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Messages - crazyarms

#1
Ideas / Re: Remove Bionics after death.
June 04, 2016, 02:28:18 AM
Would like to just state that prosthetic/bionic body parts are often removed from corpses before burial and especially before cremation.
While it is true that some of these can't be reused and there are standards in many developed contries prohibiting the use of second hand prosthetics, there is actually a growing trend of second hand use in developing nations.

These secondhand patients (from the extent of what I have read) react to the new parts just as the primary patient had reacted (possible rejection/infection/etc).

I think the solution here is with degrading parts, or possibly degrading quality of parts.
If tom has been using his trusty iron hook for the last ten years, then it might need to be polished up abit or replaced completely.
#2
Ideas / Re: Events for Undiscovered Rooms
May 28, 2016, 12:58:41 AM
+1, I really like some of these and I think it would only enhance immersion.

Also I think things should be kind of dusty (lots of dirt) and/or possibly blood. I mean if its been untouched it should probably need a good scrubbing.

Multi-room complexes would be nice too, doesn't have to be all complete or anything, but an "old base" feel would be nice.
#3
Ideas / Re: Hunting Spot Workshop
May 20, 2016, 09:48:19 PM
Possibly?
Brings up a good point, I'd rather him continue the hunt if he were close... but if he went all the way back home for dinner then it could be annoying, especially if the animal is now quite a distance from the orginal zone...
I'm not sure how all the coding works out, but I believe after he finishes eating it will "reroll" to see his next task? (someone correct me if I am wrong here)

My original thought was much like how colonists reserve a task, he would reserve the animal he was hunting and hunt it much like a normal hunter would. The hunting ground /zone is most important when he is looking for a task.
So if he did indeed stop hunting to eat (rather him eat than run around until he starved to death), then I guess he would check to see his next task and if the animal was no longer in the zone he would ignore it...
#4
Ideas / Re: Killshots and their effects
May 20, 2016, 01:37:45 PM
+1

A downed anything shouldn't really be that hard to hit from point blank range.
#5
Ideas / Re: Hunting Spot Workshop
May 20, 2016, 01:35:17 PM
^This was my concern.
I see pros and cons for the spot/table bills as you would be able to limit the number of times he goes hunting "Hunt X Times" but the radius of the spot may make hunting grounds less than ideal
Imagine playing on a moutainous map with several areas divided by the moutains, you'd have to make multiple spots for hunting (not so bad since it was free..?) but would your hunter have to return to the random hunting spot after depositing his kill that you placed much father from your base?

I like the idea of a zone rather than a fixed radius. Like hunting grounds, where you can check off what types of animals you want to be killed in the particular area. The main drawback compared to bill based hunting as I see it are not being able to prioritize which animals are killed first.

Both still may have an issue with animals moving through the zones (or radius) but honestly this is how I see it:
Squirrel enters zone
Elmer grabs his gun and goes hunting
Elmer gets to zones
Squirrel Leaves zones
(what should he do now?)
My preference: Elmer Continues to hunt the coward squirrel until the squirrel is dead, he gets sleepy(or bored? lol), or he gets hungry just cause thats how hunting really is.

The alternative is Elmer leaves empty handed. only for the squirrel to prance back through the zone mocking him.
#6
Having several colonies up and running in Alpha 13 now, I have noticed that it has become somewhat difficult to keep track of all of my different games. I have 2 main suggestions:


  • Load Saved Game Information
  • In-Game Notes

1) Much like the info tabs for colonists, animals, and items, it would be nice to have an info button next to the saved file name in the load colony screen. Like this:

http://postimg.org/image/hagd49zu7/?_ga=1.124134018.924103069.1463731354

Inside the info tab I think it should look something like this:

http://postimg.org/image/bu2anmvu7/

2) In Game Notes
If you are like me sometimes you completely forget what your doing within the next hour. Well before saving my game I sometimes write notes down (by hand  :-\ ), but if I don't return to my colony soon I sometimes come back and ruin my entire colony. (saving during a raid is always interesting when coming back).

I am not sure the best location for said tab or button, but it would be very handy to type up a few notes that could be displayed when loading up my saved file.
"Went to bed early cause everyone has GUTWORMS, may need to hunt for food soon"

Let me know what you all think

Crazyarms
#7
Ideas / Re: Dumb Labor experience
May 20, 2016, 02:09:22 AM
I think the "dumb labor" tasks are more of a catch all at this point rather than things dependent on skill.
Imo, unskilled would be better than saying dumb. And to clarify, unskilled does not mean easily mastered.
While working in a factory (wood manufacturing) as a laborer, it was easy to conceive that "anyone" can stack and move lumber. This is (mostly) true (barring any physical capabilities) but... experience makes a big difference.

To the relevance of rimworld, I think, it would be strange to have a skill for unskilled labor (what would you even call it? physical task experience?). It would be nice if cleaning and hauling would level up individually (as I don't think experience should be shared between the two).

As far as coding goes, it might honestly be rather cumbersome unless you defined cleaning as a skill and hauling as a skill, although i can't say for certain...   
#8
Ideas / Re: Re-seeding wild plants
May 20, 2016, 01:23:14 AM
Why not both? Plants aren't entirely dependent on animals for spreading seeds, but animals along with ideal weather (rain and such) helps promote growth. Soil fertility could be directly linked to germination cycles as well.
As far as toxic fallout, maybe radiation should be a thing to deter plant growth and fades over time?
#9
Ideas / Re: Reinstallable Tables
May 20, 2016, 01:07:44 AM
I have to agree with zombra.

Renovating a kitchen and moving machinery around at work always seems to atleast tear up some of the floor, damage the wall, or damage whatever you are moving. I wouldn't mind having to replace a floor tile or repairing the table (which really should cost something more than time). Also uninstall/reinstall times should be longer than other items

Also to add to this, I think coolers and heaters should be able to be uninstalled and reinstalled as well. I can see the coolers having a longer uninstall time than a bed (Window units are a pain!) but less than what would be production tables (I mean really have you ever even moved a machining table by yourself!?!?).
Heaters would have un/reinstall times pretty much the same as a lamp.

#10
Ideas / Re: "Gay" as a trait
May 20, 2016, 12:41:38 AM
Honestly, after reading through this entire post, I do have to agree that it is alittle weird that gay is a trait. As mentioned earlier, I think it would be better to possibly separate "traits" into some different groupings like physical and social. I know that lgbt(and sometimes q?) topics get alot of support or opposition, but honestly, imho more content should be added to the game before we really consider removing what we have.

On a side note, and going back more to separating traits, would be interesting to see social conflicts from colonists of different tech levels (Glitterworld Surgeon dislikes neolithic medicine man)
#11
Thank you for providing the link to it! I was viewing it earlier and thought it had been deleted. Very useful and would be great for modders and players alike.