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Messages - raonull

#1
Ideas / Re: Please. Add. Vehicles! :)
December 28, 2016, 09:55:41 PM
A few thoughts --

If a grizzly bear can get around the woods, a small 2-4 person buggy should be able to. This would apply whether it's self-powered or drawn by animals. Maybe even travois for natives. Anything that doesn't have legs would be slower over unfavorable terrain, especially if it's low tech.

The simplest way I can think of implementing it is, vehicles add travel speed and cargo capacity in the global map, but when you see them in game -- say when raiders ride up on your colony -- you see them parked at the edge of the map.

I suppose animal-drawn vehicles would just take up a certain amount of haul capacity from animals trained to haul. Or it could require a new trainable ability, like 'draft' or 'yoke'.
#2
as I recall, animals in game don't commit incest, so to have a proper herd you need more than 1 male... true?
#3
Quote from: psionicmushroom on December 27, 2016, 06:35:08 PM
I've seen some people in this thread suggest giving female pawns buffs to other skills, which might not be an entirely bad way of making the proposed sexual dimorphism mechanic work. I will point out though that one of Tynan's most convincing arguments against that misguided rock paper shotgun article was that men and women are not mechanically or practically different from each other in the game.

Agreed on giving females buffs or some other sort of advantage that aligns with natural dimorphism. It's worth noting that one of the main features of that dimorphism is the ability to create a child, which doesn't exist in game. But there are other ways to represent the value of a female in a survival situation.

I hadn't heard of the rock-paper-shotgun article, so I looked it up along with Tynan's response. I was reminded why I don't read games journalism. I don't think Tynan needs a convincing argument against that, because it's ideologically driven by crazy and crazy can't be reasoned with. I do understand not wanting to provoke that craziness into making the game -about- itself. But the article represents a nightmare that people will have to fight to wake up from at some point in their life, wherever that battleground ends up being. A fun game isn't too concerned with making political statements but it shouldn't be afraid of how cynical idealogues will paint it, either.
#4
The sexism card is overplayed.

Nature made men and women different. It is modern cynicism that assumes that different = less valuable. Sexual dimorphism is strongly present throughout much of the natural world, serving social purposes as well as physical, so shrugging it away as if we've suddenly transcended it, when we don't even understand it is silly.

However the cynical sensitivity people have about it is probably why most games ignore it. Stronger =/= better, so males being stronger isn't a value statement.
#5
yeah I kind of agree. I don't mind the way it is. But a change like the one OP suggests isn't unrealistic. Guess that's for the modders.
#6
Quote from: Boston on December 24, 2016, 08:45:17 AM
Like with literally everything else in reality, skill is the most important aspect of an activity. Especially when it comes to fighting.

A guy that is big and strong, yet not very good at fighting, will get their ass beaten by a 80lbs-soaking-wet girl who knows martial arts.

Stop reinforcing negative stereotypes.

This is generally false. Don't mix politics with biological facts.

Top tier female athletes still get beat by male athletes that are not the highest ranked in their league.

It is not a negative stereotype. It doesn't make those women worth less than those men. Just different. There are advantages to being weaker -- you can be more precise, you are more trusted, and people are inclined to protect you. But the main advantage is that you don't need to eat as much. Muscles burn a lot of fuel. Survival situations favor efficiency over power sometimes.

In game I think it would be fair for 'average' women to consume less food than men, even while being a little weaker in melee. However there could be a exceptions in some of the backstories, like a female vat grown soldier... might be closer to male strength. Maybe a trait that reflects genetic engineering.

Someone else brought up social skills. There are studies showing men and women develop neurological differences that effect risk behaviors and social behaviors. It makes sense because creating social bonds is crucial for small groups surviving. In fact one of the starting scenarios is tribal. So having some social buffs be common for females fits the game setting IMO.
#7
General Discussion / Re: Infestations
December 26, 2016, 03:04:52 AM
Just my contribution: I found infestations manageable using shotguns and incendiary launchers. My base was already compartmentalized like a submarine to deal with bear raids that arise from a certain forest mod.

Also I'm using twoski's Improved Infestation https://ludeon.com/forums/index.php?topic=25549.0

However I agree it is too easy to lose a colonist when a hive spawns right on him. Here is my idea:

Instead of it all spawning at once, 1 or 2 scout bugs show up, as if tunneling from above or below. Not long after, a hive is created near the scouted location with more bugs. The idea is, an unlucky colonist can escape some scouts tunneling into his bedroom before the real fight starts.

Spelopedes should be the scouts, unless a new type is created -- something which will tunnel quickly, tough but either slow or non aggressive. In fact that gives an idea for a similar event -- instead of an infestation, scouts from an existing hive dig a 'highway' tunnel through your base with a hole you have to destroy, instead of nests.
#8
Mods / Re: Alpha Animals (aka Vanilla Friendly Animals)
December 26, 2016, 02:26:55 AM
beautiful

the cactuses remind me of cactuars
#9
Mods / Re: Help needed -- update killed my save
December 26, 2016, 02:17:02 AM
Thank you. I got my save working again -- here's how if anyone else has similar problems.

I actually got on the rimworld IRC and someone (2 people actually, thanks) recommended I copy the workshop rimworld mods and rename them, putting them into the non workshop rimworld mod folder. Then unsubscribe from the workshop versions. This way they never auto-update.

For the ones that had already updated, I found the A15 versions of them on the forums. (All except Growing Plots by proximity microwave, but not having it didn't break my save) I actually had backups of most of my mods, just not the workshop ones. Also when loading the save, it gave me a list of mods active in it, and the order in which they were activated, so I wrote that down and used it for reference.

Thanks for the support forum/IRC ppl and merry christmas :beer:
#10
Quote from: Dingo on December 22, 2016, 12:15:02 AM
Yes. It's all on GitHub.

great, found it, thanks a bunch
#11
Hey, is it possible to get the A15 version of some of these mods? I had them on workshop but they got auto-updated before I made a backup. I prefer the A15 version of the game for now.
#12
So I got into this game last month, after figuring out what mods I wanted and how to get them working, and a few brutal failures, I got a colony off the ground. Put a lot of time into it, perhaps 100 hours.

Came back to it after not playing for a week and the A16 update is installing. I googled how to set it back to A15, and tried that, but it seemed to corrupt some files. even after I deleted local game files and reinstalled. So I completely deleted everything rimworld (before backing up the a15 saves and mods) and rebooted and reinstalled again and now the game looks like A15, as intended.

My problem now is finding the A15 version of some workshop mods I was using, because some of them updated to A16 too... And also I need to prevent more of them from auto-updating and messing with my save. Any ideas how to do that? Or do I have to find the manual version of every workshop mod I used? It is a lot of work just to find out if my save is even playable and I'm a bit annoyed by how this update process works. You know, a little 'do you want to update to the new version, y/n' box would have saved me hours.
#13
Mods / Re: Rimworld Oceanic Survival Mod/ Waterworld
November 29, 2016, 11:03:09 PM
I think it's a really interesting idea. Here's a few tentative thoughts -

You'd want the terrain varied in some ways at least. In oceans there's not much life in the depths; it's in the shallows where sunlight penetrates, that there is sea life (or in dark places where nutrients seethe up from under the crust). But in this game's setting, maybe people have genetically engineered bioluminescent sea life in the deeper parts, based on the deep sea creatures we have on earth... creating a sort of hybrid ecosystem that lives deeper down.

So basically you could have the terrain be different depths of the ocean, with some features and some animals spawning on certain depths. In the shallows there'd be tidal pools. Intermediate, you could have kelp beds. You could even have bioengineered kelp that creates a walkable surface layer that can be harvested. Coral reefs of course could grow from intermediate to shallow depths, and form islands. You could have volcanic island events that give the ecosystem new places to grow off of.

As for power, there's wind currents in parts of our ocean, it's not all doldrums. So wind power is feasible in some places. So is tidal power, because there are sea currents too. However for both of those kinds of power, you will need anchored platforms, or an island, to hold the turbines in place.

And in places where there's no wind current, no sea current, and it's very deep, it would essentially be like a water desert. But you could still conceivably build floating platforms over it -- in fact that might be better than building platforms over the shallower parts, if they have resources dependent on sunlight.

No idea how feasible all this is, just fun to think over.
#14
Mods / Re: Alpha Animals (aka Vanilla Friendly Animals)
November 29, 2016, 09:40:23 PM
Hey, new poster, really like the concept and art of this mod.

I tried it and found the bouldermit to be unusually pixellated (I am running 1920x1080) compared to all other creatures. It shows more at certain zoom levels. Other alpha animals that I found after looking through a few maps, appeared okay. Maybe it has to do with the texturing on the back of the bouldermit, or the dimensions of the png being resized to be put in game.

For that and other things I'd really like it if I could choose which alpha animals to implement. Perhaps a modular version of the mod.

Also I noticed in the download, terramorphworm_front and terramorphworm_back are identical. It's missing a back view sprite.

Thanks for working on this mod, I look forward to seeing more new creatures.