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Messages - Predzxilla

#1
Ideas / Exercise
December 03, 2017, 01:01:37 AM
I propose the inclusion of exercises.

The main plot is that colonists can spend time exercising to gain buffs.

Some ways to exercise include: (Idk if the experience they give is balanced or not)

Using a treadmill (Requires 250 steel, 6 components and 1 wake-up)
This is the highest tier of exercising and will give 100 melee experience every 1 real-life second. Gives -10 beauty. Must have microelectronics researched. Increases movement speed by 1% every hour it is used. Can add up to a +70% movement speed buff.

Yoga Mat (Requires 75 devilstrand)
This can be made in the same colours as the current carpet options. It will give 20 melee experience every 1 real-life second. It acts like a bed: Only 1 colonist can be assigned to it, ever. If you want two people doing yoga, you need two mats. Can help tend bad backs. Gives 30 beauty.

Dumbbell rack (Requires 100 steel and 40 wood. Must be made at a smithy)
Gives 40 melee experience every real-life second. Can only be used by colonists under the age of 50. Neutral in beauty. Increases building and crafting speed by 1% every hour it is used. Can add up to a +40% increased work speed.

Colonists will do exercise during their joy period. (It must be assigned)

The more exercise one does, the higher their chance of getting a partner is.

Exercising will make colonist 20% more tired and they will receive a -2 "Worn out" debuff whilst exercising. However, I propose a mirror could be added that can only be placed within 2 spaces of an exercising unit and any colonist who has recently exercised had a 90% chance of looking into said mirror and gain a +2 "I feel strong!" buff.

Thank you for reading and be sure to post insightful feedback in the comments :D


#2
Add in fidget spinners  8)
#3
Quote from: Perq on November 24, 2017, 07:48:01 AM
This can be solved. But yes, it is somewhat annoying.

I think the problem is in the fact that pawns do tasks one by one, therefore they only carry enough resources to complete it once. They are fully capable of carrying more, or setting things up so that they can do it more efficiently.
It is problem of AI, and I imagine at this stage it isn't worth making it super optimal.

An example of how problem could be fixed:
If pawn is going for a cooking job, and the first needs him to do 20 meals (to me the demand), instead of taking 10 raw food, he'll carry as much as possible, and then start doing his work. For example, 75. He will then make 7 meals, and only after he has finished doing all of 7, he will take them to the storage. If you happen to interrupt him, he will either continue, or any other pawn who comes nearby will continue.
There are, of course, many problems to solve with AI in order to achieve that.

That and I also agree that working in -5C should make cooking far slower. Like 70% slower.
I do believe cooking in your freezer has been nerfed in a17 or b18 if I remember correctly.
#4
Building efficient things in an efficient way is one of the challenges is Rimworld, and I quite enjoy having to do it, it is just like in real life; you need to have a good road between a farm and store, for example. You also need to keep factories away from residential areas.
#5
General Discussion / Re: Finding the Center of the Map
November 24, 2017, 02:57:39 PM
Use the plan tool in the orders tab to find the centre. Measure one side of the map and then divide it by 2, then go up by that number from the centre of that side.