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Messages - Swat_Raptor

#61
The power of Fire is strong on Rimworld

Yea I just tried my hand at a heat stroke trap after I made this topic post and wow, these traps are easier to manage than I thought they would be. Thou isn't this just a refined version of using heat stroke to combat infestations? But in reality I think that while the stone walls perhaps would easily survive a fire but roofing is another matter. Roofing often incorporates non stone elements, wooden support beams and insulation are a few examples. Perhaps when the air is super heated then there should be a chance for it to collapse constructed roofing.

My thought to have a simple tribal flame weapon was as a way early way to give colonist the basic limited ability to light something aflame either in a melee fashion or a ranged one, thou melee would probably be better.

I still think that its a bad argument to say that Players shouldn't have the ability to craft flame weapons because it lessens the value of campfires and crematoriums trash burning function, well that is something that is going to happen anyway when by raider or trader you gain access to a Molotov or incendiary launcher. or you can just use grenades to destroy trash as well.

But I do see the points that as useful as fire is why should there be more access to it. My question is that why is access to these flame weapons determined by if traders or raider have brought them onto the map, this is just leaving it largely to a roll of the dice.

as far as why shouldn't there be Neolithic-Medieval-Industrial+ versions of Flame weapons, I don't see why there shouldn't be, creating fire was a pre-neolithic technique.
#62
So I don't know why this isn't already a thing because it makes a lot of sense.

but why can't tribal colonist throw torches to start fires? I know that tribal raiders can start fires, but if you are doing a tribal start and you don't start with Molotov cocktails then you have no way that I can see to start fires. does it really make sense that we can't craft something to start fires just because we choose a tribal start, they can craft torches we just need to teach them to pick them up and throw them.

#63
Ideas / Re: UI Goodies WE really really want
February 24, 2017, 09:26:01 AM
awesome
#64
Ideas / Re: UI Goodies WE really really want
February 24, 2017, 08:24:47 AM
a button for allowed area to let you paint the entire map. for when you want them to be allowed everywhere except a few off limits areas.
#65
Ideas / Re: Burning Drugs in bulk
February 17, 2017, 08:34:16 AM

Well this thread was way more successful than I anticipated. Thanks guys. Running a puritan colony has never been easier
#66
Ideas / Re: Burning Drugs in bulk
February 16, 2017, 04:23:31 PM
next time I open the game I'll double check that point but I think that pawns assigned to hauling can perform the burning operation at the Crematory which works fine for dead pawns but when it comes to drugs this is counter productive because it would be better to first move them to the stockpile.
#67
Ideas / Re: Burning Drugs in bulk
February 16, 2017, 01:22:59 PM
Crafting takes priority before hauling, so Crafters will travel all the way out to where ever the drugs are and pick them up 1 by 1 instead of hauling the drugs first then beginning the burning process.

infact I think that even if a hauler isn't assigned to crafting they will still engage in the crafting/burning process dragging the drugs back 1 by 1 to burn before they haul them to the stock pile.
#68
Ideas / Re: Burning Drugs in bulk
February 16, 2017, 01:03:47 PM
true but not a fan of personally micromanaging continual and trivial task, I have Real Life for that pleasure.
#69
Ideas / Burning Drugs in bulk
February 16, 2017, 11:46:49 AM
I mean really why are we burning drugs one unit at a time? This is doubly annoying when I see that a pawn who has hauling and crafting rights decides to walk all the way out to a pick up one pill and then take it back to the crematory and then goes back to pick up another single pill.

I'm guessing this happens because crafting is higher on the list than hauling but burning stuff should perhaps be the exception to this.

introducing a burn recipes for 3, 5 and 10 unit quantities would help greatly reduce this wasteful behavior and this would be a decent mod or feature. and also it makes more sense. Just toss the whole load of drugs into the fire, not one at a time.
#70
Ideas / Re: Hauling Tweaks
February 13, 2017, 08:42:15 AM
I still think the implementation of delivery orders would help solve a lot of problems and would be relatively simple.

add a another option to a stock pile, (schedule delivery) take x materials to specified stockpile, repeating options would be x times per days or every X days if room is available.  Then you could have a Kitchen stock pile, a dining room stock pile, prison food stock piles, hospital food stock piles, set them to equal priority and just schedule the transfer of materials as you see fit
#71
Quote from: Harold3456 on February 07, 2017, 09:22:31 PM
All in all, I think this is a neat system that makes a lot of sense. I've never personally experienced it, and I imagine it must be quite rare (did you make up these scenarios, or are you just REEEEEEEALLY unlucky with family scenarios?)

I've had 2 husbands accidentally kill their wifes Parent. and multiple other relatives had to be put down in the line of duty, and the longer a colony goes on the worse it seems to get because family member who raid then escape, come back to raid again and again, even if you replace their legs with peg legs.

overall I would agree with you that some kind of Forgive and or Forget effect would be a welcome modification. However as it currently stands these Opinion debuffs are permanent.

my response to your reply (because I think you gave worthwhile replies)

1) Sure people do get emotional at the death of a family member but their emotions and decisions are still effected by reasons and rational, people don't abandon reason and outside influence they usually are just overcome with emotion for some time, I get that some people have great difficulty changing their feelings about certain things but I would say this is the exception to the rule.

2) the situation doesn't really matter, thing is you cannot engineer a situation where people don't know who the shooter is or are even uncertain. If you have a caravan of 2 and they get attacked by man hunting wargs, and one guy accidentally shoots the other guy to death with a stray shoot and then is torn apart by wargs. In this situation everyone on rim world still knows who did what. in this case I'm guessing the wargs go and tell the family that they saw the shooter.

3) thing is that there are a multitude of ways to get the job done here. why penalize one method when there are many other ways to do it, and most of these ways don't seem to be exploits even, how is using a psychic shock lance a exploit, there seems to be no reason to penalize one and none of the others. This would be a proper argument to treat them all fairly, and thus penalize all/most of them or none of them.
#72
 I'm trying to consider what real positive effect the relationship dmg from killing a pawns relations gives to the Game.

I'm fine with pretty much all the other effects to relationships (even the stacking fails for attempted romance(not saying it is perfect just that it works enough)

but when it comes to the instance of a pawn killing a family member or friend there are more things that I don't like about than I do.

1: the reason for killing the pawn has no effect. often this is the result of a furious and confusing fire fight against a Raid with whom the family member participated,  but there is no difference in the Relational dmg  between killing a family member  who is apart of a Raid vs one who is apart of a trade caravan, The relational dmg is the same, there are other consequences but the relational dmg is equal and that doesn't make sense.

2: its kinda absurd that they always know who. pawns know perfectly who made the killing blow. if 5 pawns are firing a survival rifle and a pawns Father is shot to death Via survival rifle then how is ANYONE going to know who was the one responsible for the killing blow. this is the same logic behind a firing line execution and not being able to assign guilt to anyone because you don't know who had the killing bullet. Also Who is doing autopsy on the corpses of raiders and informing their loved ones on the specific cause of death? just tell them they died in the fire fight.

3: the forms of killing are not treated equally. there are many ways which a pawn can kill another pawn and be the one solely responsible but no relational dmg is applied as a result. 3 examples strip the pawn of their clothing and leave them out in the cold or take them to a freezer,  2nd activate a psychic shock lance and cause lethal brain dmg.
3rd, ignite a fire in a stone room and then drag the pawn into it. To me these would be reasons not to give relational dmg as a result of shooting another pawn because all them end in one pawn killing another yet only 1 method results in relational dmg. 

4: this encourages ridiculous work arounds of the mechanics. Lets suppose a raid happens and a pawns father is holding a doomsday rocket launcher and you have no means of downing him other than a colonist shooting him and you think the best strategy is to down him immediately because he has the most threatening weapon. You then look at your weapons and decide that your best response is to blast him with a triple rocket, you then choose that the raiders own Daughter is the best person to kill her Dad because this results in no relational dmg, and because the mood dmg is the same regardless of who makes the killing blow. While this would be a proper review of the game mechanics this is a ridiculous conclusion, the mood debuff for having to kill ones own relative is the same as general death. and also what about the mechanics the lead to this conclusion are they really all that refined.

for these Reasons I think that relational dmg for killing a relative is a mechanic which would be better if it was removed or reworked so that it is much more nuanced.

TLDR: the Relational dmg for Killing a relative is a mechanic which is inconsistent and un-intuitive and perhaps better removed altogether.

what do you guys think about the relational dmg mechanic?
#73
Ideas / Re: Selective stockpiles
February 06, 2017, 08:04:37 AM
this would be a very cool option,
#74
Ideas / Re: New way to "beat" Rimworld
February 02, 2017, 03:19:55 PM
The idea of attacking the Mech hive, or Bug Colony was something that was brought up in the (The Spaceship - or - why can't I fly around my planet?)  thread.
As a way reducing future Mech Raids and Air Drops.

The Mechs are controlled by a "Powerful AI" so the Mechs aren't controlled and coordinated by a Queen but Some kinda Central Super Computer located in the Mech Hive. and maybe there is a guy giving the Mechs commands, or Maybe that guy has been dead for Centuries and the Mechs have been just following the final commands given.


But I thought that it would be cool if the Scenario Editor had more options, like Victory Conditions, Disallowed research options, Disallowed items and buildings.

Having different Ways to win could be interesting but being able to design the rules and features of the scenario would allow people to make Scenarios where it was fun to pursue such a Victory Condition..

#75
Ideas / Re: Vegetarian Trait
January 31, 2017, 04:31:59 PM
Butcher them.
Then say welcome to Rim world

and then invite a cannibal to the colony.

but seriously unless they get a extra mood buff for eating a vegetarian meal then it would just be a total downside trait and I wouldn't want them in my colony.

what would be worse is a trait which make them unable to perform violence against animals and refuse to eat meat, Vegan/Peta philosophy. They would walk into the colony and look in shook as EVERYONE was wearing leather and fur.