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Topics - Zombull

#1
Subject says it all.

Pawns know what plants are marked for harvesting. If one is hungry and there is no food, can't they walk past a few trees to harvest that berry bush without my having to micromanage them?
#2
General Discussion / So is it going to be 1.0 and done?
October 11, 2018, 03:16:37 PM
What does the future look like for RimWorld?

Will Ludeon continue developing and adding new features and systems?

Will we just get a smattering of bug fixes and then it's up to the mod community?
#3
Bugs / Grammar nitpick
September 08, 2018, 01:13:32 AM
A group of travelers are is passing by.

Subject is singular "group". Verb should agree.
#4
General Discussion / Getting a handle on meat
August 09, 2018, 03:21:16 PM
Raising livestock is far inferior as a source of food to hunting or manhunter packs. Perhaps the real problem is hunting and manhunter meat needs to be revisited. Tynan suggested discussing it in another thread and I didn't see one already created, so...

My #1 suggestion: Taint manhunter meat such that it has a higher chance of causing a diseases. Think "Mad Cow". After all, something made those animals go mad, right?

Suggestion #2: Make hunting more authentic. Real hunters don't have omniscient knowledge of the species and location every animal within a several mile radius. Real hunting takes patience and skill and stealth and often results in failure. Don't show wild animals on the map. Change the Wildlife tab to a Hunting tab and make it a bill system in which the player designates what animals to hunt for and the hunter goes out hunting, anywhere on the map or in designated zones. They have a chance, determined by biome and skills and terrain and human activity in the area, to sight prey and attempt to kill it.

These changes would make it much more worthwhile to raise animals for food and would create an opportunity to introduce another meat source woefully missing from the game: Fishing.

#5
Ideas / New Zone: High Priority Cleaning
August 06, 2018, 03:29:37 PM
A new work category "Cleaning+" near the left side of the work chart should assign pawns to clean High Priority Cleaning zones. This would allow us to, for instance, assign cooks to clean the kitchen before preparing meals, but without having the cook running all over the base to clean every spec of dirt.

#6
Ideas / New Zone: Prohibit Pass-Through
August 06, 2018, 03:28:28 PM
A pawn will only enter the zone if it needs to do something in that room. It will not pass through the zone on its way to a job in another location. It will path around instead.
#7
General Discussion / A tough wimp? Really?
July 31, 2018, 02:45:53 AM
Shouldn't these be mutually exclusive?



[attachment deleted due to age]
#8
I'm trying to establish an efficient chicken farm, but so far I'm not seeing the benefit.

Is egg output just too low to be worth it? I have a large surplus of vegetables to keep them fed, but I never seem to get to the point where there's always a pile of eggs in the freezer. Perhaps my expectations are just off?
#9
Ideas / Add "Remove Floor" to the Orders menu
July 27, 2018, 03:05:40 PM
Please add Remove Floor to the Orders menu next to Deconstruct.
#10
I mean... Eww.

I would have gone with art that looks like little steaks instead.

[attachment deleted due to age]
#11
Steam just released a major update to its friends list and chat features.

See here: https://steamcommunity.com/updates/chatupdate

One new feature is when your friend is playing a game, that game can show some kind of info under the player's name. For instance, if they're playing an MMO it might show what faction they're playing or where they are in the world.

RimWorld could take advantage of this too. But what should it show?

How about storyteller, difficulty and colony year?
Other stats like biome? Colony size? Faction or colony name?

Or maybe a story-generated message, like "Recovering from a big raid" or "Surviving a toxic fallout"
#12
Ideas / Trap bills
July 23, 2018, 01:25:20 PM
To ease the pain of single-use traps, make the auto-rebuild feature look for uninstalled traps and install them before building new traps.

Also, allow traps to be built at the smithing bench, so that we can set up bills that keep a reserve of traps built.
#13
General Discussion / Quarrying
July 22, 2018, 10:42:21 PM
Add a new order next to Mine called Quarry that will have a very high chance of producing a stone block. Let it be about as slow as mining steel.
#14
Ideas / Don't nerf devilstrand to oblivion!
July 22, 2018, 10:15:54 PM
Restore Devilstrand armor to its OP glory!

Just make it more work and require some rare ingredients.

Instead of making clothing directly from Devilstrand, add a step to make Devilstrand Cloth from it. A recipe that requires rare, hard to get ingredients.

X Devilstrand + Y Insect Jelly = Z Devilstrand Cloth

This would create a few more variables with which to balance Devilstrand armor against other types. Ratio of Devilstrand to Insect Jelly per cloth product, work required to fabricate.
#15
I keep having pawns abandon my queued priorities and go off to do their own thing.

Just now I set a pawn to refuel 4 campfires. He refueled two then went to cook meals.

All 4 campfires needed refueling. There was plenty of wood in stockpiles.
#16
Ideas / Discovered Passions
July 22, 2018, 05:44:52 PM
Pawns with few or no passions should have a chance to discover a new passion as they do work. The younger the pawn is and the fewer passions they already have, the more likely they should be to discover a passion.
#17
Ideas / Combat Training
July 22, 2018, 04:22:45 PM
If you have a pawn with low combat skills, especially melee, there's not much hope for improving them. Melee fighters really have no way of improving other than fighting enemies. So I suggest adding a way to train. This would also give pawns who can contribute nothing to the colony other than combat something to do between raids.

Melee Combat Training
New structure: Sparring dummies - Basically, hay-stuffed clothing in the shape of a human on a pole.

And a work type: Combat Training - When a pawn is ready to do this, they will look for another pawn that's also ready to do this or look for a sparring dummy to practice on alone. Sparring with a partner (or actual melee combat) would advance melee skills faster than a sparring dummy.

Ranged Combat Training
New structure: Bullseye Target - Simple wooden structure with a bullseye drawn on it.

Another work type: Marksman Training - This would require a Bullseye Target structure. This would advance shooting skill more slowly than hunting animals or shooting at enemies.
#18
Ideas / Burnt Meals
July 21, 2018, 07:50:00 PM
Currently, meals prepared by "incompetent cooks" just have a high chance of food poisoning. Higher even than eating the raw food would have been, which doesn't make any sense at all. Instead, I propose adding a new meal type Burnt Meals and let novice cooks have a higher chance of producing those. Instead of food poisoning, they should cause a mood debuff and only provide half the nutrition as a properly cooked Simple Meal.
#19
Bills that let you craft until you have a certain number of a given item should let you specify a minimum hit points for an item to qualify.

#20
Ideas / Don't drop weapon on downed.
July 20, 2018, 04:48:41 PM
Can you? Please? Please!?

I can see no reason for it other than to make us forget to rearm them. It's a fiddly bit of annoying micromanagement that got old a LONG time ago.

Drop on dead. Not on downed!