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Messages - Krausladen

#1
Releases / Re: [1.1] Infusion 2 (2020-04-18)
April 18, 2020, 01:34:42 PM
Okay, to implement into a save game, it may be costly for some.  If you're not toooo far along, its manageable.  I got it to work.

Save your game:

First step, add recycle clothes to your mod list.
Recycle cloths at your tailor bench to allow infused, disallow non-infused.
Smelt weapons allow infused, disallow non-infused.

This helps you reclaim some materials from your infused gear, consolation prize.  You can also go into dev tools to delete these items. 

Step 2:  Go to outfits, disallow all infused gear, so your pawns auto-drop all infused and change it out for non-infused gear.

Step 3: Wait for all infused gear to be recycled back into basic materials. 

Step 4:  After all infused gear is recycled, check the map for disallowed gear dropped from raid pawns, if its infused, delete it or recycle it. 

Step 5:  Make sure none of your graves have pawns with infused gear.  In my case, I already had dug up the graves and cremated them, so I'm in the clear, but for those with graves, they are going to throw errors if they have infused gear equipped because it'll be a missing asset.

Step 6:  Make sure there is not a tradeship, as the trade screen may have infused gear in it. 

Step 7:  After all infused gear is removed from the map, save your game.

Step 8:  Remove all bills from tables that have a reliance on "infused" gear, including your recycle clothes bill.

Step 9: Save your game as "Destroyed Infused" or something.

Step 9:  Go to main menu, remove infused from your mod list.  Load back into "Destroyed Infused."  If you receive an error, you did not clear the map of infused gear or bills with an infused reliance.  If you receive this error, quit to the main menu and add infused back, reload the game and check harder until you find what you missed.  If you successfully remove all infused gear and bills, you won't get one.

You won't have to worry about your outfits tab, it will not throw an error for having an outfit disallowing infused gear.  This line will just disappear when you remove the mod.  You don't have to delete the outfit.

Step 10:  Add infused II.
#2
Ideas / Re: Your Cheapest Ideas
October 11, 2019, 02:16:42 PM
Surgery /= Nursing

Separate doctor duties into two job categories or tiers.  Surgical operations vs tending/first aid.  It should be done the same way plants was separated by growing and cutting.   My best plants people prioritieze cutting while my up and coming farmers grow.

We should be able to have our up and coming doctors focused on tending while my top doctors do surgeries.

OR

Add ability to limit operation bills to a certain doctor skill level or specific pawn.
#3
Ideas / Re: Your Cheapest Ideas
October 11, 2019, 02:02:23 PM
Alerts in the top left corner overlap with the colonist bar. 

Suggestion:
Add a clickbox to the left of the alert for players if they want to select the alert and make the colonist bar selectable and fully visible through the alert text on hover.

OR just move the alerts to the bottom right of the screen where they belong. 

The sorting mod that I have puts my colonists in order that I sort, and the alerts overlap with the top colonists in each category - and they become unselectable because someone made a masterwork or a tradeship left or whatever.
#4
Ideas / Re: Your Cheapest Ideas
November 29, 2018, 12:24:10 AM
Add ability to intentionally collapse mountains, and add raw materials obtained from collapsed mountains.
#5
Ideas / Re: Your Cheapest Ideas
November 29, 2018, 12:22:46 AM
Furniture tab should look more like a catalog with wider variety.  Furnature should be more interactive.  Tables and dressers should be able to store things on top of them (like small plant pots/vases, tvs, etc.)  We also need a recliner to be added for the movie theater room.  TVs seem like that could get more interactive as well.  Are they being used to teach, or to entertain?
#6
Ideas / Re: Your Cheapest Ideas
November 29, 2018, 12:17:09 AM
First:  Give colonists pockets.
Second: Give colonists pocket items: i.e. wedding rings, entertainment trinkets, notes to send to other colonists, writing utensils, cell phones, game boys, pocket knives, pocket watches (the bullet proof kind), granola bars, hiding, a spot to carry a joint while hauling a boulder, a place to carry a lighter, etcetera. 
#7
Ideas / Re: Your Cheapest Ideas
November 29, 2018, 12:12:47 AM
Passive research items:
Social engineering, increasing social skill of all colonists by fire indicator in social skill (+1 or +2)
Marksmanship training, increasing shooting skills of all colonists by fire indicator in shooting skill
Etcetera so on so forth.

Simply put add items to research at the bench that focus on passive skills for your colonists.  I could really use an anger management course. 
#8
Ideas / Re: Your Cheapest Ideas
November 29, 2018, 12:07:49 AM
Create a list of 100+ insects and 100+ plants in a database.

Program the game (in the background) to give each colony between 15-30 insects at a time.  Each insect has a specific plant species that it pollinates.  Once a month, there is a chance one insect disappears, or a new one appears thus adding or removing a plant that can appear in your area. 

From the start of your game to the end, you will have a completely different (maybe similar looking) environment based on the wild plants that show up. 

Invasive species events could be incorporated to shake things up.  Certain insects (ticks and mosquitos present) lead to more disease like malaria.  Certain insects (like butterflies) lead to more rare flowers and mood increases.  The stink bug might always be on a certain plant that tanks mood when within a few tiles.  Maybe, just maybe we'll get one that causes rare medicinal plants to grow.

The point is that this would constantly change year over year to keep a fresh view on the games plants. 

At the end of implement, biologist trait colonists or new technology should be able to tell you what plants and insects are in your area utilizing the info you have running in the background to make this idea work.
#9
Ideas / Re: Your Cheapest Ideas
November 28, 2018, 11:57:31 PM
Keep hammering away at building new random events.  Random events are already great, but more and more is always better.  I'm suggesting that we get more global wide events that have long lasting effects such as:

Fights in space between two factions
-crashed ships, pods, and debris in rapid succession creating dangerous situations where pirates or aliens crashing or escaping to your area is more common.
-animals start acting up due to unfamiliar sight of raining fire from the sky

Singular world altering events:
-giant meteor impacts or super volcano explosions leading to cooler global temperatures, falling ash for a year, lung sickness (and a need to innovate ways to beat it like wearing masks)
-immense increase in geyser activity or solar flares

-Wars between other tribes leading to more refugee scenarios and alliance vs enemy encounters

-Global famine and global sickness leading to food and medicinal shortages across the globe over the course of a year, leading to new tribe diplomacy dynamics. Giving meds becomes more rewarding for instance. 

-New colonist/visitor type: Ambassadors or other tribes. 

-Non-colonist, long term visitors that will inevitably leave or decide to stay.  They don't take orders and they may or may not contribute. 

Global events I think are the most important next step to creating some new challenges that could make the play through way more interesting in the long game. Id really like the volcanic or meteor or nuclear winter idea.  I also think long term droughts or long term monsoon like rains could be interesting.
#10
General Discussion / Re: Introduce yourself!
November 28, 2018, 12:33:42 AM
I dont make games.  I work in sales.

But I've played these kinds of games for ages. Rimworld is the game I'd make myself if I knew how.  It's going down as one of the goats for me.  Also up there: Rollercoaster Tycoon, Warcraft, Starcraft, Minecraft, Terraria, Borderlands, Civilization III & V. 

Rimworld is becoming a GOAT that stands up to those games though. 

In addition to sales I've studied how to code a little bit and I did build a game in project spark - one that was way above and beyond the complexity of about 95% of the games posted on there.  I built some VERY complex RNG systems in project spark that lead to fully procedurally generated weapons that had know exact match in the stats table.  I was extremely sad when they shut the servers down. 
#11
Ideas / Re: Your Cheapest Ideas
November 28, 2018, 12:24:46 AM
Restrooms and sinks placed throughout the base, cut down on disease(maybe) and increase beauty and mood.(this is the main point, cutting disease is asking for a lot imo)
(having these results in less pollution.  It appears to me there are feces and urine all over the floor all the time)
(sick colonists better have a bathroom in their infirmary or they're going to puke all over the floor)(incapable of walking its inevitable)
+mood boost for having a place to do the duty
+inevitable mood boost due to less shit being smeared on the floor.  (those -15 beauty splotches appear less often!)
(the full idea is to make puke more contagious to clean, therefore having bathrooms to puke into lead to less disease)
#12
Ideas / Re: Your Cheapest Ideas
November 28, 2018, 12:18:08 AM
New character statistic: Sleep number.  HOW MANY HOURS OF SLEEP DO THEY NEED, base 8 hours, +- 1 hour by total randomness then + trait effects. 
Traits:
Insomniac (-2 hours sleep needed)
Hypothyroid disorder (+2 hours sleep needed)

Legendary beds -2 hours required.
Masterwork beds -1 hour required
awful beds & bedrolls +1 hour required
no bed +2 hours required

Under restrict section:  Automatically wake up colonists earlier or later based on when they start sleeping, their sleep number, and the bed they're sleeping in. 

Insomniacs (-2 hours needed) assigned to a legendary bed (-2 hours needed) with a sleep number of 7 only need 3 hours of sleep every night.
Hypo-thyroid disorders (+2 hours needed) with a sleep number of 8 sleeping in a normal or good bed would need 10 hours of sleep every night.

So on so forth.
#13
Ideas / Re: Your Cheapest Ideas
November 28, 2018, 12:04:39 AM
Weapon attributes
Masterwork and legendary weapons should have 1 & 2 additional random bonuses respectively.  Whether its an additional shot fired each burst, incapable of friendly fire, bonus damage, explosive rounds (damage on near miss), even higher accuracy, or higher fire rate, I think higher quality weapons, - especially masterwork and legendary should have these kinds of features unique to each weapon. 
#14
Ideas / Re: Your Cheapest Ideas
November 28, 2018, 12:01:02 AM
Bio engineered crops & super foods:
Quinoa, Spinach, Pine apples, Water melons.

Add foods that lead to fine meals without meat, or lead to less sickness when eaten raw.  These food items should all be harder and slower to grow or require higher grow skills to get going. 
#15
Ideas / Re: Your Cheapest Ideas
November 27, 2018, 11:58:15 PM
New function:
Assign weapon to colonist
Purpose:
When a colonist is downed, their weapon drops.  90% of the time, maybe more, the player will want to retrieve that back to a stock pile.  100% of the time it drops because a colonist is injured or killed.  I want my colonist to pick the weapon back up AUTOMATICALLY when they're done at the infirmary. 

Also: Please let us add colonists to groups in a new tab somewhere. 
Purpose: I want all my gunners in Home east to be selected to tend to the east flank.  I want all my gunners in home west to tend to the west flank.  I will leave my incapable of violent people out of these lists in event of a raid. 

Also - if they're picking their guns back up automatically, I wont have to worry about my several of my soldiers forgetting their gear in the stock pile when machines hit. 

It's not my job to remember their stuff, they remember to dress, they remember to eat, they could at least remember to pick their gun back up in an apocalypse that is threatening them with killer robots and monsters.