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Topics - evrett33

#1
General Discussion / When do animals attack?
February 28, 2015, 08:46:55 PM
I've been jumped by beetles in the desert before but in my current jungle game none of the cobras seem to go offensive. I've got one living in my indoor stockpile and he just seems content to slither back and forth all harmless-like. Are these guy suppose to be attacking?
#2
It seems every day there is another example of a systems in the game that have been left in and not updated for far too long. Is Rimworld just still one guy?
#3
Bugs / 9e Small statues work requirement incorrect
February 23, 2015, 07:45:50 PM
The description on the work bill states my small granite statue should require 417 work units. However when I click on the item being made it say 1807 left. Is it possible the small statue is using the grand statue work amounts? On the large granite scuplture the bill says 833 to make but the item being crafted has over 4000 work units needed.
#4
General Discussion / Value of early crafted goods
February 23, 2015, 12:06:12 PM
I started my most recent colony out with a basic cloth industry making hats. When it came time to sell all the hats I discovered the values had deteriorated from a high of $66-$156 depending on material to under 10 silver per hat. Many under a dollar. I am guessing this was do to the slight loss of condition points coupled with the low quality of product produced by early colony crafters. 

Am I making the wrong items or does deterioration need a balance pass?

#5
General Discussion / Charecter story events
February 11, 2015, 03:19:11 AM
One thing I think is missing from the storyteller system is more of a focus on individual colonists. Something to bring out the characters and help them move beyond "the guy thats good at so and so skill". What sort of systems do you think would be easy to build that could provide for character story individuality and have a meaningful impact on the game.
#6
Bugs / clothing duplication
February 02, 2015, 08:14:55 PM
I'm not sure if this has been reported before but when you strip a prisoner and order the stripper to put on the clothes, the prisoner will try and grab the item to put back on at the same time. More often than not I'll end up with a both people wearing the same item. It duplicates when you've ordered your guy to haul the item too but that causes the pawn hauling to not be able to drop the item if the prisoner is wearing it.
#7
General Discussion / Any way to remove old bases?
January 29, 2015, 11:10:43 PM
I've got a world I really like with good names and everything and its starting to fill up with old bases I lost or gave up on..any way to edit those away so I can use those maps again?
#8
I am finding juggling/updating the multitude of mods I need to deepen the content to the point where I can enjoy it is getting too difficult and tedious. To many cooks in the kitchen, soo many incompatibilities, and practically no transfer of community work to the actual game.

Could you please spend some time merging some of the mods that have been around a while or are really great interface improvements so I dont have to be frustrated by choices between interface and content ?
#9
Ideas / change slavetrading to an event
January 25, 2015, 12:19:20 PM
Instead of just calling up the lcoal slavetrader how about a slaver show up and you must buy/sell something with them or they will try and harvest from your colony. A slaver attack could be 3 people armed with stun weapons and 5 naked runners who blizt your base and capture your people.
#10
General Discussion / what is a walruss ?
January 22, 2015, 03:25:05 PM
"The image is bordered by uncountable walruss"

I guess my real question is whether art will be allowed to depict things that dont exist in Rimworld.
#11
Ideas / Compete for resources
January 08, 2015, 05:24:34 PM
Instead of having raids suicide against turrets in cartoony numbers as they do, how about some of them build a building like the beseigers do and stick around. Settle and compete for resources.  They can use up mining nods and tree and hunting and the like and shoot at your people who come near. On the maps I play there is plenty of room for additional settlements.
#12
I'd like to be able to choose the types of NPC based on my world as well as the min/max temps and rainfall amounts. I like cold deserts with lots of rainfall (for snow!) and more pirate bands than tribes..but generating a world randomly that has all these requirements is difficult.

also ..when I shoot an animal, why doesnt it attack? At least some of the time? Can we have aggressive animals that arnt part of the event system please? Especially like cobras, boars and scarabs. thanks
#13
General Discussion / Toughest normal biome?
December 31, 2014, 06:40:55 PM
I like to generate really cold deserts for the lack of wood and animals. Do you think desert is the hardest start?
#14
Is there any way to use the warden convince to join mechanic outside the jail setting. Id like an effective way of getting people to join the colony without shooting them full of holes first.
#15
Ideas / method of peaceful assimilation
December 26, 2014, 06:47:59 PM
As it is now, the only effective way to grow your colony is to shoot people and recruit the ones that survive. Id like to see a system implemented to give the option of peacefully conscripting visitors from other settlements or from visiting ships. This could be a job assigned to a colonist who goes around talking to visitors and giving good thoughts to colony members.
#16
I seem to remember the comm station and cook table always breaking down and needing to be repaired. What happened to that? While I agree its a bit mirco it added a threat to things catching fire and blowing up which was fun.
#17
The Research system is a dinosaur from the early game concept that is really showing its age. There is no meaningful choice involved and it doesnt bring anything to the game but a passive time sink.  I suggest throwing the whole system out and working the various buffs into a job specialty/nobility system. Instead of researching to get a +10 to nutrient synthesis a person with that skill can show up/be captured etc and as long as they are manning the comm station you get a flat buff to whatever their specialty is. In addition, while a colonist is assigned to the comm station their needs are twice a bad, so they will complain constantly about the environment and will need people to bring them food twice as often ect ect.

Example: Doug Winger was a nutrient service repair guy in a former life. If assigned to the comm station the nutrient paste dispenser is less likely to need repair and people eating nutrient paste do not have negative thoughts. In addition Doug likes to eat human meat so while manning the con the cannibal trait is shared throughout the colony, allowing everyone to enjoy succulent human flesh. While manning the comm system Doug wants people to bring him food 500% as often because he grew up as a lording and he gets negative thoughts about the cheap carpet and flimsy structure of the wood building 500 times as often.

There would need to be job for each research topic, so there might be an art instructor that gives a speed buff to crafting or a hydroponics expert who allows growing zones to work indoors while at the comm station. The time sink of the research table is still there and the player still has the choice of having comm operator or not. And this system adds an incentive to improve the structure around the comm station to keep the operator happy and having constant mental breaks. I often just build the comm station and forget about it since its only used for like 1-2 secs of running game time per visit..but now people will have to care about the quality of that environment. This could be expanded to have the comm operator require certain clothing or weapon while doing their job.

I'd also like to see the comm specialist peacefully conscripts visitors to join the colony and improve the chance of a certain type of ship visiting. The player might need to choose between someone with high social who would improve conscription and ship visits and someone with a special job skill who gives the whole colony a buff or allows for certain special buildings to function.
#18
Ideas / Food and clothing balance issues
December 26, 2014, 03:24:16 PM
!) I noticed in a LP that one can just ignore the growing seasons by building a building around your field and adding sunlamps. This seems unbalanced.
@) Is there a reason for the nutrient paste dispenser anymore beyond extreme colonies? I think it deserves a rework maybe as a converter for human meat. The incentives to butcher bodies and sell the meat needs a counter as its too painless atm to discard the profit.
#)The effort that goes into crafting parkas is a complete waste when every winter invader comes equipped with a parka. They also sell so well that the coats outvalue everything else in the game and borks the economy.