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Messages - MagusLucius

#1
Ideas / Re: Box lunch and Sleeping bags
January 26, 2016, 06:31:24 PM
Quote from: Z0MBIE2 on January 25, 2016, 11:45:11 PM
Just requiring like 1 steel or wood would make sense for lunch boxes, and just have that with the boxed meals. Separate items for the food and box doesn't make much sense just because it already comes in a package, the other meals.

So... let me get this straight.  You're suggesting that every time  my colonists eat in the field, it should cost me 1 steel, if I don't want a debuff.

that would be ridiculously expensive by comparison, given how much it would be used.  And as an art item you could sell them.
#2
Ideas / Box lunch and Sleeping bags
January 25, 2016, 10:33:01 PM
requires a smith to make a "Lunchbox", and a cooking bill "Make Boxed Lunch"
Meal quality is relative to lunchbox quality and cooking skill, best is equivalent to a "Fine Meal".
no debuff for "eating off the ground"
If boxed lunches are available, colonists will carry them instead of other meals.

Lunch Boxes count as art items.

sleeping bags could be bought, found on raiders laying siege, or made at a tayloring bench.
If a colonist is working in a distant part of the map, rather than hiking through their sleep period to get back to their bed, they can use the sleeping bag, and get a reduced debuff for sleeping on the ground / in the cold. or trade "Sleeping on the ground" for a lesser debuff "Had to camp out"

Depending on the quality of the sleeping bag, they might have a happy thought "Good sleeping bag" or an extra debuff "worn out sleeping bag"
Can be made from any fabric plus a quantity of wool
cost: 100 fabric, 50 wool
#3
Ideas / Re: Raiding overhaul
January 25, 2016, 12:54:34 AM
I just got done dealing with a Psychic ship part that popped out two centipedes with inferno cannons and a scyther.

After that, because I'd been running low on food from a crop die-off due to a solar flare, I was collecting some dead animals that had apparently gone berserk on each other when I get attacked by like twenty tribesmen, eight of whom are archers that standoff just outside the range  of my turrets and snipe them till they explode, still relatively few actually got past my waffles and deadfall traps (most of which were destroyed by exploding turrets.)

while I'm busy mopping up that mess, one of the elephants I collected begins to rot, so that went in the trash heap, and I had to double-time the freezer I was working on to save the rest.  I sent the hunters out to bag some more game while I was at it, only to have them blind-sided by a heard of Manhunting Elephants.

Which tore the crap out of my inner defenses before buying it.

I think the threat system is sadistic enough thank-you very much.

And as a parting shot, one of my colonists -still- managed to get killed, somehow, while I was mopping up and digging graves.  I didn't even know she'd died until I couldn't find her in the compound.  Bravo, Cassandra, Bravo.
#4
This is still a killbox, just a less expensive one, unless wood happens to be scarce in your biome.

it also seems to rely on half-constructed walls, for some reason.  A better way to my mind would be to lure the manhunters into a room with a bunch of heaters and then just crank it up to 200 degrees or something.  or you could build a room around a geothermal vent.
#5
General Discussion / Re: Brasselton, Goodbye.
January 24, 2016, 02:36:09 PM
Okay... how about this for an argument.  Your scientific definition re: cesium.  The speed of light is defined by that metric.  The base SI measurement of a Meter is defined by that metric.  The definition of 1 second is the basis of all our measurements for distances and velocities, and any change to it, which doesn't make it scientifically more precise, would literally throw science out the window.
#6
General Discussion / Re: Brasselton, Goodbye.
January 24, 2016, 03:08:06 AM
Quote from: Mikhail Reign on January 23, 2016, 02:56:02 AM
Quote from: MagusLucius on January 19, 2016, 01:35:19 AMHowever, when I moused over the date, I got a little box that said there are ten days in a month.  Makes sense, my stats view said that the colony had been there something over nine-hundred days.  However, unless people age faster in the future, it's unlikely people would mark their birthdays by anything other than a cycle with some reference to earth.

Why? Rimworld doesn't have FTL travel, so most, if not all people who exist in the universe would never have set foot on the planet, so I would see no reason to use it as a reference of age. I dont see why people wouldn't use the world they stood on as their reference. Once you have lived on a planet for a decade, interacting with mostly/only people from that planet, you would just use its day/time/year as your reference. Granted things would be difference - people wouldn't be an 'adult' until 30 instead of 15, but it wouldn't be weird because you all use the same reference. Babies would be babies until 10 or so, childhood would last 20 years, and people would live to be 300. It would only be strange when a person from off world came, and in that case it would just be the normal clash of cultures.

Quote from: From the primerThe gulfs between stars

In the RimWorld universe, it takes years or decades to travel or communicate between stars. Because travel times are so long, planets tend to be disconnected from each other socially and technologically. So there are no great star empires, and interstellar travel is unusual. Each star system is mostly isolated from its neighbors.

because otherwise ages are meaningless.  Saying someone is 17 years old or 768 elapsed, when the rate at which they count birthdays changes from planet to planet is absurd.  Especially as they have a fixed life-span.

80 years in rimworld becomes something like 26.6 years on earth, which means your colonist isn't really 17 years old, but a bit less than 6.  And this is an unmodified human.

Although, it is unlikely they'd mark time the same way we do.  A civilization advanced enough to contemplate interstellar travel, even if it takes decades or centuries would likely use some other, easily identifiable, recurring event to mark time.
#7
Ideas / Re: Colonists caching food
January 24, 2016, 02:50:10 AM
Quote from: REMworlder on January 23, 2016, 01:45:59 PM
This was an introduced feature to allow colonists to travel longer without running back to eat meals too often, but a toggleable option might be interesting.

The ability to specify what they can carry, like you can specify what they wear.
#8
Ideas / Colonists caching food
January 23, 2016, 03:37:48 AM
could you please make them nock it off?  They carry meals around with them and still go to the stockpile for food when they get hungry.  It's annoying.
#9
Ideas / Re: Your Cheapest Ideas
January 22, 2016, 02:14:19 AM
If a colonist has a meal in their inventory, make them eat it before stealing requisitioning another one from stores.
#10
Ideas / Re: Overhang/Ramadas (Forced Ceiling Zone)
January 20, 2016, 11:50:30 PM
I've done something like this to make a blacksmith with open walls.  just build the permanent walls from whatever material you want - I used sandstone or granite - and close it off with wood to form the roof, then tear down the wooden walls and presto.  As long as no roof tile is more than six blocks from support, it stays roofed over.
#11
Ideas / Re: Your Cheapest Ideas
January 20, 2016, 03:06:15 AM
Prisoner exchange.

use the comms console to negotiate for an exchange of captured raiders for the return of captured colonists, dependent on social skill and value of hostage.  Or flat-out pay for their return.

point blank shots on a downed target should be automatic kill. at any skill level above 1. with any impairment except blindness... or inability to hold a weapon.  Even my one-armed hunter (arm got shot off and I failed to notice...>.<) should have been able to shoot something in the head from one tile away.

some logical motivation for hivers expending the energy and resources to attack.

surge protectors and lightning arresters as an event-triggered research item.  could have a quality or failure chance so that they don't always work, but reduce the risk of overloads or lightning strikes.

the ability to recover partial materials from flooring.  I sunk a load of silver into sterile tiles for an infirmary, and then had to tear it all up to remodel my base.  I probably lost 650 silver between the floor in the infirmary and the floor in the freezer.

shooting targets/practice dummies for training fighting skill as a joy item for colonists who have an interest but not enough skill to be of use.

hold fire when friendlies are in the way, or take a better position.
#12
General Discussion / Brasselton, Goodbye.
January 19, 2016, 01:35:19 AM
So... After finishing my first playthrough, I have just one real nitpick.  Time.

Going by age, my colonists were in their little settlement for about 10 years or so.  There are twelve months in a year, the readout even uses the same month names. (Making up new month names would probably be tedious in the extreme)

However, when I moused over the date, I got a little box that said there are ten days in a month.  Makes sense, my stats view said that the colony had been there something over nine-hundred days.  However, unless people age faster in the future, it's unlikely people would mark their birthdays by anything other than a cycle with some reference to earth.

<NerdNitpick>
Also, a planet which has twelve months of ten days each would be in an extremely close orbit around it's primary.  I can't see such a world existing around anything but a white dwarf, and even that's iffy.  </NerdNitpick>


"You're leaving in that thing? You're braver than I thought..."


"They made up their minds, and they started packing/ They left before the sun came up that day/ An exit to eternal summer slacking/ But where were they going without ever knowing the way?"

Needles: Hunter, Builder, Miner, Cook, Taylor
Tyspin: Hunter, Gardener, Oddjobs
Szilard: Foreman, Miner, Doctor, Cook, Oddjobs
Juliette: Cook, Taylor, Smith, Master Gardener
Marco: Master Gardener, Comms, Warden
Cooky: Cook, Hunter, Taylor, Smith
#13
General Discussion / Re: Plasteel...
January 15, 2016, 06:43:55 PM
The map I'm currently playing on didn't have a trace of plasteel, and most of what steel I could mine has been used up. I've actually been spending quite a bit of silver on building up my stockpile of both.  I make money (slowly) by selling chickens and ... confiscated... clothing and weaponry, in addition to whatever my tailors make that nobody decides to wear before the traders come around.

I don't spend a ton of money on medicine, anymore since I have over 500 herbals in stock (which I thought I might sell, but nobody buys).  When I do need medicines however, I wait for the combat traders, as they almost always sell it at market value.

You can also get plasteel by dismantling mechanoids, if you can survive them.
#14
General Discussion / Re: Trained dogs (bug?)
January 15, 2016, 03:28:27 AM
Quote from: TLHeart on January 14, 2016, 06:26:36 PM
Need to read what obedience does then... It states that animals trained in obedience will follow master and DEFEND their master.  Don't want the animals defending, then assign them NO master.

Ah.  My bad.
#15
General Discussion / Trained dogs (bug?)
January 14, 2016, 06:14:01 PM
Dogs that have been trained to obey will run to their master when he/she is drafted whether or not they have been trained for Release.

This presents a problem if, say, I have their master lobbing grenades at centipedes or something similarly hazardous.  I specifically didn't train them to release because I don't want them in harms way.

I first noticed this when I was fighting a couple centipedes and a scyther that emerged from a ship part.  The dogs were restricted to my compound and yet they came running into the fray anyway, only to be scared off by the psychic drone.