Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Captain Sho

#1
I feel like roofing is something that has been neglected in this game and considering it simply doesnt have any visible appeal I understand why but I think it could give people more options on how to they want to lay out their place compared to the current methods.
Right now the roofing types are constructed, rock roof and overhead mountain. Overhead mountain is currently the only one that has a use outside of it just being a roof. This is what led to so many people digging into mountain and thus introduction of the Hives.

But i think roofs can be expanded on in the same way walls are.
You would have different roofing materials (wood, steel, brick, etc.) but each one would have its own perks and limitations.
Example:
Wood Roof: Cheap, Quick to build, and can extended up to 6 cells from nearest wall but does nothing against mortars and pirates dropping on to your base.
Steel Roof: Insulates room from outdoor temperatures, can extended up to 5 cells from nearest wall, but partly protects against mortars and will sometimes injure pirates dropping through the roof.
Brick Roof: Costly, time consuming to build and can only extend up to 3 cells from nearest wall but insulates room, but protects against mortars and will injure and sometimes kill pirates dropping through the roof.

Now as for Hives I dont like how it is just a random event that can even punish those that dont build into the mountains. I had a hive spawn inside my base because there was a 4x4 area where i had mined out components.
So i had two possible ideas for this:
1) Everytime a pawn mined a rock that has a overhead mountain there is a x% chance that a hive would spawn

2) There would be caverns inside of mountains and when mined into the hive inside would become active. (Kind of like the ancient chambers with the Mechanoids)

Both of these would help prevent people from turning into mole men at least until they are able to deal with such events.
#2
Bugs / Issue with melee combat
April 10, 2016, 04:09:05 AM
I've noticed sometimes when I tell one of my melee pawns to attack he will freeze and i not move until he gets shot. I believe i have also seen it too with some of the melee raiders where there will just stand there until they get hit.
#3
General Discussion / Not sure if it actually a bug or not
September 12, 2015, 02:45:03 AM
I didn't wanna post this in the bug forum in case this was just "luck of the draw" but i got 8 terriers from a single random event. Right now i'm trying to train them all up to be able to "release" them so when people come to raid me i can "release the dogs of war" but that many does seem a bit excessive, no?
#4
Ideas / Developing Traits
February 24, 2015, 07:11:18 PM
So I came up with this idea when thinking about starting up a colony of cannibals. The problem is, without mods it is hard to get the traits that you want and still end up with people with decent stats.

So i started thinking, what if your survivors could "develop" these traits in the actual game over time?
Here a few examples:

First, lets go back to the colony of cannibals idea.
Out of food with nothing but human corpses?
Have your survivors make meals out of them for the next month.
At first, it would cause a loss in mood and sanity but once they got use to it they would "develop" the cannibal trait.

Another idea would be the development of something i like to call the "cave dweller" trait
Where those who build their base underground, and thus likely to have their survivors be in the dark for a large amount of time, would no longer get "in darkness" for their mood and accuracy.

Other simple ones would be:
If you have someone who does a large amount of hauling = "jogger" trait
Does a large amount of harvesting = "green thumb" trait
Is idle often or stuck in bed for extend amounts of time = "lazy/slothful" trait

This also could work for alcohol,
lets say you have colony that produces large amounts of beer, etc.
I like to the think of this as the "FOR VALHALLA" trait, though "bloodlust" and all the weapon traits covers it,
but basically lots of alcohol =  Improved combat and high likelihood of binges after combat.

If you guys like this idea I also have idea for more "in-depth traits" but didn't want to turn this into a wall of text so lemme know and ill make another post!
#5
Ideas / More alcohols?
February 22, 2015, 03:39:30 PM
Many of the crops we now have now are used in making alcoholic drinks (potatoes = vodka, rice = sake, etc) so would it be a far stretch to say that more will be added?

Plus the stronger drinks could be used for medical purposes while we have the downside of that being that your survivors go on binges longer on the stronger drinks.
#6
So i don't this to be a bug maybe just more of an oversight but it seems you can not operate on "guests".
While yes it would be rude to do so, if you rescue someone missing a leg they just hog up a medical bed.
You are unable to strap a log to their stump and send them on their way.
#7
Bugs / [W|0.8.671] Infinite Bionic Arm Harvesting
January 30, 2015, 09:01:55 PM
Noticed someone else has made a topic about this bug but theirs was for Linux so i thought to go ahead a make another just to be safe. Copying and pasting mostly what they said but altering to fit my game.

Summary - I found that when a prisoner with a bionic arm died, I was able to schedule an operation to remove the bionic arm.  After the surgery, he still had a bionic arm, so I tried it again and sure enough...I was able to harvest another bionic arm...and a third.

Steps to Reproduce -
1. Kill enemy with bionic arm
2. Schedule surgery to remove the bionic arm
3. Repeat step 2

Expected Results - Once the bionic arm was removed the corpse should no longer show a bionic arm that can be harvested.

Actual Results - Bionic Arm Farming

Addition Note- While the corpse i was removing the arm off was in fact in a grave, after reading the other person's bug report I do not believe that being in one has anything to do with the bug
#8
No machine goes without needing some TLC. That goes especially  for the ones hobbled together on an unknown rimworld.
So the basic idea is that all powered items (powered doors, turrets, lights, etc) and some that are not (mortars, wooden doors, trade beacons, etc) would now require maintenance.
And what would happen if you didn't maintain your stuff?
Well, in the beginning it would just be that powered doors wouldn't open as quickly, or turrets would take a hit to their accuracy. But then after a while things like doors not opening at all or turret mistaking you for a pirate would happen.

Now for the good that would come out of maintenance. As your colonist maintain an item, a powered door for example, they would start to come up with new ideas to make them better, such as make them stronger, cheaper to make, or even that they discharge and shock hostiles attacking it!

Now this would not completely replace the research table but rather accompany it, also, you would not get to pick what is researched but rather the AI storyteller would.

I really love some of the strategy and luck that goes into this game and would love to see content that builds on that. If you guys think this might have potential let me know, I can go into a little more detail of how I think they would work, I just wanted to avoid creating a wall of text.