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 - Colonist51

#1
Mods / [Mod Request] Raid Warning Disabler
December 10, 2017, 01:09:59 PM
Basically it would be really awesome if someone could make a mod that disables warnings/alerts/notifications of raids and sieges, optimally also infestations, manhunter packs and psychic waves. Such a feature is a must-have for a more challenging and tactical gameplay, and in combination with RealFoW and Realistic Darkness that would create the ultimate immersion experience. It's a very simple feature but it would make a big difference...

In fact, there is already a similar mod but it has been abandoned since A16.
#2
Bugs / Can't drop picked-up apparel
January 05, 2017, 01:34:22 AM
What the title says. Any apparel that my colonists "pick up" can't be dropped, making it permanently stuck in the inventory. Anyone else having this issue? Any idea what might be causing that or perhaps a workaround that doesn't involve killing my colonists?
#3
Ideas / Guards and Unknown Threats
May 02, 2016, 11:30:39 AM
Here are a few ideas that in my opinion are not too hard to implement and could greatly improve the immersion of RimWorld, among other things.

1. New type of work - Guard
Priority: between Bed rest and Flick
Relevant skills: Shooting, Melee

A colonist that is assigned to guard will walk around with a drawn gun and will automatically pursuit enemies within the home area.

2. New type of Zone/Area - Expand Patrol Area, Clear Patrol Area

An area where the guards are restricted to. If enemy appears within the home area, the guard will leave the patrol area and attack the enemy. If there's no patrol area, the guard will wander around in the same fashion as an idle colonist.

3. New security building - Guard spot
Capacity: 1 colonist

Works just like the patrol area, except guards will always prioritize standing in a guard spot over a patrol area. Similarly to a sleeping spot, you can assign colonists to it. Multiple colonists can be assigned to a single guard spot. If there's an assigned colonist, only that colonist will be allowed to use the guard spot.

4. New positive thoughts - Protected, Safe
Protected: +5
Safe: +10

Whenever there's an active guard, all colonists receive a passive mood boost of +5 (Protected). If there are 3 or more colonists simultaneously doing guard duty, all colonists receive a passive mood boost of +10 (Safe).

Optional gameplay features:

Unknown Threats - an option to disable threat notifications (raids, sieges, wild animals, etc).

Attacks on your base will catch you by surprise, guards will be more useful by a tenfold and the best part? Makes the game experience more challenging and realistic.

Fog of War - an option to make enemies, visitors, animals, etc, hidden unless they are in your colonist's field of view. Adds to difficulty and immersion.

Synergizes with Unknown Threats for maximum immersion.
#4
Bugs / Colonists standing and not doing anything
May 02, 2016, 10:08:10 AM
I have an issue with two colonists, they aren't doing anything. I noticed that so far this happens only when simple meal in the storage of the kitchen is allowed to be interacted with. The colonists take it, immediately afterwards drop it and then just stand there for hours doing nothing (not idle). When I forbid the simple meal to be interacted with, they start moving again. I have 5 colonists, however only 2 colonists seem to have this problem. Any idea what could be wrong?
#5
Mods / Event mods?
May 16, 2015, 02:49:13 PM
Are there any event mods for Alpha 10? I can't find anything other than the outdated minami26's "Custom Events" mod...
#6
Hi everyone. I have been playing this game for just a week and I must say it's quite addicting. In other words, this is an awesome game and it has a lot of potential.

I have thought of a number of features that would in my opinion significantly improve the gameplay. I haven't read many previous suggestions or upcoming features, so please forgive me if some of these ideas have already been mentioned.

1. Alarm - a device that is automatically triggered when enemies appear on the map. It would have a radius. The colonists who are located within the radius are automatically drafted and sent to a rally point.
Note: in order to avoid possible issues with manually drafting/undrafting and moving colonists in the area of effect of the alarm while enemies are present, the alarm would be triggered for a short period of time (e.g. 10 seconds) or it could be manually set to work for as long as you want.

2. Rally point - a manually designated point or zone where colonists automatically go to whenever they are located in the radius of a triggered alarm. This should reduce micromanagement and give the player a bit more time to prepare for the attack, and of course make the emergency feel more realistic.

3. Lockable doors - quite self-explanatory, an ability to lock doors.

4. Assignable beds - the possibility to assign beds for colonists of your choice.

5. Set forced target for a group  - as of right now, you can only set forced target by selecting individual colonists, turrets or mortars. It should be possible to do the same thing for a group.

6. Option to disable automatic mortar fire - the ability to stop a colonist from firing the mortar as soon as he/she mans it.

7. Stronger mountains - sometimes it can be really annoying when these pesky mortar shells explode right in the middle of a mountain, creating holes in shape of a cross, and even more so when you have carefully planned the layout of a base in that mountain. Even from a realistic point of view, a mortar shell would never penetrate a mountain. Of course the base inside of a mountain should not be immune to mortar shells, because that would be just as bad as a cheat. Therefore the solution would be to make only the mountain blocks invulnerable to mortar shells.

8. Ability to place armor in the equipment racks - self-explanatory.

9. Rock crusher - there should be a more efficient way to dispose of rock chunks than by throwing a bunch of grenades at them. A rock crusher would work in a similar fashion to the crematorium.

10. Slower research speed - even a colonist with a low level in the research skill can research new technologies at ridiculous speed, and considering that there are not that many technologies to research at the moment, I think that the research speed should be greatly slowed down.

Please feel free to share your opinion.