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Messages - bobucles

#1
Throwing another vote for the gottagofast crowd. If you can outrun swords, you can shoot them forever.

Improved arms give manipulation, which is absolutely amazing for guns. Instead of missing every shot a low skill gunner will score tons of hits.
#2
Ideas / Re: Pawns Are too Old
November 10, 2018, 12:23:07 PM
Everyone lives up to 80 until the minute they join the player colony. Then their life expectancy drops to about 2 years.
#3
Ideas / Re: Cocoa Trees Should Not Die From Cold
October 27, 2018, 07:03:18 PM
Getting -10C is pretty much guaranteed on ANY map due to how cold snaps work.
Cocoa trees would benefit from having separate "Fruit" and "tree" statistics. When the weather gets cold, the fruit dies but the tree lives.
#4
Ideas / Re: Ability to link Grow Zone to stockpile
October 27, 2018, 07:00:28 PM
A simple change to the hauling system would fix just about everything with hauling.
1) Tend to priority stockpiles. So a critical stockpile that is low will get serviced first.
2) Bring items into stockpiles. So crops in the fields are brought to the nearest stockpile. Items that are too far away should be forbidden. Most items drop forbidden by default.
3) Consolidate items and sort inventory. So low priority storage (exposed crops) gets pulled into preferred storage (fridge).
#5
Ideas / Re: Your Cheapest Ideas
September 27, 2018, 04:56:02 PM
Fast sleeping night owls take a nap, wake up in the afternoon and end up miserable.

I mean just turn the lights off.
#6
Ideas / Re: Gourmand seems unneccarily bad
September 26, 2018, 01:48:55 PM
Food binges happen on their own, no matter how happy or sad the gourmand is. It doesn't do anything about what type of mental breaks the pawn gets. The only benefit is they can't break if they're already insane.
#7
Ideas / Re: Very needed balance changes (0.19.2009)
September 26, 2018, 01:43:12 PM
QuoteIf you want challenge why not just don't use it ? that what i don't understand.
Existing mechanics are made to be used. It is dumb to expect players to close their eyes and pretend that exploits don't exist.

Sometimes an exploit creates a wacky, wild new way to play a game and that's okay. But if the most compelling argument is "I use it to win, don't use it if you don't like it" then it's probably not good.
#8
Ideas / Re: Very needed balance changes (0.19.2009)
September 25, 2018, 04:04:40 PM
Rimworld's threat generation is a central game mechanic and its proper functioning is essential for the bulk of enjoyable content in the game. It makes sense to eliminate exploits that take away from that experience. No, partially crafting a hundred items to subdue enemy raid points is not fun and there's nothing intuitive about it. It won't be missed.
#9
Ideas / Re: Balance Chemical Interest/Fascination traits.
September 25, 2018, 03:49:20 PM
A pawn can have half a dozen different types of cancer and still live longer than a chemical fascination pawn. Life on the Rim is odd at best.
#10
Ideas / Re: advanced animal training: flick switches
September 24, 2018, 08:32:01 PM
Sounds like it'd be pretty fun and definitely a cool mod at least. The animal flicking skill training, not whatever the other thing is.
#11
Did someone say free organ inspiration?
#12
Ideas / Re: Gourmand seems unneccarily bad
September 14, 2018, 09:28:07 AM
Another option for gourmand is to push up their hunger thresholds, so that they get unhappy over not eating much more quickly.
#13
Ideas / Re: Gourmand seems unneccarily bad
September 05, 2018, 01:17:17 PM
QuoteThe pyro needs a babysitter.  For some reason I find this less annoying.
The reason is because you can minimize the damage a pyro does without hurting anyone. Babysitting costs extra labor but it's manageable in all but the most doomed of colonies (in which case it becomes extra hilarious). The only way to stop a gourmand from doing damage to your food supply is to send his fat ass rolling on the floor.

When the primary defense against the fat kid is to beat him senseless, it probably hits home too hard for some.  :P
#14
Ideas / Re: Cannibal Meals / Cannibalism
September 02, 2018, 12:16:30 PM
When food items drop into a pile it turns into a single large blob with all the traits that went into each meal. It's slightly exploitable but mostly dangerous because contaminated meals can poison the whole stack. Forever.
#15
Ideas / Re: Gourmand seems unneccarily bad
August 31, 2018, 10:39:29 AM
Paste dispensers sound like an exploit. There's no way a gourmand would accept hot slime.

I think it'd help if the gourmand was less about having a stapled stomach and more about being picky over their food. Kind of like being the opposite of acetic. Maybe something like taking double mood penalties from bad food and +50% happiness from good food. That means if they eat ant or human meat, it's going to practically be a guaranteed break.

High food standards have a similar outcome as increasing their hunger rate but is far better within player control. You can't feed them cheap bulk junk and must instead invest more food into higher quality nutrition or they get mad.