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Messages - Regret

#1
General Discussion / Re: what's wrong with hauling?
April 11, 2016, 04:57:30 PM
Quote from: Sorenzo on April 11, 2016, 04:48:44 PM
Haulers pretty much haul whatever task is closest, not the highest-priority stockpiles, although that would make a lot of sense.

The absolutely fastest way is to manually order them to haul manually. Second way is to set up an area consisting of only the field and the fridge (and joy/food structures, if it'll take too long for them to do it without getting cranky).
That, though once they picked it up they do go for the highest priority stockpile untill that is full.
So if you send them to the farm once and the farm is the closest hauling task they have near the fridge then they should keep hauling from there until they get distracted. Whenever they are done (eating, sleeping, whatever) they will look for the closest thing to haul and bring that to the best stockpile. So build your hauler's home near the farm.
#2
hah! That is a beautiful image, thanks.

Maybe you can move your garden?

Being able to set the visitor gathering spot would be nice though.
#3
Quote from: mumblemumble on April 11, 2016, 04:41:38 PM
Higher seed rate means more lag,  i think having 2 -  4 bites depending on plant size would be nice.
Fair, but there needs to be a downside to eating a juvenile plant though, just as in real life.

seed spawning from animals based on what plant they last ate would be fun without adding a lot more seeds to be simulated.
#4
Do mass-lynchings exist where multiple colonists attack a single commonly hated colonist?
That would be more interesting than straight up banishment, possibly combined if the attacked colonist has a pretty good chance to flee.

It would be hard to code that in a way that does not continuously recreate the robber cave experiment, the stanford prison experiment, or Milgram's obedience to authority figures experiment.
We could end up with a scarily realistic bullying simulator.
#5
Quote from: mumblemumble on April 11, 2016, 04:11:12 PM
Quote from: Regret on April 11, 2016, 04:03:49 PM
This subject in this game makes me uncomfortable (for various reasons).

I don't consider that a bad thing, it will be interesting to see how this situation develops.
Believe me I understand, but this will ALSO happen with trans / other traits if added, making people extremely uncomfortable, if not angry over various reasons....
Definitely.
I find it strange to agree with someone who implies that transsexuality is as bad as zoophilia.
I'll just assume that wasn't meant to piss transsexuals off.

Eh, I'm getting popcorn and keeping an eye on the situation.
If I were an anthropologist I would be taking notes.

(One more comment for others who like me are interested in observing the members of a society negotiate about their values)
One thing I've noticed is that these discussions tend to devolve in excessive posturing, that hasn't happened here yet.
With posturing I mean every post that starts with "I'm straight/gay/trans/a goat and I have opinion X..." followed by their actual point.
#6
This definitely needs re-balancing though maybe in a different way.
How about an increase in the number of seeds and/or seed spreading rates?

Maybe a different way to achieve a similar effect would be to let every plant on being eaten spawn a seed. (or let the animal spawn/poop the seed)
This should be a bit less of an hit on the performance though I have no idea how much memory that would take. (Hell, it may be processing power and not memory, I am quite ignorant about the details of programming.)

Or dormant seeds in the ground if you want to go for full realism.
Dormant seeds can be used with trees as well so you never completely run out of trees.
You can even make dormant seed activate based on soil quality or something.
That way some parts grow so dense with trees that you can barely pass through them.

That reminds me of a game mechanic in The Horde where planting trees stabilized the soil so other stuff could be built/grown there.

I just hope overgrazing doesn't get taken out completely, I just don't want it to be so completely irreversible as it is now. Usually after 1 year over half of the map has suffered serious ecological damage through visiting beavers and large forest fires.
I don't mind either if trees and grass ever grew back.
I think a good forest fire takes about 70 in-game years to get filled with grass again. Even planting dandelions doesn't work because they barely spread. Even just having plants start growing every spring would bring a lot of balance back to the ecosystem.
Usually in early game I can let predators live and they only occasionally bother my animals (more often in winter, which makes sense and is a very cool emergent event) but later when most of the unused map has burned down too often there is nothing for their prey animals to eat so they leave soon and the bears etc. come for my farm animals. Obviously I lock my farm animals up, and I would love to see this happen if I was the main cause of them not having any food but for it to always happen is annoying.
#7
Ideas / Re: "Gay" as a trait
April 11, 2016, 04:03:49 PM
This subject in this game makes me uncomfortable (for various reasons).

I don't consider that a bad thing, it will be interesting to see how this situation develops.
#8
Ideas / Re: Nerf gut worm and muscle parasites?
April 11, 2016, 03:54:50 PM
Quote from: NephilimNexus on April 10, 2016, 11:23:08 PM
Quote from: Boston on April 10, 2016, 10:06:00 PM
In real life, up until very recently, the #1 numero uno top killer of humanity as a whole was disease.

It still is.

The mosquito has killed more people than every war in human history combined.

And old people move to Florida "for their health" - ha!
I think globally causes of death are
1st: curable diseases
2nd: heart failure.
... looking for some sources...
http://bmb.oxfordjournals.org/content/92/1/7.full
Huh, guess you were right. it's the other way around. Yay for us.
Local variation is huge btw but on average the world is doing pretty good fighting infectious diseases.
Rimworld hygiene should be expected to be less though, so the causes of death should be quite different.
I wonder if anyone will ever make a graph similar to those in the links for rimworld.
#9
Sounds like RNG trouble.
I never have a shortage of dumb labor types, though for some reason in my last game more than half of the colonists refused to haul. (4/7)
Only one of them refused all dumb labor so i haven't had a base this clean before.
#10
Quote from: Noobshock on January 28, 2016, 04:13:03 PM
Well if you go by OH IM SO PROGRESSIVE typical standards of inclusion, 50% of the population is homosexual and just about every woman is meant to be an ass-kicking warrior machine, which actually does not exist outside of some college students' utopian fantasy.

That's what I mean by overreaching. I don't care if it's at least somewhat realistic. But most of the time when script writers/designers go that route, they are more concerned with political signaling than something that actually resembles reality and where suspension of disbelief doesn't suffer collateral damage.
Sources please.

Here, let me give you an example of how this is done:
http://www.tv.com/shows says the top 5 popular shows are: Game of thrones, arrow, marvel's agents of shield, grey's anatomy, and coronation street.
AFAIK none of those have even 10% homosexual characters.

http://www.imdb.com/search/title?num_votes=5000,&sort=user_rating,desc&title_type=tv_series says the top 5 is breaking bad, game of thrones, the X-files, the wire, and one punch man.
None of those have anything close to 50% homosexual characters.

Another imdb list http://www.imdb.com/chart/toptv/ says band of brothers, planet earth, breaking bad, game of thrones, the wire. Same story.

The writers guild of America calls these the top 5: The sopranos, seinfeld, the twilight zone, all in the family, and M.A.S.H. And again nowhere close to 50%, I don't think M.A.S.H. even has a single homosexual, the closest they get is one guy trying to get kicked out of the army for wearing clothing traditionally associated with women.

Other names I have seen mentioned are house of cards, and downtown abbey. I highly doubt they even come close to 5% homosexuals.

On another topic:
Don't insult Xena: Warrior Princess, that show is epic. Also, it has a less than representative amount of homosexuals (especially for ancient Greece), and most women in the show aren't ass-kicking warrior machines.

Politically correctness is shit, but don't use that as an excuse to be ignorant. Now, please die of bone cancer you pathetic unwanted spawn of the sow you call 'mother'.

Moderator here! Yeah so this fun little chunk above the red is a prime example of stuff I'll normally perm ban people for. I'm going to leave it here for a bit just as a point of reference for something you surely don't do on this forums. Now, feel free to point and laugh because his ban is for two weeks and when he comes back we're going to have a nice long chitty-chat. Keep this thread mostly friendly please! I'm not saying don't argue, but behave.

-Ramsis
#11
Ideas / Re: Permenant events.
January 28, 2016, 08:27:02 AM
Quote from: Sirithil on January 27, 2016, 03:27:17 PM
Even under toxic fallout cabin fever isn't a huge problem at all. Literally just draft them and take them outdoors for an instant, and then back inside. Cabin fever all gone, not enough toxic buildup to matter -- it'll be gone in a day. If you have a porch (ring in an area outside with walls, then get rid of everything but the corners, the roof will stay up), even better, you can clear cabin fever without getting any toxic buildup at all.
That is actually a good idea, I'm going to do that to all my buildings.
#12
Ideas / Re: Basic Needs Suggestions
January 28, 2016, 08:25:30 AM
Quote from: Boston on January 28, 2016, 01:50:16 AM
Quote from: Regret on January 27, 2016, 08:15:21 AM
Quote from: Boston on January 27, 2016, 03:11:19 AM
I think that access to water should be a basic need. In real life, many colonization efforts world-wide were stymied due to a lack of access to fresh water.
But would it make the game more fun?

Sure. Challenge is fun. Being handed "everything" is not.
Good answer in the general case.
She specific case is very dependent on the specifics (strange, that.), so it could be more fun or less fun depending on implementation.

Maybe we can make a start by working out the logic a bit in this thread?
#13
Ideas / Re: Basic Needs Suggestions
January 27, 2016, 08:15:21 AM
Quote from: Boston on January 27, 2016, 03:11:19 AM
I think that access to water should be a basic need. In real life, many colonization efforts world-wide were stymied due to a lack of access to fresh water.
But would it make the game more fun?
#14
Quote from: 200Down on February 11, 2015, 04:51:13 AM
Quote from: Bitharne on February 11, 2015, 03:30:13 AM
It would be similar to arguing that logs can only be used in construction after the were cut into planks. That said, I miss the old log wall :P

Just out of curiosity, I think I noticed some remnants of cutting logs by hand in one of the xml's. Was that in the game at one time or a planned feature that got abandoned. Don't really care ither way just curious is all.

ok back to the topic at hand;
Ya um... ya.. just can't do it.. no way no how... you guys suck for thinkin in any way differently than I do!  Ok so maybe it wasn't constructive but it was a comment. sorta.
Yeah, there used to be logs and planks in the game, a long long time ago.
It was fun flavor-wise but really annoying gameplay-wise.
#15
Ideas / Re: Permenant events.
January 27, 2016, 08:03:17 AM
Quote from: Vas on January 27, 2016, 12:20:18 AM
I don't get cabin fever, and I stay indoors all winter long.  :P  I don't care about going outside, I even have my window tin foiled to stop light and stuff from getting through.
A computer is like a window in this context: good enough for some people.