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Topics - The-MathMog

#1
Ideas / Repair Clothes / Apparel
October 25, 2022, 12:28:40 AM
Simply put a way to repair apparel that has been damaged. Of course at a price.
Ideas i have so far:
Either a separate work station, or integrated into the different benches, where you "fuel" the bench with the materiel needed to repair a piece of apparel. In a similar way to fueled benches in general.
Patch leather is an obvious choice for this.
It would need to be either an expensive or laborious process, so you'd only do it for apparel of significant quality or rarity.
Maybe even a chance at failing, like surgeries, where repairing it with too low of a skill, could simply destroy the item.
And maybe only able to be repaired to say like 75% or something like that. Balance is key.

Right now, all apparel that is under 50% I either sell for pennies, or burn at a stake, which doesn't really reflect how you would do it in reality in my opinion. With proper care and skill, a piece could last a lifetime.
#2
Ideas / A List Of Suggestions and "Fixes"
February 09, 2018, 08:04:08 PM
A list of things I've come across the last month or so, that I thought would be a good edition, or something that needed fixing, or simply a QoL improvement. A few is definitely been requested before, but I didn't feel like sorting it (sorry  ;))

1) When creating a caravan, show how many items you are bringing. Makes it easier to send a certain amount of items to another colony request (Eg. another colony wanting 25 t-shirts).

2) Show a small diagram/display that illustrates what direction you exit from, on top of the "north/south/west" when forming a caravan. It would just make that part quicker, as I for one, for some reason need a few seconds to figure out which way is east or west.

3) Trading. A filter to only show the traders' items contra only your items. Or only show certain item types instead of having to sort them by category and then finding said category. Big colonies makes this messy.

4) When loading transport pods, it would be great it you could add items that you forgot to add the first time around, instead of having to do it over again. You kinda have to make a list separately in like notepad to make sure you're sending everything you need.
And on the same note, it would be nice if you could save a "template" or save a loadout for later, instead of having to memorise everything you need to send.

5) Ways to sort the colonist list in the top. And have colonists remember their bed when returning from a caravan.

6) Selecting outfits for several/all colonists at a time. I switch between "normal" and "soldier" clothings under each attack. And with now 26 colonists, that gets pretty time consuming.
A "Ctrl+click" feature to select and then change outfits for more colonists would be great.

7) Modifying more than one mechanoid at a time. Wanting to shut down 30+ mechanoids gets tedious.
It would then just apply to operations/surgery in general, which I don't see a problem with. (Rather evil intent, with installing peg legs on all of your prisoners)!

8) Being able to repair weapons and clothing, at least to some extend. High chance of destroying it for low level crafters. Maybe just being able to salvage cloth from the clothing.
I myself patch up my clothes quite often, and I don't really consider it tathered. Maybe lower its quality too each time?
A 40% good pair of jeans become a 70% normal pair?

9) Control groups, like in classic real-time strategy games like C&C, where you just f.ex press "Ctrl 1", and it selects a specific group, colonists in this case.

10) Filters for doing tasks. Say you want to cut some plants, but only plants that is over 90% grown. So you choose 90% on the tool, before you drag it over large areas to find berries, heal root or even trees of said percentage.

11) Teepees or tents. Made of cloth or leather, and are lightweight and fast to build. Teepees maybe acting as a bigger tent. Tent say 1x2 and 2x2 and a teepee 3x3?
It could act as a bed, without the "slept outdoor" penalty.. Having to actually build a cabin to get away from the elements when temporarily staying at a site, is a bit weird.
Maybe, if possible, having it actually act as an indoor place, where you could have a separate temperature measure.

12) In the same vein. Being able to force "instances" when caravaning, to be able to either set camp, or hunting before you continue on, without having to make a new colony, that you then can't revisit after abandoning it..

13) Being able to interrupt and arrest a pawn that is in the middle of setting fire to something...
God this is annoying (just experienced this, so my temper is a bit up ^^).
My pawn is trying to arrest this other pawn that is on a pyromaniac spree. But when arresting him, he is waiting for the other pawn to complete his "setting fire to something action" before he arrests him.
Which means I have to stop arresting him to put out the fire = endless cycle..

14) Setting a upper limit of how far a pawn can go look for medicine when tending or performing surgery.
A pawn choosing to run all over a 250 tile map to get a 1% herbal medicine that will probably deteriorate before he gets there, is very annoying, because it forces you, to either "forbit" every single far away medicine,
or change the allowed medicine for a pawn, which you might forget to turn back later.

15) Adding Phorusrhacidae (Terror Birds) to the game. This would fit the theme a lot in my opinion and would be a terrifying addition. Fast, 3 meter tall carnivorous birds. Now that would be something fun to tame and use as attack-pets! (Of course very hard to tame as the Megasloth). And equally horrifying when a manhunter pack enters!

16) Jade floors? Beautiful expensive jade floors.

17) Deep Sleeper Trait? (Someone who doesn't get disturbed during sleep)

18) Sleepwalker Trait? (kinda like entering a psychotic wandering, but it triggers during sleep, and short lived)
#3
Just wanted to share a scenario that I just encountered, and had missed for quite a while.
So to start off, I for the first time tried implementing a bit of drugs into my colony, assigning a few colonists to use wake-up. It started off well, until first a they all became addicted, one was brain-damaged, and then eventually two of them actually died...
So, I disallowed all drugs again, meaning that I now have a few pawns running around with drug-withdrawal. Apparently that thing lasts a loooong time, and it slows the pawns down significantly.

I later noticed how much of my colony was getting very dirty. I usually have a few of the less useful colonists who isn't capable of much else, do the cleaning, so I checked up on one of them. Jup, who was in withdrawal, but also quite a capable animal handler. The few first times I checked him, he was indeed cleaning a bit.
But one time I saw him going to train a wolf, who was just in front of him.. Problem was, that the wolf was actually walking faster than he was. Even at just "wandering" speed... Which meant that he would endlessly try to chase down and train that wolf, until he either got hungry, joy-deprived or that someone else had trained all the animals.. No wonder my colony looked like a mess, when I had one permanently chasing house-animals...! Haha..

#4
Back at playing this amazing game after a long needed break, but wow has it gotten its claws back on me!

So, I just had a situation which I haven't found an easy solution to.

My colony is at the south pole, with temperatures often plummeting to minus mid 70's. I had a caravan out collecting some treasure (a vanometric power-cell, lovely), when an "incapacitated refugee-event" popped up a day's march from it. I thought why not.
The refugee was surrounded by sleeping mechanoids, but they didn't awake when I pulled her away from there. When leaving, I realised the issue. She would die very quickly from hypothermia, I and couldn't figure out a way to get her to wear the other clothes that they caravan brought with them.
One solution could have been, leaving the map, settling on another close spot, and then have the original colony send materials for making a small temporary building, for her to heal and heat up in, until she would hopefully join? But what a hassle that would be, so I just ended up letting her die. But it still annoys me that I couldn't come up with a proper solution to this, that wouldn't have been costly.

I would've hoped I could just drag clothes onto her, as I can with my colonists during caravans. Helping an unconscious person put on some warm clothes isn't all that impossible.. :/ 

So, any ideas guys, or is this just a case of "having to put in the huge effort, because you chose to live in the most inhospitable place" kind of situation :P
#5
Ideas / Marking A Prefered Path
June 15, 2016, 04:52:53 AM
Sometimes it seems the pathfinding is struggling a bit. It often chooses a route over items or sand, when there is a clear walking path that would be a better option.

So it would be nice to be able to "teach" the system some preferred routes. It might actually be harder to implement than on my initial thought, but that is again the problem with not doing coding ;)

But maybe something in the vain of marking a starting spot and an ending location, and then marking an optimal path between those, or simply marking paths that should be used, even if there is a shorter straight path, that is slower though. It shouldn't of course restrict them to ONLY use those paths, but rather making them prefer them if they are close. So maybe use a "check if path is within "xx" squares" or something like that.

Again, let me know if this actually would cause more issues than it solves. It's just a small issue that I've noticed, when my pawns for example is moving through my storage room, and choose to walk over items, instead of on the path.

Another example, is my pawns walking through my freezer to deliver items. It's layout was optimized to let cookers quickly haul raw foods, and then quickly deliver them into another freezer, where that freezer has another door which goes out into the dining room. That layout just creates a shorter route through the freezer which, when 20 pawns walk through it regularly, heats the room up quite a bit.
#6
Ideas / Pseudo Underground Storage
June 06, 2016, 05:05:31 PM
Do you like me, reach a point where you have so much stuff, that a big part of your colony needs to become storage areas? Well, then I might have an idea on how to diminish that.

The basic idea is an "underground container/storage area" that the colonists can interact with, retrieving items that is inside it.
I would only occupy 1 square, that would essentially be the entrance, but be able to contain 9 stacks of items.
You would also not be able to place another one, right next to it, as that would mean the underground storage would overlap. Imagine it being a 3 by 3 square underground storage, with the entrance in the middle of it.

This way you can store more items in the same area, without actually having to add a z-level to the game.
The underground storage would either need a long building time (as I imagine it taking quite a while to dig such a hole), or be quite costly.

Another thing that could work with it, is colonists needing a few seconds to actually retrieve the items, instead of getting them instantaneously.

One issue though, is that it would be hard to know where exactly your items are, as I imagine them being stored, like carried items on a colonist, and having to look through them, would be a bit annoying.

But let me know what you guys think of this idea, if I managed to address the idea properly, as this would essentially be able to half the amount of space needed for storage, without changing too many aspects of the game. And also if you see any major issues with this?
#7
General Discussion / Alternative Defense Systems
June 05, 2016, 02:57:47 PM
Soo, as we all know, it can be easy to fall into the good old killbox with turrets. So I want to see your defence systems, that isn't the classic bullet rain, kill box.

I was just messing around with setup earlier, using a single IED trap, and a bunch of artillery shells. And I can say that it works quite well for tribals at least. 45 entered the map, 15 ran away without a single bullet needing to be fired.

And cost wise I don't think that it's that bad either, as shells by themselves are only 10 steel. It could probably be just as effective with a thinner hall, and fewer shells. That might also save the hall structure itself. But the essence is for the hall to be long enough, that as many tribals/raiders as possible enter, before they trigger that last IED, setting off the chainreaction, that most of them don't have time to escape!

So, what do you guys have?





#8
General Discussion / Randy Being Randy...
May 25, 2016, 07:48:41 PM
So, this colony has been going for a while, and pretty much without any huge dangers. The beginning was a bit rough as it can sometimes be, when multiple diseases strike, causing a multitude of pawns to have mental breakdowns.. A long time has gone without much.
..
But now randy is turning up the heat... And I like it.

    So, it started 5 days ago (ingame). Where a toxic fallout started. Nothing too bad I thought, as I have my base designed in such a way, that I can quickly create a roof over my outside crops.
A day or two later, a man-hunter pack arrives, consisting of 67 boomrats.. No problem, as I am inside anyway. Though... The traders that were camping outside didn't do too well...
When the rats started to die of hunger and toxication, they caused quite some fires. Still manageable.

Then, a heatwave hit, with temperatures up over 60 degrees. Still manageable, but then...
How about a solarflare?! What you need the most during a heatwave..

Aaaand, just to top off the pizza-pie of onslaught, a goddamn psychic ship then falls from the sky!! All events happened in a range of 4-5 days!

Hope you guys are being safe out there, because it's a dangerous life, living on a rimworld!! But it's a fun life as long as it is going!



All of the above can be seen in the picture.. Though the temp has fallen a bit luckily!

Soo, what cascade of events, have randy thrown at you guys, that made you think "this can't get any worse", and then it actually turns worse? ;)
#9
Ideas / Event: Resource Cache
May 16, 2016, 08:39:19 AM
The idea goes something like this:
"It appears a resource cache from the faction ****, was dropped at the wrong coordinates. You can go claim them for yourself, which will anger the faction, or you can leave them and the faction might come by collecting them."

So, this would add some decision making, in one of the events. By collecting the resources, it would anger the faction, followed by a raid shortly after. Or you could wait until the faction comes by to collect it, and ambush them as they do. Or simply let them collect it, (maybe at a small faction relation bonus?).

Issue: The only issue with this I think, is probably coding how the game knows, that touching those specific items should cause an "event", or how the pawns that enter the map afterwards know to pick up those specific items and leave again.

Items keep dropping on the map, and I've always wondered why no-one came looking for it, as there is sometimes gold in it :p
#10
Ideas / Musical Instruments
May 10, 2016, 01:47:24 PM
Something I just came up with, that I think would actually fit very well into the game.

Musical instruments that the pawns can play. Another use for the Artistic skill. It would serve as a joy activity, while also giving a small mood boost to other pawns in the same room.
Maybe even give a negative boost, if the pawn playing is poorly skilled, or the instrument is of low quality.

Not sure which instruments would fit. But maybe, guitar, violin, piano or flute. Some would be craftable, others to buy.

This in my opinion would add more value to pawns who are only capable of artistic.
#11
Ideas / Tolerances
May 04, 2016, 02:36:43 PM
This might have been suggested before, but didn't find or remember any specific so here we go.

Basically just a system with tolerances as percentages to certain mood boosts/penalties, the same way as "joy" has tolerances.
For instance I don't think that my pawn, who daily walk into the freezer with corpses, should get the same penalty each time, as he did the first time. And then again, if he doesn't see any for a while, that tolerance decreases again and seeing a corpse will have a greater effect.

Maybe also with foods? Getting a lavish meal after only eating nutrient paste or simple meals for a long time, should give a better mood boost, than if they get lavish meals every day.

Nuzzling a pet for the first time in a while = higher mood boost, than getting nuzzled by 10 chinchillas every day.

Walking around in a dirty environment for a long time, vs walking into a dirty room when the rest of the colony is clean.

Etc, etc, you get the point :)
#12
Stories / My Husband Is A Slave!
May 02, 2016, 07:12:24 PM
Viper: "Guys! That pirate ship that just arrived.. They have my husband!"
Me: "Your husband? What do you mean?"
Viper: "My actual old husband! He was captured years ago by a band of pirates on our way to this Rimworld. They had boarded our ship while we were still in our cryptosleep caskets! They only took the men, as they needed labor slaves!
This is our chance to save him, we can use that silver we've been collecting!"

Me: "Oh that is horrible! How is he like your husband?"
Viper: "He is a wonderful human being, a decent doctor, good with plants and quite artistic too"
Me: "Wow, he does sound like a good person! Does he have any flaws at all?"
Viper: "He is a bit abrasive, but that pales compared to his other attributes. Why is that?"
Me: "Hmm, he is abrasive you say?"
Viper: "Yeah just a bit really."
Me: "..."
Me: "Well then... He is probably better off annoying those pirates then. We can't have more drama in this cave"
Viper: "Whaa.. what?... Are you serio... But he is my husband!! How dare you say tha..""
Me: "Shh.. Shush now..! No more talk! Back to hauling those tribals! The wargs don't feed themselves you know! One more word from you and we might actually CONSIDER buying him.. But only to get some lavish slave meat for them wargs... Go now!"
...
Viper: "Sniff".



That is at least how I imagined that situation went, after I realized how I "handled" that situation... How rimworld can make you a horrible human being...  :-\
#13
Ideas / Nuzzling
May 01, 2016, 08:17:38 PM
Make "nuzzling" not cancel current processes. It is very annoying, when your doctor is doing surgery, and it get's cancelled just before completion, because the dog decided it needed a cuddle..
With the amount of animals I have in my current colony, it begins to actually become a minor problem, in an Icesheet Randy Extreme colony :P
#14
General Discussion / A minor bug issue
April 28, 2016, 03:34:42 PM
Sooo... This is what happens, when 3 infestations pop up on your map. You take care of 2 of them (almost at least), then you notice the third one, which had had plenty of time to reproduce in one of my mining tunnels.

Result: 17 hives, and god knows how many bugs.

I've tried breaching in a few times. But they respawn quite fast again. Might need a few Doomsday launchers for this! :D

They are pretty good at clearing out a mountain too, I must say.

There is another one of these on the westside of the map. That one I've locked up with coolers. So that the bugs I kill in there won't rot. Then I can scavenge it up later.
#15
By euthanizing a colonist that was immobilized, all of my colonist gained the "Prisoner Executed" mood penalty. I am not sure if it is considered a bug, but at least it shouldn't be called that, as the person euthanized was a mere colonist, and it was of pure mercy, not in pure cold blood :)
#16
Ideas / Saving and World Map
August 02, 2015, 06:25:22 AM
This is just a suggestion to improve the way saves are managed and accessed. I haven't read anything specifically if there are any plans on it, so I'll just throw it out.

For me it would be nice if save games could be accessed through the world map of said seed, with a panel to one of the sides where you could see the saves that are on that map. The name, size, biome and colony time could be seen, and clicking on it, highlighting where on the map it is located.

For me at least this would make it easier to manage multiple colonies, as I quickly loose interest in older colonies, because I forget details about them when only provided with the colony name.

Please share your thought about this, if it is a good or a bad idea.
#17
I think I just found the hidden psychopath of the colony, judging by the place where he Coffey decided to finish his dinner.. :|



If you have any screenshots of hilarious or disturbing places they decide to eat, please share! :D
#18
Ideas / Temporary Prioritization
February 26, 2015, 07:55:34 AM
I would love to see the addition of a system that lets you temporarily prioritize other tasks than others, and then return to the previous prioritization later. It is mostly an issue for me, when I reach a colony that is maybe 8-10+ colonists. Like, after an attack, or in a situation where I need to rearrange my defense line, it would be nice to be able to create a different prioritization order for my colonists, without having to remember their normal settings, as they tend to get quite complex for me in later games.
So a simple switch, like the "manual/automatic" prioritization button, but with a new option. Temporary/critical. Something like that :)

I hope the idea came through!
#19
Ideas / My Ideas After Some Experience
December 28, 2014, 11:55:34 AM
Pre:
After playing this game for a while and reaching endgame with several colonies, I thought I would throw my suggestions out there! :)

Faction Interaction/Random Events:

1: Some more interaction with the other factions would be nice too. Actually trading with them would be nice. Weither it would be, them actually coming to your location with goods (would require some form of transport for the loot, which might be hard), or that it would just happen like the trading ships. Would love to see the possibility to sell laser weapons to tribesmen, and then call them for assistance!

2: In the same category as that, giving gifts to visiting factions, or having factions with high goodwill help you with building, growing or something, would be interesting.

3: Something I mentioned another place on the forum here, is being able to save wounded people from allied factions who are just lying there incapacitated. On several ocations I've tried to save them, but the faction just becomes hostile with you, because you can only "capture" them. And even after releasing them, the goodwill is still alot lower than before the rescue.

4: After an experience I had, where I had called for backup from both the tribesmen, and the Assasins of godlesness (I think), they began attacking each other instead, because I diden't realise they were enemies.
It gave me the idea of a random event where two factions who are hostile with each other, fight a battle on your terrain. Like they spawn on two different parts of the map, and then either go and fight in the middle, or bomb each other with mortars.
Another idea for that could be, that helping one of the factions fight, would provide goodwill and negative for the other.

5: Being able to assign where you need backup, when calling ally colonies. Right now they either seem to go for the middle of the map, or somewhere near the tradecom, I don't know at all. But actually being able to tell them to attack a siege camp, or that their A.I would tell them to find any hostiles on the map, would be SO helpful.

I just had a raid, where I decided to call for help, the raiders came north of my wall, while my allies came from the south. They never even interacted/attacked them, because they were a completely different place.

6: A meteorite falling from the sky. It could work the same way as the escape cluster crash event, but with a stone actually landing, and causing a minor impact damage, and then either being mineable or haulable like normal resources.

Misc:

1: Weapons that require that a person wear the power armor, or that the power armor increases aiming time/accuracy, for heavier weapons, Minigun, Heavy LMG, Triple Missle Launcher, Etc.

2: Power armors, or even something similar, could tie together with being able to do work, either more efficiently or being able to, for example, hauling higher amounts of materials, as spending a whole day running to one end of the map to carry 75 "something" is quite frustrating.

3: More events with animals, like the alphabeaver event, is something I would like to see. Even seing some bigger animals.
One idea, since we're in the future and humans landed on the planets a long time ago, is adding an event where a herd of say, Mammoths or similar big animals, travel across the map, in arctic biomes. It could be a rare event, but an opportunity to gather a good amount of meat.
Maybe even taking several colonists to bring down one beast.

4: In the same topic, actual carnivorous animals, that excibit a danger to your colonists if they either get too close, or that they actually hunt your guys for food.

5: Being able to research and build at least some simple firearms would be a nice addition. I've had a few plays where several of my people diden't have weapons under an attack, because there either haven't been enough tradeships or that the previous attackers diden't have any suitable weapons.

6: More bionic body parts, like organs could be fun. Some that maybe increase/decrease you metabolism, increase bloodflow/filtration, or increase hearing.
Bloodflow and metabolism could tie together with, needing more food more often, but working faster and more efficiently.
Increased hearing could be, gaining/giving a bigger boost to social interactions.
And one "weird" thing, could be a bionic nose (As I've have several colonists whose noses were bitten off by scarabs), adding a happyness boost from flowers, and adding a negative boost if near corpses.

7: More variables to trading ships, like different wealth. When all, let's say exotic traders have around 8000-10000 it get's kinda plain. It would be interesting to see more wealthy/poor traders coming by, to add just a big of variation.

8: Setting a forced target for several mortars/turrets at a time. It's really frustrating to have to go back and forth, setting targets, when you have say 16 mortars.

9: Being able to define what types of appearal to burn for example. Like assigning a ticket to burn pants, but only cloth pants. It's alot of micromanagement to forbid every pair of pants of anything better than cloth, when they are the only you wan't to burn. Might be a way around this, I haven't discovered yet.

10: Zones for idle people to hang out. Everytime my Noble, Assassin colonist goes idle, it would be nice, if I could set a location for him to go/hang out. As he is good at social skills he could stay at a busy site, and talk to people, instead of standing in a freezer.

11: Related to the previous. A feature to call people home to base. It could work with the "home-zone". When there is an attack, it would be a great option to have people only stay/work in the homezone, or even a whole other zone. Safe-zone maybe?

12: Maybe the ability to re-apply bandages. Sometimes a medical duty have been done by an inexperienced doctor in a critical situation. Maybe having a better doctor re-apply better bandages later, for a potential better treatment. It temporarely make them start bleeding again, or something in a similar fashion, but in the end the wound would heal better.
This would obviously not make sence for more serious injouries/surgeries. Not sure about this one though.

13: Cremating dessicated animal corpses.

14: Fog decreasing the chance for fire to spread outdoors, as there is more moisture in the air.

15: Blood disappearing/decomposing when outdoors. It makes sence, and would improve the look of the map. After some years, there is blood all over the map, and I don't want to set it all as a homezone just to get my colonists to clean it.

16: Maybe layer dirt lower than snow, so it isn't visable when there is snow on the ground. Looks bad.

Endgame/Game Structure:

As the end of the game is still quite empty and open for ideas and ways to progress, looking into how the game can evolve and progress from the beginning is an interesting topic.

1: One idea could be, a kind of "Carrer mode" and a more of a "Sandbox" mode. With the carrer mode I mean, that maybe you start one game, you get to start one colony on a random planet, then when you reach the point where you can launch colonists into space, THEN you can make more colonies, by say, launching 3 new colonists down to the planet, instead of them actually crashing down. And then maybe even after even more progress, you could go to other planets, with maybe, just maybe, other kinds of biomes.

2: Maybe this idea could also transfer into raiding other factions. You send "x" number colonists into space, and then make them drop down onto their lands, like the raiders do.
The normal way could be sending them of the edge of the map, with some food. The traveltime could take days, and then you would get a notification when they've reached the other faction square. Where you then would be able to jump over and fight. That would be an interesting scenario.

3: Also, those mechanoids must come from somewhere, so either encountering them in their "natural" happitat, where ever that might be, could be a challenging aspect.

4: The idea of a "carrer" mode, or whatever it should be called, shouldn't ofcourse be too limiting, and ruin the "open-world/random" aspect of the game, but just shape a structure of how the game evolves in a scenario that makes more sence.

A sandbox mode in this idea, would just be a more open way of approaching the game.

-----------------------------------------------------------------------------------------------------------------------------------
This is ofcourse ideas, that would be way out in the future, but it's just that. Ideas, of how the game could progress and evolve, and maybe make other people get other ideas.
And I will add more to this, if I come up with more  :D
#20
I just noticed that when I tried to save one of my allied visitors, who was wounded in battle, I was only able to "Capture" him, which made the faction become hostile with me. Even releasing him afterwards, diden't bring it relationship high enough to make them allies again.
That was kind of weird I think.

So it would be nice, if you could "rescue" a wounded ally from another faction, and maybe even recieve a bonus to the relation.
No matter was it should not go the oposite way :)