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Topics - hector212121

#1
Ideas / Mass Assign Allowed Areas
January 18, 2017, 06:39:40 AM
Look, the fact is, NOBODY wants to manage 90 chickens during a crisis.Scrolling through and dragging the mouse over my safehouse allowed area is nothing but sheer tedium, and i would appreciate the ability to instantly assign all my animals a allowed area.
#2
Ideas / Anti-Mechanite Dialysis--AMD
January 17, 2017, 08:30:02 PM
How about a treatment that purges the body of mechanites, requiring a hospital bed, special research, and ~15 glitterworld medicine? It could cure luciferium dependencies at the cost of semi-permanent damage(Scars, or maybe it's own issue) that can only be cured by taking luciferium again, and a hefty chance of death even with surgery success.

When used on non-luciferium mechanites, however, it simply instantly cures the mechanites. Done. No damage, no death. If it's done right.

A failed operation would either cause it's own issue or simply inflict toxic buildup when not treating luciferium, or cause instant death if you are treating luciferium.
#3
Ideas / Anti-Predator Turrets
January 16, 2017, 05:50:08 PM
Basically, I want all wild predators to be autotargeted by turrets. Or at least a option for it.

It's bad enough I have wild rabbits eating my corn. But panthers and cobras eating my chickens? HECK NO.
#4
Ideas / Conduit Repair Mechanites
January 16, 2017, 05:47:27 PM
Basically, a treatment that can be applied to a conduit to prevent explosions permanently with mechanites performing constant maintenance on it. This should be somewhat expensive, around 50$ a conduit and take a decent amount of work from a builder, yet be easy to obtain in large amounts(say, on average 40 are sold per exotic goods merchant). Perhaps with research required to apply, and once the research is done it unlocks a order to apply the mechanites with click-and-drag?

So you'd still want to be sparing with conduits, but it'd no longer be a pressing issue that you NEVER have any conduits or anything like that.
#5
Bugs / [a15]Psychic Recruits
October 04, 2016, 12:19:05 PM
People walk into my camp instantly knowing that my chef butchers people and that my warden sells prisoners. I personally consider this a bug, even if it might not be a unintentional thing.
#6
I don't know how many people do this, but when i noticed that two of my colonists weren't good on relations, i basically grabbed the one with the worse opinion and ordered them to punch a muffalo, just so the other could rescue them.

Take that, bad relationships! Now you have to overcome +15 to insult each other!
#7
Ideas / Farmer Turret mode.
October 01, 2016, 02:57:33 PM
Basically, I want my turrets to automatically target any carnivorous animals nearby. Foxes? Obliterate. Bears? Riddle with holes. Wargs? KILL EM WITH FIRE!

Is that really so much to ask?

Plants can be replaced.

Your only rooster can't.
#8
Ideas / Enviro-Shields
July 30, 2016, 03:20:40 PM
What about a certain type of 'shield' item(as in, it takes up the same layer as armor vests and normal shields) that prevents item degradation when worn? It could even act like a shield for 10 points of damage base.

Basically, it would dehumidify the area around it, and slow rusting. It would also reduce the effects of other environmental things, like heat and cold or toxic fallout. Of course, this would come with the major drawbacks of being expensive and having little actual use when a raid comes along.
#9
Ideas / Wood-Only Weapon Bench & Springy Branches
July 22, 2016, 07:29:27 PM
For all your neolithic tribes that don't use electricity, how about adding a weapon bench that only allows you to craft weapons out of wood, or maybe stone for clubs/maces? I somehow doubt that stringing a bow requires a furnace...

Mind, I also doubt that you need 6 trees worth of wood to make a greatbow. Maybe have a thing that drops occasionally from cut trees, a "Springy Branch" that is used to make bows? A greatbow, for instance, could take 2 branches...
#10
Ideas / Relationships And Backgrounds
July 19, 2016, 06:03:42 PM
I have a Pickpocket in my colony who had a Mother show up at my colony, and the Pickpocket background EXPLICITLY says that they saw their parent die.

Maybe add a "Adoptive Mother/Father" relationship, with 2 possible modifiers, one slightly bad and one good to reflect that adoptions don't always work out?
#11
Ideas / Build To Quality
July 18, 2016, 06:14:25 PM
Basically, you should have the option to force your builders to repeatedly try to build something until they get a result of a desired quality. They would then build and deconstruct in the ordered location until desired quality is met.
#12
Bugs / Cannot Order Undrafted
July 18, 2016, 05:12:22 PM
Apparently, in order to force someone to wear something, I have to draft them first for some reason. At first, I just thought that Rimworld wasn't acknowledging my right clicks, but it understood just fine.

Then I tried to get my colonists to prioritize tasks, and that didn't work either.
I'm using 14b on Steam.
#13
Bugs / Game forgets mod load order (14.1238)
July 18, 2016, 03:06:51 PM
Every time I close Rimworld, it forgets the order to load my mods in, and every time I change the mods by more than 2 or 3 things, it wants to restart Rimworld--meaning that I can't load mods.

EDIT: It seems that the thing making me restart rimworld might be a specific mod, though the game itself is still forgetting the mod load order.
#14
I got this weird message when loading up about 15 mods.

"You really like playing with fire. You should stop while you're ahead."

...Kiiiiinda creepy, especially since before 14b I loaded these mods with no problem.
#15
Ideas / More Scenario Settings
July 17, 2016, 05:03:39 PM
I'd like to be able to use things like Schedule Event and Event Intensity.

For instance, I could make a scenario where you're raided every day at 10% of a normal raid's intensity per wealth, or one where you're irradiated all the time, but it goes up 10% as fast as usual. For solar flares, it'd be the duration; with a crashed ship part, intensity would determine the rate of poison or increase of psychic drone, along with mechanoids inside, and so on.
#16
Ideas / Pawn-based Tech level
July 16, 2016, 03:58:26 PM
Basically, tech level should be personal to each pawn-- when researching high level tech, a Tribal should have massive penalties while a Spacer would have none. Outlanders would go from medieval to industrial, and pirates(thanks to airdropping) would have to be Spacer level techs.
#17
Ideas / Trading Drones
July 04, 2016, 05:25:43 PM
Here's a random thought, inspired by our Earthly Amazon company's Amazon Air plan.

What if, rather than just giving gifts, you had to build drones or gift to visitors/trading caravans?

Then it hit me. If you're going to have drones anyway, how about making it so when they arrive they can drop cash and pick up cargo?

Let's say you build 1 drone; a drone has a capacity of, say, 300. Low-volume stuff like uranium or gold would cost 1 capacity per 10-ish stuff. High volume stuff would be based on the specific stuff; steel would be higher than wood, while medicine would likely be the lightest high-density item.

Of course, if you were being sieged, your besiegers could let loose a volley of ranged attacks, and claim the goods for their own. Naturally, this would make sieges much more urgent if you were depending on trade.
#18
Ideas / Suppression
July 04, 2016, 05:20:58 PM
Here's a idea. When a unshielded character has enough lead thrown their way, they should automatically go prone regardless of whether any hit them. Say you have someone with a minigun. About halfway or a quarter of the way through the barrage, people who aren't going through reloading weapons should be throwing themselves fully behind cover. This would interrupt aiming, but also halve the chance of being hit, or even reduce it to a quarter of what it is.

....Also, we need fractional percents for chance of being hit, and cover to be actually factored in with miniguns, but that's besides the point...
#19
Ideas / Animal Imprisonment system
June 20, 2016, 03:05:39 AM
Basically, you should be able to turn downed other faction animals more quickly than untamed animals. Say, halve the effect of wildness as it's just a matter of getting them to recognize their new masters?
#20
Ideas / Counseling work
June 20, 2016, 02:50:48 AM
Basically, how about being able to assign a colonist to sit in a room and talk to anyone who's in danger of a mental break to resolve their problems? It could also improve their relationship with enemies or force their next few actions towards enemies to be positive, thus potentially mending the relationship.