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Topics - LouisTBR

#1
Ideas / Health Tab/Bar
November 26, 2017, 09:10:37 AM
Simple suggestion:
Move the health bar from the main info box on a pawn into their Health Tab. Recolour it so it is more visible, and have various stages below which the health bar turns Red/Amber/Green, with thresholds (similar to that of break thresholds) to show at what Health Percentage they will be incapacitated and dead.
#2
Ideas / Steam Workshop Achievements ;)
November 10, 2017, 06:50:44 PM
Rimworld, more than any other game, has the potential for great Steam achievements.
Started a Colony
Have over x amount of wealth
Loss
Lose your first colonist
Incoming!
Survive your first raid
Homesteader
Sustain a single colony for over x years
Goodbye
Escape through building/travelling to a spaceship
--------------------------------------
Basic stuff. Now, a few hidden achievements:
It's probably beef.
Butcher a human corpse
Ate Without a Table
Have a mental break triggered by the "Ate without a table" debuff (Reddit legend)
Don't stop, never give up
Give a colonist Luciferium.
I'm like, so high right now
Store 420+ Smokeleaf at any given time
Meta. Neat.
Acquire the "Tynan, Game Dev" colonist.
What else are they for?
Harvest 3 organs from a single prisoner
Fine Addition
Tailor a human leather tuque at the Tailoring Bench (Reddit Legend)
#3
Bugs / [A18] Colony Saves Lost - Please Help!
November 06, 2017, 12:35:12 PM
Attached is a screenshot of the error message appearing when I try to load my save file. I have a backup which is saved each time I exit the game along with my main save, both are not working. I am running with modlist:
Core
HugsLib (Alpha 18 Updated)
Refugee Stats - A18
Rimfridge - A18
Trading Spot - A18.
The save files have been working perfectly up to now. Please help.
Exception filling window for RimWorld.Dialog_SaveFileList_Load: System.Xml.XmlException: Document element did not appear.  Line 1, position 1.
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at Verse.ScribeMetaHeaderUtility.ReadToNextElement (System.Xml.XmlTextReader textReader) [0x00004] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\ScribeMetaHeaderUtility.cs:259
  at Verse.ScribeMetaHeaderUtility.ReadToMetaElement (System.Xml.XmlTextReader textReader) [0x00002] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\ScribeMetaHeaderUtility.cs:243
  at Verse.ScribeLoader.InitLoadingMetaHeaderOnly (System.String filePath) [0x0003d] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeLoader.cs:79
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:199)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)


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#4
(See attached)
This came up when trying to look at the description of a Shoddy Slate Grand Sculpture.

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#5
Bugs / [18] Trait + Backstory inconsistency
October 28, 2017, 11:25:22 AM
His Childhood Occupation describes him as "not particularly bright or nimble", however in his traits he is listed as "nimble". I know 'Nimble' trait was added in A18 which means this was not previously a problem, but it just seems like the backstory could be tweaked a little.

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#6
Off-Topic / Search 'Gobsh**es' on Google Maps
October 27, 2017, 07:18:19 AM
Title explains it. This is brilliant #NSNO #COYB
#7
General Discussion / MUAHAHAHA Thrumbo
October 26, 2017, 12:28:20 PM
After about 5 minutes of trying, the thrumbo finally fell asleep in the wrong spot, and I managed to capture it.

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#8
Ideas / A18 - A few ideas
October 26, 2017, 10:39:36 AM
Fences and Gates:
A common wish of mine is to have a cheaper solution than walls to restrict growing zones, disallowing wild animals from grazing on crops. Fences would be cheaper than walls, but would have no cover bonus and could not be roofed over.

Blast Doors:]
On the subject of Structures, a door that has considerably higher HP than both regular and autodoors, but costs more and is slow to open. Would provide a thick defence for prison cells and entry-exit points.

A word on drugs + 'Immunizer':
Psychoid tea takes 4000RP, I think this is a bug however as it is put in with the lower-end research, but if not I think lowering it makes sense :)
Ambrosia gives quite a big high and is relatively cheap and easy to come by, giving it little downside as the addictiveness is very low. Increasing it would balance it out more with other, more expensive drug choices.

'Immunizer' pills - Crafted using Herbal Medicine and (perhaps) Psychoid, taking Immunizers alongside regular medicinal treatment for infections would speed up the immunity gain speed, making death/amputation less likely. These would be relatively expensive and would not prevent random infection like Penoxycyline does.

Extended Flooring:
As a way of varying the methods which players can use to beautify a room and providing more choice of nice-looking floor types, I think more flooring types (Like those in 'Floored' mod) would be a nice addition. For example, an expensive Mosaic floor (From stone, steel or wood) would
be an extravagant, beautiful floor type, whereas a very cheap Floorboard would be ideal for a neutral barn/stockpile floor. Ugly but efficient floors (Like concrete currently in the game) like Plywood could be an option for fast travelling along colony roads.

#9
Off-Topic / Fats Domino
October 25, 2017, 10:46:50 AM
Rest In Peace, Fats Domino :'(
#10
Ideas / Passions // Working Joy
October 24, 2017, 07:50:56 PM
If a colonist has a burning passion for Art, they will learn the skill a lot faster than a normal pawn, but they don't really act on their "passion". If passions gave small amounts of joy (based on passion strength) when colonists indulge their passions, then the traits would be a lot more useful and desirable.
#11
Ideas / Hauling // Bigger Capacities Have Meaning
October 24, 2017, 07:48:40 PM
If a colonist has bionic arms, for example, or is enhanced by a drug or through any means that increases their manipulation, their hauling capacity goes from 75 to higher values. However, no matter how high the value is, they can only haul 75 at a time as that is all one tile can store.

If colonists with >75 hauling capacity could carry their full capacity and drop it off in various places, then hauling capacity would become a lot more important. Rather than hauling 75 out of a possible 120 to 1 tile, pick up 120x of the resource, drop 75x off at the best stockpile and then drop the rest off in adjacent tiles.

Considering lower manipulation makes for less hauling capacity, higher manipulation should actually allow colonists to haul their full capacity.
#12
Ideas / Skilled Labour // Aid Tools
October 24, 2017, 07:01:33 PM
Hammer
Craftable, 50x Steel
When in a character's inventory (Not a weapon), all construction is 15% faster and 15% less likely to fail

Drill
Craftable, 75x Steel + 1x Component
Crafting and Smithing (Excludes Drug Production and Tailoring) is 5% Faster and (if applicable) the end product has a 10% chance of being a higher quality.

Pneumatic Pick
(Ah, back to the old days :) )
Craftable, 75x Steel + 1 Component
Mining is 15% faster and yields 5% more resources per ore wall (Stone not included)

Chef's Hat
Tailored, 40x Cloth
Cooking and Butchering are 20% faster

Watering Can
Craftable, 30x Wood
Sewing is 15% Faster, Harvesting is 15% faster and 20% less likely to fail

Medkit
Non-craftable, bought from trader or found randomly (low chance) in pawn inventory
Makes all wound healing 15% faster and 15% higher chance of being good quality, and gives a 15% lower chance of failing surgery
#13
Ideas / Sleeping Debuffs // Reduce Sleep Issues
October 24, 2017, 06:50:19 PM
Sleeping is a very fine mechanic in Rimworld. If a pawn falls asleep outside for, say, a second, they get "Slept On Ground" and (if applicable) "Slept in heat/cold". Additionally, if after that second they are drafted and sent bed, they get "Disturbed Sleep". These are there for a good reason, but sometimes they stack heavy and cause bad moods for a small problem.

If pawns had an hour or so of "Pre-sleep", so their rest still goes up but for the first hour of sleep no "Disturbed Sleep" or outdoor sleep debuffs can occur, giving you time to adjust their sleep position so as not to cause debuffs. This way, the important debuffs will still take effect, but they won't be as unrealistically prevalent and constant as they currently are.

Sidenote: Loving A18!
#14
General Discussion / Defenders are Idiots
October 20, 2017, 06:17:25 PM
We're raiding an item stash, and the sole defender left walks in, weapon holstered, and starts to eat one of our simple meals. All the while 3 heavily armed raiders sit there, within metres. How clever.

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#15
Bugs / Raid Cheat (Update - Already fixed for A18)
October 20, 2017, 05:40:51 PM
When you raid an item stash, you can 'defeat' the enemies by claiming all of their turrets, which allows you to sit in cover as what are now your turrets decimate the pawns guarding the stash. This defeats the object of the raid, and although it is not forced upon you to claim them, it seems an unnecessary feature.
#16
General Discussion / Rearming a Sprung Trap
October 15, 2017, 10:14:54 AM
'Rearm a sprung trap so it can be triggered again' - When someone on Reddit asks if Rimworld goes on sale
#17
General Discussion / Raiding
October 14, 2017, 11:04:56 AM
Well, shit, I just tried out raiding another colony for the first time. I know, I know, I'm late, but I have to say: that was fun!
#18
Ideas / Drugs // More Danger
October 05, 2017, 12:40:57 PM
When using drugs like Yayo or Flake, the mood boosts are high but often come with little to no risk, provided you keep them topped up and not too much is doled out. In the interest of achieving balance:

Hangovers
The stronger the drug (provided you take large quantities), the harder the hangover. Likewise, the higher the quantity of the drug, the harder the hangover. Hangover state would affect Consciousness (-%15), Moving and Manipulation (-%10) and give a -10 or -15 mood penalty. This makes smoking, drinking or snorting your problems away slightly less easy, but not enough to deter the use of useful items in the game.

Purity
Mainly Yayo, Flake and Wake-up (others not so much) would come in various different purities. The purer the substance, the bigger the boost but also the bigger the crash at the end. Of course, more pure substances cost more. Drug policies could be set to disallow certain purities. To increase the risk of taking high-purity substances, the overdose possibility would be a lot higher.

#19
Ideas / Shoes
October 03, 2017, 10:56:14 AM
Shoes
Military Patrol Boots - Add minor protection and slightly faster over dirt terrain
Trainers/Sneakers - Faster on built floors
Power Armour Boots - Slightly slower but offer protection to feet and lower legs
#20
Ideas / Coal // Alternative Power
October 03, 2017, 10:47:46 AM
Coal
Mineable resource, about as common as Steel but takes a little less time to dig out. Does not rot, useful for fuelling campfires, torches and generators. Small-value resource, but common.
Coal Power Plant
2x2/3x3 Power producer -- 200 Steel, 5 Components. Like a wood-fuelled generator, except this takes only coal. Would power the equivalent of 2 solar panels. Ugliest form of power production and pollutes environment. (This could mean simply a smoke animation and a slight mood debuff from being near it, or if near plants a slight reduction in growing speed ++ more if pollution is worked into the game as a separate existence)