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Topics - MarvinKosh

Pages: [1] 2 3 ... 9
1
Suggestions / Caring for elderly visitors
« on: January 22, 2018, 01:09:39 AM »
Today I had some visitors to my colony.

One of them was 86, and had Alzheimer's, Bad Back and Frail.

He got to my colony just in time to flop on the ground from trivial malnutrition. I only learned about it because I got a notification about a wounded guest being taken by his faction.

Anyway, here's my suggestion. Instead of letting these elderly guests walk under their own power, and assuming that they should visit at all, please please please can they be carried to their destination by one of their younger friends?

2
Suggestions / We have ways of making you talk
« on: December 21, 2017, 06:17:34 PM »
The quests system is fine and all, but I think you have to be allied to or friendly with other factions to get quests.

I was thinking that, in much the same way as you can get map information from prisoners in Dungeon Keeper 2, you could learn about item stashes and raidable outposts by talking to prisoners.

3
Suggestions / Insects in winter seal up entrances to protect the hive
« on: December 09, 2017, 06:04:08 PM »
When you have insect hives in mountain caves in very cold biomes, they can frequently die in the winter.

There is the obvious downside of a bunch of insects going nuts because their hive has poofed, but you also kind of wonder, how did these hives come to be established if it's so cold for a lot of the year?

What I suggest is that when the temperature starts to get cold, insects start to seal up the caves so that any heat generated (e.g. by body heat) stays inside the cave. And maybe the hives can produce something like glow pods which also produces a little bit of warmth.

4
Suggestions / Simulate passage of time for world pawns
« on: November 14, 2017, 11:59:26 PM »
World pawns are seemingly frozen in time.

If a refugee crashes in an escape pod and ultimately leaves the map, they do not join a faction, their injuries are exactly how they were when they left the map, and their needs are unaltered.

Obviously, it would possibly lead to reduced performance if they were continuously simulated in the background, but what about a rough approximation of that when they return, based on how long they've been gone?

5
Suggestions / Chiseled stone
« on: November 11, 2017, 05:38:17 PM »
In places where smoothed stone and stone tile flooring or flagstone meet, the transition between the two is a little bit ugly.

I suggest that smooth stone flooring should be able to be chiseled to better match tiles or flagstones.

6
Bugs / [A18] Possible oversight with the datbase tales list tool
« on: November 02, 2017, 09:26:14 PM »
So I was trying out the Database tales list tool from the debug logging menu.

I'd just banished someone, but there's no tale for banishment to guilt trip me later on. That seems like an oversight. :)


Moderator's edit (Calahan) - Split from the A18 feedback thread.

7
Stories / Banastra and her caravan
« on: November 01, 2017, 11:48:00 PM »
Banastra and her caravan visit a settlement named Mystic Caves. It's an electrifying experience. They buy four tubes of Flake, and then move on.

https://imgur.com/a/XAnta

8
Pathfinding over long distances still seems to be a bit wacked. I've seen colonists traipse through mud and shallow water when there's much faster terrain nearby.

Also, it seems that strangely they will choose a path that goes off the road rather than stay on it, for some unknown reason.

Moderator's edit (Calahan) - This was incorrectly posted in the A18 feedback thread (so moving it to bugs where it belongs).

9
Suggestions / Quick access to most recently used tools
« on: October 23, 2017, 06:29:25 AM »
At the moment, bringing up the Architect and drilling down to a specific tool is a bit of a pain.

I suggest a mini toolbar for quick access to the tools you've most recently used.

10
Suggestions / Chitinous support
« on: October 21, 2017, 03:16:53 AM »
Inspired by viewing a recent mod which helps insect hives avoid death by roof collapse.

What if worker insects could build their own organic-based roof supports as needed?

11
Suggestions / So many jobs, so little time, how to choose
« on: October 10, 2017, 01:38:35 AM »
In vanilla RimWorld, if you have a cook working in the kitchen with stockpiles of food nearby, and a lower-priority stockpile of food some distance away, colonists doing the Hauling job will pick up five (or sometimes ten) units of raw food from the low-priority stockpile and bring it to the kitchen. Then, if the cook has just finished a meal, the kitchen stockpile is down ten or more units of raw food so off they go to fetch more.

There is a mod called RimWorld Search Agency which has a feature called Hauling Hysteresis, which was originally its own mod.

What I'm suggesting is kind of in that vein, but could possibly work for others jobs besides hauling.

When a pawn is looking for a job which involves moving stacks of resources, instead of just picking the closest job they also consider how many resources need to be moved.

So they might at first narrow it down to several jobs that involves moving stacks of resources, but then when they consider this shortlist, they find that while Job A is five times further away than Job B, it requires ten times the resources. So they do Job A. Job B is of course still available to any other colonist who is also doing the same work.

Thoughts?

12
Releases / [A17] Permanent Game Condition Fixes
« on: September 29, 2017, 07:38:26 PM »
Hi guys.

A while back I found out that permanent game conditions (such as those set in a scenario) did not stick when settling on a new map. After I had reported the bug, ison figured out that this was due to an integer overflow. It'll be fixed in Alpha 18.

I've made a mod (with the help of erdelf and the rest of the gang in Discord) to patch it in A17. It's been tested and everything seems to work, but it would be nice to get a few more 'yes it works' before I do a proper release.

Steam Workshop

Direct Download

13
Releases / [A17] Blight Containment
« on: August 05, 2017, 04:07:31 PM »


A newer variant of my mod Limited Blight. It allows blight to be contained by walls.

Description

With this mod activated, it is possible to contain crop blight by walling off growing areas from each other.

Crops will still die at the same time because infection is assumed to have begun some time before it became noticeable.

Here's how the spread of crop blight is calculated:

1. Crop blight starts at one host crop plant, the source of the infection.

2. Carriers, which are not killed by crop blight, have a moderate chance to spread the blight to other growing areas outside the initial radius. Carriers must be the same crop type as the crop originally infected. At higher difficulties, there will be more chances for crops to become carriers, and thus more potential devastation from blight.

3. There is a large chance to fail to create carriers if the carrier would be separated from the original host or another carrier by enclosing walls. A roof is not needed.

4. Crops which are in range of a carrier (not the original host) have a low chance to be immune to the infection.

5. Finally, crops which are in range of a carrier or the original host and are not immune will be randomly killed off (fairly likely to happen). There is a much smaller chance for this to happen if the target crop is not the same type as the original, so planting a variety of crops helps to reduce the impact of blight. Higher difficulties will slightly increase the radius in which things will be blighted, while lower difficulties will slightly decrease the radius.

Direct download

Steam Workshop

This is a test version. I have done my own testing and some optimisation, but feedback would be appreciated. :)

14
So I'm in a jungle biome in A17, and I've got to say I'm quite frustrated with the pathfinding.

See attached screenshot.

There's two much better paths for Smyrna to be taking to get to that rice field, but she's ploughing through the middle with all the tall grass.

What do I have to do, lay concrete everywhere? :P

15
Releases / [A17] Less Infestation Cheese
« on: July 29, 2017, 08:48:00 PM »
After reading a discussion about infestations being cheesed, I came up with this mod.

What it does is relax the overall scoring of infestation chance.

For example:
  • Hives will have less penalty to spawning in areas which have lighting.
  • Hives will take a slight penalty when spawning in small rooms, instead of not being able to spawn at all.
  • Hives will ignore some kinds of colony buildings when deciding how far from your colony buildings to spawn.
  • Hives can spawn further away from your colony buildings.
  • The score needed to spawn a hive is roughly halved.

This allows for more randomness of spawn location, meaning that it is harder to cheese infestations by just mining out a big dark cavern for the bugs to inhabit. You can still do that, but it's not a guarantee that they will spawn there.

In addition, I've added a small penalty to spawning at high temperatures, with no chance of infestation at temperatures exceeding 50C. My reasoning here is that it takes only a slight increase in temperature and suddenly the bugs are getting heatstroke, so why spawn there in the first place? :)

This is a test version. It works just fine, but there may be further refinements before it goes onto Workshop.

Download from Dropbox

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