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Messages - thestalkinghead

#1
Ideas / Re: Procedurally Generated Firearms!
April 27, 2016, 05:06:42 PM
Quote from: Ace_livion on April 27, 2016, 04:27:41 PM
Quote from: thestalkinghead on April 27, 2016, 03:46:20 PM
i think variation in stats of guns would be a nice thing to have, it doesn't have to be as crazy as borderlands, but a slight % variation in damage, aim speed, and accuracy etc. would be a good addition.

and it would be plausible in the non factory perfect world of rimworld, eg. off center sights, sticking mechanisms, or just personalised improvements to a guns feel/weight etc.

i believe we kinda already have a slight variation in weapons, since guns are made as poor, norm, good...
are we no on the road to make a "good" poor quality gun and a "slightly better" normal quality knife?

i think its kinda more productive make a craft roll on a fitting workbench to take 2 similar guns and sacrifice 1 in hope your guy succeed in upgrading the quality of the best one.
in other words end up use'ing 6 snipers of varying degree, in order to gain 1 Legendary sniper
and at this stage it might just be easier to make "unique" weapons be solely legendary weapons
this was we can have a roaster of legendary weapons whit unique abillityes and style, even lore.

yeah we have some variation, but i was thinking of quality as a base and defects and additions as a second layer, like maybe a poor weapon might be on par with a good one because of the variables on the weapons
#2
Ideas / Re: Procedurally Generated Firearms!
April 27, 2016, 03:46:20 PM
i think variation in stats of guns would be a nice thing to have, it doesn't have to be as crazy as borderlands, but a slight % variation in damage, aim speed, and accuracy etc. would be a good addition.

and it would be plausible in the non factory perfect world of rimworld, eg. off center sights, sticking mechanisms, or just personalised improvements to a guns feel/weight etc.
#3
Ideas / Re: Sun lamp Timer
April 27, 2016, 03:40:49 PM
anybody that uses real hydroponics or grow lamps in real life uses timers to control them so it should logically be in the game, also since the lamps are effectively useless and just a power drain at night having them built in (or maybe an upgraded research) would be good, micro managing that would just be annoying.
#4
General Discussion / Re: Gut Worms
April 24, 2016, 06:21:05 PM
i had two guys get muscle parasites at the same time and i thought it would last forever, but eventually they were both cured on the same day, it sucked for one guy though he already had a peg leg so he could barely feed himself let alone be productive, i would have liked more information on diseases and some feedback as to whether it was getting any better.

i also got the mechanism muscles (or something, i can't remember the name) but it was a positive disease overall, it made my guy faster walker and more productive, i am not sure if it could turn bad if i didn't treat him, but i don't want him to be cured and i want him to spread the disease.

some kind of biogenetics lab would be cool so you could save or even make diseases.
#5
Ideas / Re: Wound care levels
April 24, 2016, 11:11:42 AM
yeah, i agree, this is why i never use melee hunters, a squirrel bite or a punch will use just as much medicine as a gunshot wound
#6
Ideas / Re: Add Fertilizer Pumps Back
April 24, 2016, 07:14:36 AM
maybe a compost bin could be added that would produce compost from food (including rotten) so compost floors could be added and they take 5 (or whatever) compost to make a compost floor tile
#7
Ideas / Re: Bees?
April 24, 2016, 07:08:50 AM
maybe building hives would be cool, also perhaps they would need flowers in range to be able to produce honey.

and if there were wild hives maybe harvesting them or being near to them for to long they might sting your colonists and give them bad moods.
#8
Ideas / Re: forced population cap and storytellers
April 17, 2016, 11:19:22 PM
yeah combat isn't the only way to cull, a locust plague that eats all the food and plants would seriously hurt a large colony, or even a literal plague, that everybody gets, not everybody can bed rest and you may not have a big stockpile of medicine, or maybe there could be a mutiny where a group of people just decide to leave (maybe the 4 people with the worst mood at the time) stuff like that would still perhaps be controllable, but not simply with a kill box
#9
Ideas / Re: Clean Up Stockpile
April 17, 2016, 11:10:36 PM
i made a topic called "sort stockpile" two days ago mentioning the same thing, it is on page two now.

but yeah, this really needs to be fixed, i have been telling people to eat the resources then just when they leave the stockpile i tell them to do something else (or recruit them) so they drop it out of the stockpile so it can be resorted, bit of a pain though.
#10
Ideas / Re: forced population cap and storytellers
April 17, 2016, 03:40:43 PM
don't get me wrong i like a bit of min-maxing, but i also like the idea of having some asshole that can only make art living in my colony, it adds character.

also with a bigger population you can specialise more, and have to up your living quarters and food production, and that is it's own kind of min-maxing/efficiency problem i like a bit more than just callously looking at potential recruits as just skills to use, i like the recruit all the people and work out how to deal with them approach.
#11
Ideas / Re: forced population cap and storytellers
April 17, 2016, 02:40:56 PM
this is the reason i always go for randy random, i would like the story teller, but i just find the population cap annoying, at the beginning it is best to just get whoever you can to join, but if you randomly recruit a bunch of losers the story teller just decides you have enough people, what are you supposed to do, kill the worst guys and hope for more later?
#12
Ideas / Re: Why pawns need such huge rooms?
April 16, 2016, 05:06:42 PM
personally i would say a room (8X8) where you can fit 32 beds (or 16 double beds) is ludicrously extravagant
#13
Ideas / Re: Why do psychopaths visit graves?
April 16, 2016, 05:02:15 PM
thoughts of a psychopath: i wonder how much of their face is missing? if i were to show the body to their family would they recognise it? should i double check and see if that shirt they were wearing would fit me? humm, they made such a stupid face when they died, i wish i could see it again.
#14
Ideas / Re: sort stockpile
April 16, 2016, 04:56:37 PM
Quote from: paShadoWnSmurf1 on April 16, 2016, 06:40:09 AM
Cuz writing a script for pawns doing it automatically is too much werk.

well, auto sorting would be good and that would also be good, but i would imagine getting a colonist to pick up then place in an appropriate place manually would be a relatively easy thing to do
#15
Ideas / sort stockpile
April 16, 2016, 02:14:46 AM
i have had many times where stacks of items aren't full but they are spread about in the same stockpile, which can quite often mean that precious grid slots are unnecessarily used up (in a refrigerator for example)

i think it would be handy if you could manually order a colonist to sort either an item or the whole stockpile so that stacks of items aren't spread about when they shouldn't be