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Topics - dazhat

#1
Ideas / Cleaning robot (with some limitations)
February 25, 2017, 02:35:03 AM
This has come up before but I would like to suggest a simple cleaning robot like a roomba. In other words a small slow robot which would randomly drive around and clean floors.

I suggest that it would have the following limits:

Would require a smooth surface to move. No going outside or going through items on floor. No going over boulders. Would need floor or smooth rock to travel.

Slow compared to colonists.

Can only go through auto doors.

Expensive to buy/difficult to make. Same tech requirement as automated turrets.

Would require power. Would have little solar panel on back and would stop running in dark area. If accidentally ran into area with no light, would require rescuing.


#2
General Discussion / Why do raiders attack?
June 13, 2015, 09:01:47 AM
Why do raiders attack? Is there a reason?

Although the fights are fun they don't really make much sense. Often attacks are hopless for the attackers even if they might do big damage to the colony the attackers will lose most of their people and still retreat. Why would a group of pirates decide to start an attack which result in most of them getting killed? I realise the game is about fun rather than realism but I just think when attacks happen "oh there goes the random event generator again".

Here are some possible reasons for an attack.

Steal food/silver
Kidnap slaves
The tribespeople think we are evil spirits sent by the gods
We are a threat to them somehow (doesn't really make sense unless we have an attack mechanic)
We killed/kidnapped a visitor from their colony
They demanded money and we refused to pay.
#3
Ideas / Wardrobe: A place to put clothes
April 20, 2015, 01:28:24 PM
I don't know if this would be prohibitively difficult for programming reasons but could we please have a method of storing clothes which does not involve laying each item out flat on the floor?

I suggest: The wardrobe. It holds up to 7 items of clothing. When placed in a colonists bedroom they put their clothes in it before going to sleep.

#4
Ideas / Let players drain the marshes!
April 19, 2015, 02:58:36 AM
I suggest we are allowed to drain marshes by having our colonists dig a trench from the marsh to the sea or large body of water. If digging a trench to a lake then it would have to be at least twice as big as the marsh to absorb it.

The marsh would drain slowly leaving behind tiles which could be built on or farmed. The trench which drained the marsh would remain full of water like a stream. The trench would slowly become blocked (by sediment brought from land being drained). The colony could prevent it becoming blocked by clearing the trench with colonists. If the trench were ever blocked, the marsh would return which would kill any crops growing and seriously damage any equipment which the colony had built there.

What do people think?
#5
Ideas / How to make wealth and attacks more balanced
April 14, 2015, 04:02:50 AM
I understand that one of the driving forces behind when you get attacked is the level of wealth of the colony. I think that the outside world should not automatically know how much wealth a colony has. I think it should be possible to hide wealth away so other colonies do not know it is worth attacking you.

Specifically, the outside world (and the wealth value used when the game decides if there should be an attack) would be affected by the following factors:

Would only calculate wealth based on the last time the colony traded or had visitors.

Visitors would only know colony wealth based on what they walked near when they went to the colony. If you have a huge pile of gold locked away in a store room they will never know.

When a colony trades the rest of the world will know how much they were trading.

The rest of the world would work out wealth based on the higher of what was seen by visitors or what was last traded.

What do people think?
#6
General Discussion / Should Tynan have a day off?
November 29, 2014, 04:38:29 AM
I have noticed in the change log that Tynan has only had one day off in the last 18 days! Personally I think he needs a day off. Please vote.

Edit: yes Tynan, the community is now telling you how to organise your personal life ;)
#7
General Discussion / So, about turrets....
November 23, 2014, 03:06:24 AM
As far as I can tell turrets do not help defend colonies very effectively. The way they explode means that they are a liability in a fight. Also they are not really very powerful compared to an armed colonist after the early game. When using turrets before my colony is fully established I find I have to have a few on each side meaning often less than half of them actually see combat. I find the ones that do get in fights get destroyed easily and become a big drain on metal.

They one thing I have found them good for is killing animals which have gone mad or even for food.

As they are 'improvised' can I suggest that to create a turret requires destroying a weapon which the colony owns to incorporate it into the turret. So early on a pistol would provide a slow firing short range turret but later it could be upgraded to an R4 charge turret of death.

Just a thought I had.

Edit: I just noticed I put this in the wrong part of the forum, sorry!
#8
Not sure what is going on here. I tried going to the forum from an incognito tab and it said I was banned as a guest!

I can still post from my phone......
#9
Ideas / Trade in keeping with the game's back story.
October 04, 2014, 12:47:28 PM
I have read the back story to rimworld and one of the things I notice is that there is no faster than light travel. Without magic warp drives it become insainly expensive to take a spaceship from one star to another.

With this in mind, I suggest:

Commodities such as food and wood are only traded between tribes and settlements.

Rare items such as bionic eyes and so on are traded from trade ships but very rarely available from other tribes and settlements.

Pirates might sell body organs and offer to sell back any colonists they have kidnapped with a penalty if the colony does not buy their friend back.

I think it would be good if tribes and settlements sent goods for trade by caravan at random and also when requested at the comma console.
#10
A couple to time now my colonists or prisoners have had a leg shot off and they have had no movement. They get stuck in bed and need feeding forever and can do nothing. Is there a way they can either move very slowly or build a crutch or something for them? Have I missed a part of the game?

I hope this is just temporary and I appreciate the game is in development. I know Ty is working very hard developing the game and adding new features and but i really hope we get something for this soon. I know prosthetic limbs are planned for the long term but in the short run it would be great if we could do something with people who have lost a leg.
#11
General Discussion / Rimworld is great
August 25, 2014, 03:43:58 AM
Just played it after a couple. Of months and I think it has improved a lot! I love the new damage system with lots of different body parts.

I saw in the change log there will be a stuff system. Does this mean when you build a table it will be made out of any material like in dwarf fortress?
#12
Ideas / Wind direction (for fire)
June 07, 2014, 03:18:12 AM
I was playing the other day and noticed how fire starts from a centre and spreads outwards.

If we had wind direction then this might create a more realistic spread of fires with them being blown in one direction.
#13
General Discussion / how do you see weapon stats?
June 05, 2014, 02:14:17 AM
How do you see weapon stats? I remember seeing them but I can't remember how.