooms into a prison for the raiders I downed, but none of my colonists would capture them. Even when the message that an accessible prison bed wasn't available didn't pop up they still refused.
#10
Nevermind, found the problem. When I went to unzip the file it somehow nested the files within a second folder inside the crash landing folder inside the mod folder. So it wasn't working because the game couldn't see the mod files >.<

Sorry to waste your time.
#11
Mods / Re: [Request] Showers
April 27, 2016, 12:37:14 AM
Honestly a community bath/shower sounds like a great idea. It'd require a lot of work and maintenance, but a hot bath after a long day of work would be just the thing to give everyone the positive thoughts they need to keep from going insane and killing each other.
#12
...
Well, then.
No wonder I couldn't get any of my mods to work. They were ALL getting unzipped into the mods folder that way. The Prepare Carefully button is there and the feature appears to be working now, though I haven't started a colony yet.

Thanks for the help, I was pulling my hair out over here!
#13
When is the crash supposed to happen? I installed this mod and have started two new games and nothing is happening. My colonists land, normal as always. I checked to make sure and the mod is indeed activated in the mods menu...
#14
I'm having a problem getting this mod to work. I have it unzipped into the appropriate folder and it's showing up in the mods section of the main menu, but when it's activated, even after quitting and restarting Rimworld, the Prepare Carefully button never shows up when selecting my pawns. Is this a known issue?
#15
Ideas / Re: Turrets are UBER cheesy
April 15, 2016, 10:07:29 PM
Quote from: paShadoWn on April 15, 2016, 02:51:08 AM
Seriously, having a third millenium automated defence system being slapped from few bits of scrap without any research, advanced workshops and electronics whatsoever? Dis is BS.
What's so difficult about it? A burst rifle mounted on a pod with a motor that turns it and motion tracking that aims it at oncoming enemies actually isn't too complicated, all things considered. We have people rigging up things like this right now using their paintball guns. Not too sophisticated, but it tracks movement and pulls the trigger of the mounted gun which is all you need.

The most difficult thing would probably be programming the FoF identification, but you could implant a chip in every colonist that says "hey, don't shoot this".

That being said, though, I'd really rather there be alternatives to the automated turrets. I like the idea of bunkers and pillboxes with gun nests inside that colonists can run to and fire from, offering a degree of protection and a powerful fixed gun for anyone that might be unarmed.