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Messages - kragnfroll

#1
Ideas / Re: Sanitation System
August 12, 2016, 04:06:54 AM
That's partially wrong Wex. You can't just throw you're shit on your crops, but you can compost it and turn it into fertilizer.

Anyway, there is enough indie game with poop. I like watching my colonist fighting and getting a fire starting spree, but I do not want to watch them in the toilet. I don't think this add anything to the story telling.
#2
Ideas / Re: Expend the Scenario Editor!
August 12, 2016, 03:54:42 AM
Hi !

In short, I think we need a topic gathering idea about scenario Editor !

There is somethings like a new post about it every day.

By the way, I like your planet customization suggestion !
#3
Ideas / Re: Colony Policies
August 10, 2016, 08:22:43 AM
Tunnelers can be done with the scenario editor
You can also add a trait to everyone in the game, so the "Sadistic"  and "Animal Worship" can almost be done.

So policies activated at start is only scenario editor improvement, and it's always a good idea.

Now for dynamic unlock of some traits, I'm not sure about it.

If you're torturing all your prisonners, you are suddenly changing a huge mood debuff to a free organs party. Every one changing is mind in the colony seems weird for me, and I do not want that kind if things.

Your dynamic policies look like adding or removing traits for each pawn in your colony, when it's not yet possible to do this for only one colonist.

#4
Ideas / Re: Please ... no more hop only beer ...
August 08, 2016, 05:03:33 AM
Quote
I really do agree with you in principle; I just worry about the complexity of these production chains.

What RimWorld grains would be usable for beer? Or would I need at add barley to the game?

As far as I know, malted bareley is the most commonly used, but rice and corn are also widely used. Potatoe beer is possible but I think it's more like a local singularity.

Receipe could be :

X Rice/Corn/Potatoe => perishable beer
Y Rice/Corn/Potatoe + Z hops => current in game beer.

And why not a lavish-meal like receipe for beer ? more ingredients for a better mood and less intoxication ?
#5
Ideas / Re: Please ... no more hop only beer ...
August 06, 2016, 07:07:50 AM
QuoteAs others have already pointed out, there are ways to make alcohol out of just about anything you can already grow in the game. Hops just make it taste better. I'd rather not see time wasted on putting in two dozen varieties of alcohol (leave that for the modders), but having any of the basic crops as a suitable ingredient for fermentation would be a good change. Hops could just let you make a better one, in much the way that you can make simple, fine, or lavish meals depending on the number of ingredients.

I totally agree !
#6
Ideas / Please ... no more hop only beer ...
August 05, 2016, 11:48:18 AM
Beer is made of cereals (starches are needed !). Hop is used to flavour and conservation.

I'm not asking for a full process of brewing, but a receipe including corn / rice or potatoes would be far more realistic !
#7
Ideas / Re: Your Cheapest Ideas
August 05, 2016, 11:37:37 AM
some new traits :
-shopping queen : mood more affected by cloth qualities and hp.
-perfectionnist : tend to be unhappy when crafting / building low quality stuff
-weakling : get downed as soon as hit
-viking's blood : never downed ! fight until death
-careless : raise the durability lost per day ratio of his stuff
-sloth : need more rest each day
-mule : increased hauling capacity.
#8
Ideas / Re: Frequent Suggestions Topic!
August 05, 2016, 11:33:02 AM
I see lot of people asking for new winning condition in the scenario editor.

Could this be added to the list ?
#9
Ideas / Re: Write an event!
August 05, 2016, 11:16:34 AM
Instant obediance + bond between a colonist and a random tamed animals, and that new pet got a cut name.
"This turkey is the only one to truly understand me... He's my only friend here !"


Sale days : all colonists got a mood debuff for wearing normal and less clothes.

Mosquitos rampage : colonists outside slowly build up the "mosquito sting" condition, which inflict some pain and slow manipulation a bit.

Silent war : a colonist who hate another one start destroying one of his creation (art, furniture, weapon).

The charming prince : downed colonist saved by another one fall in love with his / her savior.

#10
Ideas / New scenario edition choices
August 01, 2016, 05:24:58 AM
Hi !

I really love the scenario editor, it's a great idea ! I think it really need to get more options.

For example, a "Mad King" scenario, with a fixed crazy king, losing the game if he die, and with no industrial tech.

Then i need :
- locked tech (for me and enemy factions), and be able to disallow guns, or power armor, or electricity.
- more control on the starting characters (make the king depressive, psychopath, and able to do nothing but fight and social)
- Improved win and loss conditions
- lose if the king die
- win if I build him a decend castle (a room with a fixed impressiveness ratio)
- more control on random event (like disallow scythers and more manhunting animals, Kings love hunting !)

Anyway, more control on the scenario editor could give lot of fun and crazy idea, so I guess it's a good AddedFun/TimeToCode ratio.

By the way thanks a lot for that great game !