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Topics - Tumuel

#1
Ideas / The way inspirations work
December 14, 2017, 01:47:20 PM
The problem with inspirations that I can see is that a lot of the time they're not particularly useful; the occasional work frenzy us nice, but most of the time inspiration is not useful.
My colony only has one person who does all the trading, but several people with lower social skills keep getting "inspired trades", every time a trader comes along I have to look through my colonists checking all their trade deal modifiers, frankly it's more trouble than it's worth.
I get loads of inspirations for recruiting prisoners... when there's not a single prisoner in the colony, let alone someone I want to recruit.
I get loads of shooting frenzies, most of them go to waste because of the near complete lack of combat or hunting.

I think an easy solution to the problem is for inspiration to work like this;
When you want to trigger an inspiration event, check what the colonist is doing right at that second, and make the inspiration related to that thing.
This way the inspiration is most likely to benefit the colony in some way, and almost guaranteed not to be wasted entirely.

This way does make it impossible to get Inspired Trade, because trading takes no time whatsoever; the solution to this problem is to make trading take some amount of time, like an (in game) hour or something (you could expand this train of thought, and make it so that the amount of time the negotiating takes will be related to how good a deal you want to get [maybe you need that medicine RIGHT NOW, and you're willing to pay extra for it too]).

The main point is that I don't like inspirations.
#2
Ideas / Harvesting mechanoids for parts
December 14, 2017, 01:25:48 PM
I think it's great that you can get scyther blades from mechanoids as crappy replacement hands, or as pretty deadly weapons.

The logical conclusion of this is that you should be able to harvest lots of other bits too, like eyes, legs and ears (and smell sensors for noses, I am quite annoyed that the only way to cure a missing nose is healer mech serum).
To balance it in the game it would be behind a reasonably big research barrier, and also have various effects depending on the prosthetic.
I'm thinking most prosthetics that come from mechanoids would be worse than the bits they replace, but have other features, much like the scyther blades.
Light sensors for example might have worse sight than normal eyes but also improve shooting accuracy (because of built in targeting systems or whatever).
Legs might have faster movement but less carry capacity, or vice versa.
There are mods that let you use AI persona cores to put inside people's brains (always a bit strange), how about using mechanoid artificial brains in some way?

The other thing you could do is make it so that mechanoid based prosthetics are disturbing to colonists (both the people who use them and everyone else) there's already a "disfigured" effect in the social tab, and mood bonuses/penalties for bionics already exist too, it would work similarly to those.

Now that the game is in beta this is the sort of thing that will be added a lot more (from what I understand).

On the topic of prosthetics; you should really be able to craft basic prosthetics in the game; if you can make powered exoskeleton armour and assault rifles, making a simple prosthetic arm (or something to wear over your missing nose so that people stop hating you for being disfigured) shouldn't be beyond your capabilities.
#3
Basically, I'm thinking of a trait (not sure what it would be called) that basically does nothing until you install a bionic.
You'd have a chance (50-50?) of becoming either a prosthophile or a prosthophobe.
The reason I think it would be a good idea is that whenever I see a tribal with either prosthophile or prosthophobe I find it very distracting, because tribals probably wouldn't have too much experience with prosthesis.
#4
Ideas / Cereals
April 08, 2016, 02:55:11 AM
A new crop (for example wheat, oats, barley, etc.) it would be slow growing, medium yield, but the food you get from it lasts much longer  unrefrigerated like hay or herbal meds.
The reason I ask for this is that I was considering playing a no electricity game but found it very difficult to go without a fridge, I know it would not be too difficult without a fridge on the right map but that would take away from the point somewhat.
#5
Ideas / Rework blight?
March 10, 2015, 04:00:16 PM
One of the problems I have with the game is that when blight comes it is just a *pop* and all the plants are gone, could there not be some sort of actual disease that spreads through the plants (almost like fire does currently) the infected plant could have a period of time before it dies when it spreads the blight to other plants.
Instead of just seeing all the fields just empty like that, you would see the blight coming and you'd have to send colonists out to try to salvage as much of their food as possible (maybe burning the potato fields to stop the blight from spreading to the corn? i.e. the blight starts off only infecting one sort of plant and spreads later).

Maybe there could be other diseases for plants, that make them dangerous to eat (meaning you might sometimes need to bin a whole harvest just for safety).

Whatever you decide to do, I don't like that they just pop out of existence, at least put some sort of animation where they slowly whither away into brown mulch or something like that...
#6
Ideas / Apparel burning thresholds
February 24, 2015, 03:58:56 PM
A problem I have been having is this; when I get a new colonist they generally need new clothes, so I set an order to craft some, but I normally set an order for several more clothes than I need and have my colonist wear the best one to ensure quality, and then I have the rest burnt in the crematorium.
It would be more simple if I could set an order in the crematorium to burn only a certain quality (or range of qualities) of clothes. So my tailor would be making clothes all the time, but all the bad ones would be burnt, and the good ones would be kept.

Secondly, it only makes sense to make it possible to burn bows, pila, clubs and whatnot in the crematorium because of the new degrading mechanic it almost discourages you from storing these things in a place where you can sell them, and I end up keeping them underground and I have no way to get rig of them...
#7
Ideas / Too many much things!
January 19, 2015, 03:44:30 PM
I am aware that it is very much an alpha, and will be changes inevitably anyway, but here it is... I think it is not very realistic that so much stuff happens, getting raided every other day is reasonable, but the number of ancient ship parts in space that land is completely ridiculous, there must be thousands of the things up there if so many of them land right on top of my colony... The same goes for cargo pods, it is supposed to be a RIM world, not a space landfill site (space fill site?).

I much prefer the idea of the world being barren, empty, not an overpopulated lump of hyper-fertile sponge... (I never understood how many people there must be in other colonies... must be millions of them).
#8
General Discussion / The Rimworld universe
October 28, 2014, 05:56:19 PM
When the game is finished, I assume there are going to be future games set in the same Sci-Fi universe, it seems to be way too deeply detailed just for one game. What sort of games (if any are planned at this point in time) are we likely to see in the future from Ludeon studios? More strategy/simulator games? or something completely different, like an FPS or something.
There is literally a universe of possibilities open here, I am just wondering what sort of things are interesting to you?
#9
General Discussion / Bug report thread
October 01, 2014, 04:21:00 PM
I am sure the early testers did a great job, but it was only inevitable that a bug or two are still in the A7, so we might as well make a thread for it.

My first reports are these:

Sometimes when people are wearing clothes, they show up on top of eachother, that is to say when two pawns are on the same tile, you might get one of their jackets showing up on the other one, even though the pawn is behind the other.

When a thing made of wood is destroyed it makes slag chunks, that one is self explanatory enough I think.
#10
Ideas / Pilas OP? (and a rant about the injury system)
September 30, 2014, 02:53:54 PM
I understand that there is a risk of having a leg cut off by a shot from an M-24, but when I am up against a group of tribe's people with bows and arrows and pilas... I think the rate at which I lose a colonist's leg is too high, it would be fine for it to happen once or twice, but at the rate I get through these tribal raids, I sometimes lose 2 legs per battle (only very rarely are they from the same colonist).
I know how the injury system works, and I am not sure how I would make it harder to lose a leg without reducing the damage of the weapon or increasing the health of the leg, but if there was some way to make the body part's health go to zero without being completely removed I think it would make just a little bit more sense to me.
(also, I think the RNG is a bit biased towards being hit in the toe, how easy is it to hit someone in the toe when they are behind sandbags?)

There could be some sort of system where other than having either permanent injuries or normal injuries, there could be long term injuries: like broken bones, right now in the game, even spinal injuries will take one or two days to heal, whereas in real life just a broken arm would take weeks(if not months).

So basically, what I want is a 3rd type of injury- a long term injury, it could take several weeks to heal, and is caused by either certain body parts being hit (some body parts heal more slowly than others) , or if any body part is hit too hard, so that would be the difference between a squirrel bite and a stab wound, and a shot from an M-24 (what I am saying is that the rate at which flesh wounds heal is far from linear).
Taking this back to my original point about pilas, maybe if you get hit in the leg by 2 pilas, there is only a chance of it coming off completely, but more likely it will just be a mangled piece of flesh that will not be any use again for several weeks.

This post is a bit longer than I thought it would be, but there it is, what do you think?
#11
General Discussion / Best hydroponic setups?
September 29, 2014, 03:27:46 PM
I have my own design for a hydroponics farm that I basically use in every colony I make, it is a 9*9 room with a sun lamp in the very centre, and 12 hydroponic basins around it.

As far as I know from looking in other places on the forum, nobody else has come up with the same idea, so if anyone else has a good design, I would like to see them.
You might do similar things with other buildings, like setting up bedrooms the same in every colony, so why not post them too?
#12
Ideas / Dogs (or Trans-Dogs)
September 29, 2014, 11:44:15 AM
People have mentioned trainable animals before in the suggestions, but I think a pet dog is far more logical a thing to have than a muffalo is. And in the Rimworld universe there are GM animals with increased intelligence, so I guess there would be packs of wild trans-dogs wandering around the place which you could capture and recruit in a similar way to colonists, they could do jobs such as hunting and maybe hauling, and give mood buffs to people who socialize with them (unless your colonist does not like dogs, possible character trait there).

If not dogs there could also be transimians (GM apes, for those who did not read the briefing), which could possibly do even more jobs than dogs do.

I do think it would be a very interesting thing to have more than just humans in one's colony, although I do understand the no aliens business.
#13
Ideas / Hygiene
September 22, 2014, 10:29:08 AM
With diseases and infections coming up in the next version, I think it would only be logical to have some sort of hygiene system, where colonists get dirty over time from different things, like butchering, mining, farming (there is already a system to make people carry filth and put it on the floor all over the place), so dirtier colonists might have a higher chance to get infected wounds, cleaner ones might be safer from some diseases. Of course, with that you would need some sort of bathtub or shower for colonists to clean themselves up, and for those who have not had time to build such a thing as a bathroom could go and bathe in a lake or a river for a while (which might give a negative moodlet).

This could also be an introduction to a couple of new character traits, one where a colonist can't stand dirt on the ground or on him/herself, and maybe colonists who do not care about dirt and grime all over the place.
#14
Off-Topic / I need a recommendation for a good headset.
September 14, 2014, 06:16:13 AM
My current headset is pretty good in terms of sound quality (it is not the most comfortable thing in the world though) but the problem I have is that I get problems with background noises, if anything at all is happening in the room I can't hear my computer, so what I need is a headset that blocks out a lot of outside noise (maybe with noise cancellation magic, I don't really know).
#15
Ideas / Ways to trade with other colonies?
September 06, 2014, 03:39:36 AM
The  only thing you can do with other colonies right now is send them silver and ask for military help, I am sure there will be a way to trade with them at some point in the future, but I think the problem is the way you send stuff to them, I don't think sending stuff to space makes much sense if you are sending silver to neighboring colonies, how about some sort of horse (or muffalo) and cart, Railway lines, freight boats, even planes I think it would be good enough to have your colonists put stuff in them and they would disappear for a while, and come back with the stuff you bought from the other colony. It would be nice to see the vehicle travel off to the edge of the map, and come back again to where it was before, but I am not sure how difficult that would be to code.
#16
Ideas / Hunting zones
August 30, 2014, 04:32:15 PM
The thing about making fine/lavish meals is that you need to constantly go out and set more animals to be hunted, so why not have a zone where animals are automatically set to be hunted? It would also be useful for partially walled in areas where you don't want any animals for whatever reason.
#17
Ideas / Mechanoid colonists
August 21, 2014, 04:33:10 PM
I was thinking of something to do with AI persona cores if you have too many of them, and a little bird told me that in the next update there would be prosthetic limbs and whatnot for people who have lost their arms/legs. So I was thinking, what about the ability to create an entire body out of mechanical parts, and put a persona core on it, to make a mechanical colonist, it could be more bulletproof than humans, but takes EMP damage, it could be immune to fire, it could have social disabled as a standard, but works faster than humans... The list of things goes on and on.