As I am studying to be a wilderness guide, one thing we do a lot in the wilderness is adjust clothing. For example while I ski I only have a hardshell jacket, but when I stop for a longer break, I put on a down jacket from my backpack. Before I start moving again I take it off. Similarly, colonists could have an extra article of clothing with them that the change to remain comfortable, but it suffers wear even when they don't have it on as a negative bonus.
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#2
Ideas / Re: Rimworld issues and thoughts.
May 05, 2015, 01:05:40 PM
As a huge Dwarf Fortress fan myself, I enjoy Rimworld because it's more streamlined and makes more sense, ie. you can't lose your fortress because you don't produce enough socks, but you can have your colonists freeze to death if you don't have enough materials to make parkas (unlikely, but technically possible, one of my prisoners died because I forgot to put heating in their room).
That being said, I need more resources to not have, I'm having a tundra game and after the initial setup of getting parkas for everyone and quickly researching hydroponics, it doesn't really feel that challenging. Lack of wood is an issue before stonecutting, because you need all that precious steel for defences and other things. I'm from Finland and what I always expect in the winter is less daylight, and everything freezes. Maybe in the future colonists would need a campfire or cooker to unfreeze their food? Also extreme temperatures tend to lead to mechanical malfunctions or stuff just not functioning at all (security guns might need special oil and/or regular maintenance to work).
That being said, I need more resources to not have, I'm having a tundra game and after the initial setup of getting parkas for everyone and quickly researching hydroponics, it doesn't really feel that challenging. Lack of wood is an issue before stonecutting, because you need all that precious steel for defences and other things. I'm from Finland and what I always expect in the winter is less daylight, and everything freezes. Maybe in the future colonists would need a campfire or cooker to unfreeze their food? Also extreme temperatures tend to lead to mechanical malfunctions or stuff just not functioning at all (security guns might need special oil and/or regular maintenance to work).
#3
General Discussion / Re: Introduce Yourself!
May 01, 2015, 05:42:31 AM
Hi, I'm a 25-year-old guy from Finland who is studying to be a wilderness guide. I didn't go through all the introductions here but I guess most people are doing inside work, usually maybe something IT-related. People in my field don't usually spend a lot of time on the computer but I like both outdoors stuff and gaming! I especially like resource management and strategy games.
-What introduced you to RimWorld? Or to this style of game in general?
I think it was Dwarf Fortress subreddit, someone mentioned it in a discussion. As it happens, Dwarf Fortress and Firefly are two of my favourite things, and something that is heavily influenced by both... Well, I was sold from the start.
-What's your favorite other game?
In terms of spent hours, either Dwarf Fortress or Crusader Kings 2. In terms of tears shed, Mass Effect series.
-Most embarrassing gaming-related story?
When I was new to DF, I didn't at first realize that the drawbridge has an option to retract, rather than raise. Imagine my horror when I thought I was safe, only to see my drawbridge just disappear when a zombie horde invaded. I just sat there to see my dwarfs get slaughtered. Not my strongest moments.
-What kind of breakfast cereal is the best?
I'm a muesli dude.
-What introduced you to RimWorld? Or to this style of game in general?
I think it was Dwarf Fortress subreddit, someone mentioned it in a discussion. As it happens, Dwarf Fortress and Firefly are two of my favourite things, and something that is heavily influenced by both... Well, I was sold from the start.
-What's your favorite other game?
In terms of spent hours, either Dwarf Fortress or Crusader Kings 2. In terms of tears shed, Mass Effect series.
-Most embarrassing gaming-related story?
When I was new to DF, I didn't at first realize that the drawbridge has an option to retract, rather than raise. Imagine my horror when I thought I was safe, only to see my drawbridge just disappear when a zombie horde invaded. I just sat there to see my dwarfs get slaughtered. Not my strongest moments.
-What kind of breakfast cereal is the best?
I'm a muesli dude.
#4
Ideas / Re: Your Cheapest Ideas
April 30, 2015, 03:44:46 AM
A few things popped in to my mind last night while trying to get sleep. I play a lot of Dwarf Fortress also so some of these you might already be familiar with.
Burrows/alerts: When a "Raid"-alert comes, civilians are restricted to a designated area and soldiers go to their posts. Also, I would like to restrict some colonist movements in other times as well, for example if I don't want my frail back 70-year old hauler go to several day hike to get some of alfabear meat from that crashed pod.
Workshop profile: Restrict a certain workshop to a specific worker. I mainly would use this to separate cooking and brewing, but it would also help to optimize jobs in a bigger colony.
Wells and personal hygiene: Colonists would have a hygiene-meter, which tics down a somewhat every day. Poor hygiene gives a minor mood penalty and a higher risk for disease and infection. If there is water around, colonists would want to wash themselves every once in a while, but if there isn't or the water source if far away, player could research and build a well (not a cheap project!). If it rains, it gets rid of the mood penalty for a short time. Also, exotic goods traders could sell soap which gives "good hygiene" mood bonus and a small resistance to disease and infection.
Impaling: You can execute a prisoner by impaling them to a wooden stake anywhere in your colony. If raiders see it, it is easier to make the flee, but of course impalement gives a big mood penalty to your colonists. Except psychopaths, which my colony currently consist of...
Books and bookshelves: You can buy books from exotic goods traders and colonists will read them for joy. They rarely read the same book twice and non-intellect or poor sighted colonists won't read them at all. Some books could be skill-books and give a small boost to either learning or just give points.
Actual prison: A wall can be constructed that is made of steel bars, rather than solid steel. Warden could interact with the prisoner without actually going inside. I also find it funny that a prisoner in restrains can just headbutt an iron door down.
Burrows/alerts: When a "Raid"-alert comes, civilians are restricted to a designated area and soldiers go to their posts. Also, I would like to restrict some colonist movements in other times as well, for example if I don't want my frail back 70-year old hauler go to several day hike to get some of alfabear meat from that crashed pod.
Workshop profile: Restrict a certain workshop to a specific worker. I mainly would use this to separate cooking and brewing, but it would also help to optimize jobs in a bigger colony.
Wells and personal hygiene: Colonists would have a hygiene-meter, which tics down a somewhat every day. Poor hygiene gives a minor mood penalty and a higher risk for disease and infection. If there is water around, colonists would want to wash themselves every once in a while, but if there isn't or the water source if far away, player could research and build a well (not a cheap project!). If it rains, it gets rid of the mood penalty for a short time. Also, exotic goods traders could sell soap which gives "good hygiene" mood bonus and a small resistance to disease and infection.
Impaling: You can execute a prisoner by impaling them to a wooden stake anywhere in your colony. If raiders see it, it is easier to make the flee, but of course impalement gives a big mood penalty to your colonists. Except psychopaths, which my colony currently consist of...

Books and bookshelves: You can buy books from exotic goods traders and colonists will read them for joy. They rarely read the same book twice and non-intellect or poor sighted colonists won't read them at all. Some books could be skill-books and give a small boost to either learning or just give points.
Actual prison: A wall can be constructed that is made of steel bars, rather than solid steel. Warden could interact with the prisoner without actually going inside. I also find it funny that a prisoner in restrains can just headbutt an iron door down.
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