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Topics - VortecusMaximus

#1
Ideas / Rhinoceros horns
February 10, 2019, 08:44:32 PM
Rhinos should give their horns once butchered and should cost as much as double an elephant tusk. Since you get two elephant tusks per elephant.
#2
Like the description of the bionic stomach suggests, this should also include raw haygrass, hops and other organics.
#3
Ideas / Stone-block half-walls
February 10, 2019, 01:29:34 PM
These can be built using stone blocks and act as sandbags without the metal, maybe even stronger than sandbags against bullets but not as strong against explosives or melee damage?
#4
Ideas / Flamer Turrets
February 09, 2019, 01:31:23 PM
Flamer turrets are automated flamethrowers that use chemfuel to burn the shit out of anything close-range.
#5
A manhunting animal or pack will decide to attack and destroy all turrets that are powered even if said turrets are assigned to "Hold Fire" and haven't even fired a single bullet at the attacking animals or whilst the animals have been on the map. They shouldn't see these passive turrets as hostiles, or targets. As they're not "men" and defeats the objective of being a manhunter, and it's an exploit, a pricey way to get rid of 8 manhunting polar bears by using the explosions from your turrets that they're attacking to kill them.
#6
Very simple fix, the Triple rocket launcher description says "smalll" instead of "small".

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#7
The mood penalty for selling a bonded animal lasts far too long, it gives -10 mood penalty for 60 days! However when a bonded animal is killed, it gives only a -8 mood penalty for 20 days? Surely selling your animal whilst it's alive (if you don't have enough food for it) should be a better alternative than just slaughtering it for a lesser mood penalty?

The really funny thing is: a colonist only gets a -2 mood penalty from a colonist, that they consider a friend, dying and even that lasts for only 20 days. It gets even more hysterical when a family member dies, it only gives a -4 mood penalty and only lasts for 30 days.

These numbers really need to be readjusted. When a self-tamed muffalo that has been in the colony for 2 days, and nuzzled into someone creating a bond has more of an impact when dead than ones parent, then there's definitely a problem.
#8
So, I did some testing, and it appears that when you have a colonist with no eyeballs, they still get the -5 mood penalty "Darkness". With the hilarious description "I've been in the dark for a while. I don't like it."
#9
You're going to hate me, but... The grammar for the description of many dead animals is incorrect. For example, it's "an alpaca" not "a alpaca", this is the same for: Alpaca, Alphabeaver, Arctic Fox, Arctic Wolf, Emu, Elephant, Ibex, Ostrich, Elk, and the Iguana.

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#10
Bugs / 1.0.2150 - Spike Trap Save Bug
February 06, 2019, 09:19:50 PM
The spike trap, when constructed and selected to "Auto Rearm", does not save that preset when the game is closed, and the save reloaded. This causes issues when your base relies heavily on traps being replaced automatically, or when your base has many of these traps, of which some may be permanent and some may be temporary.
#11
The spike trap description has a spelling mistake. Pretty sure "forthm" is not a word. I believe it was supposed to be "forth".

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#12
So, if a colonist dies, other colonists get upset. If they are resurrected, the mood decrease from them being dead are wiped, but the negative thoughts of witnessing the death still linger. Shouldn't there be a happiness boost for all colonists (except for their rivals) when they get resurrected and maybe a bigger increase in mood if the colonist is a friend > relative > partner? Thoughts?

There's also the fact that a corpse can be brought back to life even if the head is completely destroyed, which I think shouldn't be possible, limbs are completely replaced as well. I personally think that's OP, and you should only be able to bring them back if their brain is intact - and if you bring them back, and they're missing all or some of their limbs, then you should have to attach some peg legs and steel arms onto them - or bionics. Thoughts?
#13
I'm surprised they haven't been added in yet, since most of the farm animals have already, and these guys would be obviously farmed for their wool, which should grow incredibly faster than both muffalo and dromedary wool. Also, the meat that is butchered from them should be called mutton.
#14
Ideas / A new skill to cover grenades/pilas?
June 30, 2016, 09:29:04 AM
I'm thinking, we've got the shooting and melee skills, how about an additional combat skill: throwing? It could be used for pilas, all types of grenades and could even be levelled slowly by colonists using the horseshoe pins?

Could even be an introduction to throwing nets, a large net with heavy balls around the edges, can be thrown at a target whether it be for hunting or capturing someone to be a prisoner without the need of risky imprisonment or the waste of medical supplies because you had to shoot them down, they could even be used to resolve broken colonists, without having to beat them down or shoot at them which in reality, is very risky especially for people who play on permadeath mode.
#15
Since the beginning of time, the players have always had problems with colonists and the stockpile zones, they always find a way to not stack things, like you'll have a 6x6 stockpile for food and meals etc. you've got 30 meals lined up to be produced, you'd expect only 3 squares of the 6x6 would be used for food, but they find a way of not stacking it eventually, i.e going in a daze and dropping them in another tile, and then they never get re-stacked, anyway...

Here's a solution! A final solution! How about, when you click on a stockpile zone, when you see all those buttons like rename, hide, delete etc. add another one which is like reorganise, and when clicked, everything similar item in the stockpile that is able to be stacked, will be stacked together, making a 7 stack, a 4 stack, a 9 stack and a 10 stack of meals into 3 stacks of 10. (This probably could have been broken down into a lot more sense, but everyone knows I truly suck at explaining stuff in a couple sentences).

I think if this was functional, it would be a good solution for the stacking issues, other than my method of re-stacking which involves moving everything into a new zone and then putting it back into the old zone again, which is very time consuming).
#16
The jungle environment can use some new wild creatures, so why not start with tarantulas? Basically a small critter that hunts small game, like hares, squirrels and rats... And maybe anacondas, that will could hunt larger mammals.
#17
Ideas / [Suggestion] Can we get a remove tree zone?
June 25, 2016, 08:40:05 PM
Would be great to be able to dedicate an area for trees not to grow, like in front of doors or for creating clear passage through thick forests and jungles, whenever trees grow there, colonists cut them down automatically, similar to clear snow zones.
#18
Drop pod survivors, for most, a free prisoner that they can sell or recruit, however for some, like myself, like to waste medicine healing them for no good reason, they don't even say thank you, and there's no benefit of it, they just stand up, and run away from your colony into the unknown of the Rimworld... This to me seems a bit stubborn and an empty feature, so I put some thought into it, what about the reputation that you get for saving a spaceman or woman, goes towards a new event, similar to resource drop pods, but better, in return of you spending a quarter of a day hauling their fat ass half way across the map, treating their wounds and tending to their needs, they then, once returned to the stars, pay you back by sending you a bunch of drop pods, of random stuff (not just 1 type of food, or 1 type of resource) instead, like a shoddy assault rifle, 4 medicine, 45 cloth, and 6 fine meals. (Totally random, each time). Depending on who you rescue, and what their space status is, obviously if they were a Glitterworld Emperor, expect a small fortune, but if they were a space miner, maybe just a little thank you card in comparison. This is just an idea, since the crash landing survivors seem a bit of a wasted event in my opinion - Thoughts and extended ideas are welcome!
#19
Scars and old gunshots are a large part of the game, especially since they can make a pawn less efficient in certain ways, sure there are prosthetic limbs that will get rid of them, but when you have a scar or old gunshot on a part where a prosthetic replacement isn't available; like the torso for example.
it's in the future, and almost anything is possible, so why can't there be some sort of treatment or surgical practice that could get rid of them? For example, glitterworld medicine, known to be from Hi-tech civilisations and isn't cheap to buy.
I've been thinking and what if, you create a research for advanced medicine, which enables a few things: the ability to build specialised medical beds, the ability to craft modern medicine from a bunch of herbal medicine obviously at a ratio that still makes it fair, and the ability for high level medical professionals, to perform surgery on a patient using glitterworld medicine to get rid of old gunshots and scars?

Anyone is free to leave feedback and ideas, because I really dislike scars and old gunshots due to their being no treatment.
#20
Bugs / Incorrect sound for picking up a short bow
June 25, 2016, 12:09:17 AM
The current sound for picking up a short bow and most probably a great bow do not resemble the equipping of a weapon, but instead resembling firing a bow.