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Messages - betoid

#1
Ideas / Re: Flooding
December 06, 2017, 08:02:39 PM
Quote from: doomdrvk on December 06, 2017, 04:55:27 PM
This seems like a good realistic idea, unfortunately I don't believe Rimworld has a dynamic water system so a whole new system would have to implemented for this one event.

Actually water is a tile. There are ways to move tiles, like placing a carpet. This can work in a similiar way.
#2
Ideas / Re: Hotels
December 06, 2017, 06:34:08 PM
Quote from: CannibarRechter on December 06, 2017, 06:14:28 PM
Do you know about Hospitality?

Mod? Of course. But why not to make THIS a default thing?
#3
Ideas / Hotels
December 06, 2017, 06:05:40 PM
This is a harsh world and it would be awesome to find some place to rest and refill, expecially when you walk on foot.

1.Add a special guest zone that is made entirely for strangers.
Any non-enemy strangers will use it for their purposes when they are near. At the same time they WILL NOT use your personal tables and spread filth across your rooms.

2.Add a special guest contact post. Any assigned pawn will interact with guests in the guest zone and do following(should be enabled as yes/no options):
-Give food.
Automatically sell them food if you have one and they have something to pay for it.
Sub-options: barter - accept items for payment, credit - if guest has no money he can pay later (but will he?), Price - set price for sold food.
-Rent room.
Give access to rooms marked as guest ROOMS. Rooms for rent need to be marked with a sign.
Sub-options: same as above plus TIME - how long the guests may stay for a single payment.
-Shopping zone.
Make a storage zone and mark it as a guest zone and placed item will be sold for a fair price. Fair price is determined by pawn's and guest's speech abilities.

Related events:
-Murder
One of the guests killed another one. If you pawns won't find the killer you relationships with their towns will be lowered. If found out - increased.
-Shoplifter
Your pawn have found somebody, who tried to steal something from your shopping stock. Try to get him, or leave it be?
-Picky guest
He disliked EVERYTHING and now tries to get compensation. If pawn is bad at talking or is forced to give a refund - the guest will get his money, or else he may even start a fight and rob you!
-Regular guest
A good person that likes your settlement and cheers up your pawns, sometimes helping with food/resources in harsh times. Comes regularly. If killed your pawns will be pretty sad about it.
-Black friday
Somebody heard that you have the lowest price for X, X and X and he's lead a group of people to buy everything you have. If you have not enough of X prepare for trouble!
-Old dispute
Some of your guests have an old dispute and may start a fight any minute now! It can also include weaponry.
#4
Ideas / Greater eletronics.
December 06, 2017, 05:45:28 PM
Well, there has to be such a suggestion:

Greater electronics - let pawns be coders ingame!

1.research usual sensors, logic gates and additional machinery.
Sensors for better traps or something like auto-doors(but bigger).
Logic gates for simple logic like opened door AND standing pawn in front of it.
Additional machinery - robotic arms, flame chambers, conveyors.

2.Extend your abilities.
Discover visual-based programming and let pawn to learn something like it to manipulate machinery better, making operator work NEEDED. The better the operator skill, the faster the code will work. As an option - let pawns code something and save it to disks/gold triangles/whatever and put it into any advanced machinery for no need of operating by hand.
Combine coding skills with basic gates and machinery to go to the industrial level of production.

3.Go deeper.
Give yourself access to microtech to make mechanical prosthetics and advanced implants.
Also make more advanced mechanisms that may deal with living and also living beings.
Robots Nope.


Why should it be actually added?
Sometimes it is stange that your pawns wear battle armor and produce energy rifles, yet they still cook/mine/grow food ONLY by hand. There is no option for it. Machinery may have such pros and cons:
-Immovable, yet can turn towards nearby cells and follow pre-built rails.
-On basic level needs a human to operate it.
-Requires pretty much power when works.
-Is somehow expensive to build.
-Power cable NOT included.

+- All machinery needs to be made out of different parts - there is no "just drill this rock" machine - make an extendable manipulator and attach the bore to it. If you want to make it moveable - build a rail so it would move.
+- 2 options  - self-made programs and pre-made propgrams. The first ones are made by a player and then "coded" by a pawn for a while, the 2nd ones can be bought/programmed faster by pawns. Self-made code can do anything player wants, yet may contain mistakes etc. The bought ones are pre-made for common mechanisms - conveyors, BIG auto-doors, traps, auto-bores, smart lights, fuses etc.
-HAZARDS! Heavy machinery is always a danger - operate it with care, or your fingers may be torn off. This also may be used to your advantage - crush invaders with an auto-platform!

+Higher productivity - make a couple of manipulators, attach them to an auto-fireplace and add a storage nearby and you will get automatic kitchen. Oh, you need to code it too.
+More options for interior - ever wanted to make a real fallout-like vault? Black mesa train system? Portal-like extendable rooms? Say no more!
+Make your energy sources more VALUABLE - that thermal geizer on the other side of the map is no longer too far from you.

Optional:
-Make and save machinery, and not only machinery, patterns to make giant production lines or cross-settlement railroads!
-Giant Battle Mechs are always an option in any type of problem. There is no problem that cant be solved by a Giant Humanlike Battle Robot.
#5
The item descriptions are too big to fit in one line, thus I can't see the percentage of item HP.
#6
I constantly see the unhappy nudity status, yet my stock is full of various clothes.
We could use more detailed nudity statuses:

"Wish I had a pair of pants to use..."
"This shirt is in bad shape."
"There is a bullet hole in my hat"
#7
Ideas / Re: Your Cheapest Ideas
December 01, 2017, 07:50:55 PM
#8
Ideas / Re: Snowmen extended or how to deal with junk.
December 01, 2017, 07:50:00 PM
Quote from: iota_x on December 01, 2017, 12:38:02 PM
Learn the micro. Love the micro. Storage zones OP.  8)

That said, I don't know how Tynan could implement snowpeople (please, not always snow'men') having accesories, but I love it! Also, the added mood gain. If I was a rimworlder I'd love a fully dressed and armed with shoddy weapons snowperson  ;D

Don't put that gender thing to a piece of VIRTUAL snow :D
Also dressed up snowmen could be used a decoys, because...well..they even may smell human for animals.
#9
Ideas / Re: Snowmen extended or how to deal with junk.
December 01, 2017, 06:40:52 AM
Quote from: SpaceDorf on December 01, 2017, 06:23:43 AM
You can burn apparel in the fireplace,

Weapons and Clothes rot away when left outside, so you can create a stockpile for deadman stuff, or just leave it where it drops.

Non Rotting Stuff like blocks you can still sell.

Well, I didn't know about fireplace. And about things left outside - I know about it too, but I don't want to manage the special storage for it. Why should I care where some unneeded stuff is placed?

And the non rotting stuff may stay in your stock for a very long time until somebody buys it.
#10
Ideas / Re: Your Cheapest Ideas
November 30, 2017, 01:14:48 PM
Spices.
Extra item that lets to replace one food item in tasty and delicious food recipes and makes food one tier better. Can be found wild or grown with a high-skilled level.
May be useful if you run low on meat/vegs and still want to feed pawns good food.

Small battery.
Small battery (1 tile) for space filling options and for some autonomous power too.

Portable battery.
A small battery item that lets to recharge batteries/manually power up machines.

Spill fuel.
A tile option that covers it with fuel making a flammable zone.

Blind fire.
Ignore targets and just shoot certain point with no skill raise.

Dummy.
A practice target that also may attract agressive animals that mistakes it for your pawns.
Also may scare away the peaceful animals and be a primary in-sight targets for enraged pawns.

Garden wall.
A growable wall that requires no resources, but is grown like any other plant, is highly flammable, has low HP and doesn't isolate the temperature. Could be useful for making BIG walls or labyrinths.
#11
Ideas / Snowmen extended or how to deal with junk.
November 30, 2017, 12:16:43 PM
Too many raids left tons of tunics/knives/useless junk?
You want to get rid of those 2 blocks of granite that are stuck on your storage?
And on top of all you have no crematorium?

Just stick it (in)to the (snow)man!
-Set items that are considered junk in a special menu
-Determine what pawns will do with that junk - burn, throw somewhere away or just leave it outside
-If no junk settings were changed, but the list of junk was considered - pawns will move it away to deteriorate in a random place outside of home zone.

As a bonus:
-If there is snow outside pawns will use junk items to enhance the snowmen, giving them beauty bonus. The used items are stuck inside the snowman and cannot be used until the snowman is broken.
-Corpses also may be used to build a snowman.

Optional:
-Allow pawns to make holes where they throw away junk and dig it down. Similiar to graves, but for items.
-Burn down items in a fireplace. Items that contain metal may leave small amounts of it.
#12
Ideas / Re: Your Cheapest Ideas
November 18, 2017, 06:11:20 PM
-Harder-to-break materials
To make vaults etc.

-Using both hands to toss items
Get that iron and a few components to finish the job, jamnit!

-Windows and transparent roofs
To decrease the claustrphobia effect and add natural light.

-Small animal slip through anything
Small dogs, rats and squirrels may go through closed doors, deep water and even through thin walls to get food or to try to run away.

-Space ship to in-atmosphere flight
To move items and pawns massively in case of big troubles or if you want to destroy enemy village quickly.

-Actual tools
Items that may speed up some work types and are used as a weapon if there is no weapon rack around. May be picked up automatically if try to do some work dropping current weapon.

-Sterilising
To prevent massive hungry dog flood. Human version may be an option.

-Better ruins and dead cities
Ruins filled with corpses and loot and dead cities full of dangers as biomes.
Ruins are like small parts of dead cities and may contain traps, mad persons, communications(wires), furniture and even some treasures.
#13
Ideas / Psychology research branch
November 18, 2017, 05:50:56 PM
We have a couple of standart research branches that increase colony's productivity, give access to new items or even allow to finish the game.

What about the psychology branch, that lets pawns to change their priorities or even make traditions? I mean, we already have those basics, like weddings, parties, grave visiting etc.

Let me show some options for the research branch, but before that lets get closer to some specific points of this branch:
-If you choose one research option the other one may be unavailable.
For example if you choose to stay closer to nature your pawns will permanently fear technology, blocking the progressism path, that leads to high-tech. This may result not only on going to an alternative society-type and getting buffs against some enemies (like mechanoids), but also add new personality traits.
-If pawn society is oftenly put in the opposite to their beliefs conditions they may reverse this branch's progress. For example, if we get a totalitarian society and it oftenly gets more democratic visitors, meets some former members or just becomes unstable due to bad conditions, we loose this branch's progress and some random psychology techniques.
-The psychology isn't applied to pawns by default. The one, who discovers it tells everyone about it and there is a chance other pawns(not only yours) may get that knowledge. So the things you discover are taught constantly by the discoverers. They also should be in good relationships to effectively spread the new psychology trait. This feature also means that strangers may change your pawns randomly and sometimes you HAVE TO destroy that random caravan because they may destroy your pawn society.
-At the start, if scenario doesn't contain pre-built psychology branch, pawns get random points of view that may cause not only conflicts, but also more intersting stories.
-Psychology branch gives mostly traits and mood enhancements, but it also needs some items to work with - books, brainwashing machines, meditation pads, agitational posters etc.

Okay, now back to basics. Here are basic sub branches:
-Mind sciences
Basic levels of mind research allow to practice psychotherapy and stop some mental breaks. Higher levels may let pawns to prevent psychic influence, change pawn's capabilities or use effective brainwashing.
-Society sciences
Basic levels allow your pawns to coordinate work (asking for help to finish the job or focusing on one target without your help), increase productivity at the cost of skills (hard labour) or add special traditions like morning hymn singing or trying to own a pet bear as a totem symbol of your society. The higher levels may lead to different society types from orwell's fearsome 1984 to ignorant brave new world.
-Self growth sciences
Basic levels allow pawns to discover ways to fix their mental traits if they wish to or are effectively forced to. The same ways may cause some negative traits to appear too (too much books about paranormal activities may cause not only early bird trait, but also the paranoid trait that may debuff relationships with everyone). Higher levels may lead to some highly effective traits with both positive AND negative parts. As an example they may not only stop pawns from suffering eating human meat, but also get a disability to heal or help other pawns.


What this research branch may lead to?
-Fun. You can not only imitate the survivng among the harsh conditions, but also test out different management options. A democratic society while the fridge is empty and no food will be available soon? A totalitarian settlement among various villages that try to tell you that you are not right? Maybe a tribe that cannot produce high-tech, but adores it and kneels before mechanoids?
-Deeper gameplay. Now you don't only need to make pawns alive and happy. You need to give them a way to live in a harsh new world. Also you can try to turn enemies into allies.
-Another option for an endgame. Make a combination of points of view that may unite the world or turn it into an eternal battlefield and spread it across the planet.

We can get a bunch of good stories there.

ps. I know about the psychology mod. IMHO it is more complicated and focused on individual pawn, than on entire settlement or world.