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Messages - cultist

Quote from: Canute on October 09, 2020, 03:16:01 PM
You can have another bed inside his room, but once a pawn claim the other bed the royal is dissatisfied.

I'm not sure about this part. Prisoners consider their rooms barracks if there's more than one bed, even if it's unclaimed.
Ideas / Re: Making smokeleaf more viable
September 03, 2020, 12:04:38 PM
Growing time could also be reduced to make it a better crop in colder maps - psychite usually takes too long to grow to maturity outdoors on a boreal or colder map - but smokeleaf grows pretty slowly as well.

I don't really have an issue with production time (growing time feels too long though) or value - it's the downsides when uses that causes me to see it as a cash crop rather than a useful one.
Ideas / Re: Making smokeleaf more viable
August 31, 2020, 06:20:47 AM
Quote from: rancidmustard on August 31, 2020, 04:16:47 AM
it's extremely viable, pawns smoke it constantly to boost mood, and it can be sold for a ton when grown & rolled in mass
It's cetainly viable as a trade item (flake is better though),  but this is about making smokeleaf more useful for your pawns. Beer and psychite tea have similar effects with much fewer downsides.
Ideas / Re: Colonist Pregnancy
August 30, 2020, 09:28:29 AM
It's been suggested a million times before, but the main problem is always this: Adding children into the mess of drugs, cannibalism and warcrimes that is Rimworld is going to piss a lot of people off, especially people who have never played the game or know anything about it. It's likely never going to be part of the official game, but mods are of course always an option.
Ideas / Re: Making smokeleaf more viable
August 30, 2020, 09:23:45 AM
Quote from: Canute on August 30, 2020, 03:13:58 AM
Too bad Smokeleaf Industry isn't updated to 1.2 yet, then you would got alot of things made out of smokeleaf.

Yeah I didn't even consider the fact that hemp (I assume smokeleaf is a hemp strain) can be used to make textiles of all kinds. Hemp/smokleaf clothing could be an alternative to cloth, although that seems a bit redundant.
Ideas / Re: Fix snow cleaning
August 29, 2020, 06:10:25 PM
I mean, it is very realistic. Clearing snow is one of the most pointless tasks in real life, as it will be back again soon. But you do it anyway because it needs to be done.
I usually just assign critical paths to be cleared in my outdoors areas and that's about it. When you have a dedicated cleaner, it doesn't really affect their schedule much.
Ideas / Making smokeleaf more viable
August 29, 2020, 05:54:55 PM
I'm probably not the only one who doesn't like using smokeleaf for recreation, as the penalties are significant when compared to other low-addiction drugs like beer or ambrosia.
Smokeleaf joints have a niche as painkillers but that's about it - and pain is a problem best solved with bionics or implants.

Here's a few suggestions to increase the value of smokeleaf as a recreational drug - feel free to add your own:

  • lower effect on consciousness - this one is obvious, as it causes the most problems. Consciousness is the most important stat, as it governs all other physical stats.
  • Increase artistic by a percentage as a bonus for the duration of the drug
  • Increase chance of creating a higher quality item
  • Remove or reduce direct effect on movement speed - this one is particularly annoying, as smokeleaf can often down pawns because they get hit with movement reduction from both the effect itself, as well as the penalty to consciousness
  • Small chance of scientific breakthrough when researching when high on smokeleaf. Effect could be extra science points or a large bonus to the pawn's research skill
  • Poor man's love enhancer - slightly increased bonus from lovin'
You're probably starting to see the pattern here. Smokeleaf could have an actual purpose as "crafter fuel", giving bonuses to people who don't need high move speed and won't suffer problematic penalties from low manipulation. Basically, you keep your crafting monkeys high on leaf and in return, they have an increased chance to create higher quality items, meaning more potential value from the rescources used.

Obviously all of these effects together would be unbalanced. Either negative effects should be reduced, or the creative effects should be added. I do still think the penalty to move speed is too much. It was fun to see old/heatstricken/sick pawns keel over when they smoked a joint the first few times, but it's gotten old now.
Never actually had this problem myself but I think you're right. Pawns on "work" schedule will ignore their recreation bar, while still taking care of their rest and hunger needs. As long as there is work to do, they will not do recreation  and since "bed rest" is an actual job, I can see them focusing on "working" as patients and ignoring their recreation needs.

I guess the real issue here is that being a patient is a job in the same way that construction or research is. I'm not sure how this could be fixed without removing player control of how and when pawns prioritize bed rest. Perhaps the very low recreation malus could force the pawn out of work? But that solution has issues as well.
Ideas / Re: Add Ability to Rescue Non-Downed Wounded
August 08, 2020, 09:41:02 AM
I'd like to see pawns be able to carry medicine in their inventory like they do with food. The biggest issue with treating wounds in the field is that you're unlikely to have medicine nearby. It doesn't matter so much that there's no bed as long as you have medicine. Medicine also treats several wounds at once, decreasing the chance of the pawn bleeding out.

I know there's various ways to cheese it using caravans, but I'd prefer to avoid that.
AFAIK pillars do nothing except hold up roofs. They don't even count as occupied tiles, meaning pawns move through them at full speed.
Quote from: Jean on July 16, 2020, 02:32:09 AM
It's an interesting answer! But if all the items are at 0%, why use this parameter? Replacing a spine or heart seems more dangerous than installing wooden foot or denture.
Wiki says : In addition, each surgery has a death on failure chance, meaning that when it fails it is possible that the colonist instantly dies.

It's just theorycrafting at this point, but I think it's because there's a massive amount of stats you can pull from almost everything in the game, pawns in particular. Some of these stats won't make sense when applied to some items, but make perfect sense for others.
I doubt Tynan has ever done a "house cleaning" for these things, because it's a minor issue - most players aren't going to check the stats for every single object in the game, and it has no real effect on gameplay.

As for the wiki, it's almost always a little outdated - I wouldn't trust it blindly unless it cites other, newer sources.
It's very common for pawns to eat when they wake up, as sleeping is often the longest time they go without food.
It's not uncommon for around 50% of my pawns to have breakfast together, as they mostly wake up at the same time, and are usually all hungry at that point. I run standard schedules, where I only assign "sleep" and "anything" unless I'm in the middle of some major emergency or I need every hand on deck (during a big harvest for example, to prevent crops from rotting in the fields).
However, you'll never be able to time it so every pawn sleeps at the exact same time, even if their rooms are identical in terms of bed quality. Add on top of that quick sleepers and night owls, who are usually destined to eat alone forever.

It would be nice to be able to assign "meal times", but it's just not very practical given how quickly the hunger bar drops in general, and how severe the penalties for hunger and especially starvation are. You're always better off letting them carry a meal and just eat whenever they want.

You can counteract the "no table" penalty by placing smaller dining stations around the map. It only takes a wooden floor, a decent sized room and a piece of art to get a decent dining room. Throw in a bit more wealth or art and you should have an impressive room. It might also be worth noting that any room a pawn eats in is counted as a dining room, even if it's not technically called that and even if they eat off the floor. You won't see this unless the room is at least decent though, as there's no "ugly dining room" debuff (thank god!)
It may be a case of poor communication rather than an actual bug. The meaning of the text could be that the item itself (the heart) does nothing to affect the outcome of the operation (i.e. +0% chance of failure), but the skill of the doctor, the room's cleanliness etc. are still a factor, it's just not mentioned here because that's not what you're examining?

You'll never be able to see/examine the actual chance of failing a surgery, unless you take all the factors in play and add them together yourself in order to get the final outcome. And even then, I'm pretty sure there's still a diceroll involved (medical skill modified by medicine potency, which is randomized) that you can't predict.
Quote from: darkwarrior1002 on June 24, 2020, 04:42:04 PM
As it is now, these pawns will take whatever drug they can access on the map, regardless of whether or not they've achieved chemical satisfaction. This includes drugs that are forbidden as well as drugs not assigned to them in their policy.

I've never seen this happen.

Pawns on a mental break will ignore various schedules and restrictions, but this is the same for every pawn. My "chemical need" pawns obey any schedule I give them as long as they remain under my control. They're not happy about it, but they don't go on drug rampages unless they're actively having a mental break. By the way, you can also stop this by making the drugs inaccessible (use walls, doors won't work). You can also destroy unwanted drugs using a campfire.

Mod conflict maybe?
Why not just release them and let them walk off the map for the rep bonus? Or am I missing something here? I'm not sure why you would even use the drop pods for live prisoners. Did they "lose" a leg or two?