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Topics - Songleaves

#1
Not sure if technically a bug, but I had a guest get injured and collapse. While healing up in my base he began going into Go-juice withdrawal, so I went to administer the Go-juice that he dropped earlier to give to him, but got a message warning me that his faction would not like that operation. I believe factions should not be upset with you administering drugs to their colonists when they have the associated addiction.
#2
Looking through the pawn history stats there's a lot of stats about how much crap your pawn has been through. Total hours on fire, number of times incapacitated, total damage dealt to, how many mental breakdowns, etc. A lot of pawns who are kept safe tend not to accumulate too much damage, but those who are in the fray tend to eventually get unlucky and die.

So I am curious to see what the max amount of punishment some of your colonists have sustained while they still keep on chugging along, as well as reasons why they have sustained so much damage while still being alive.
#3
Stories / Sole tribal ambushed by mechanoid
December 23, 2017, 04:04:03 AM
I was responding to a downed refugee event with a single colonist since that was all I could spare. My tribal had good melee (level 10 brawler), a wooden mask, cloth tribalware, and a thrumbo horn.

While approaching the middle of the map to reach downed refuge a mechanoid appears from nowhere and ambushes my colonist. I immediately pause and think "What the hell do I now?" Realizing I had no option but to fight I charge the mechanoid!

BOOM

The mechanoid fires its charge lance and reduces my colonists leg to two hitpoints.

My colonist gets close enough to attack though, and stabs it right in the brain, severely weakening it.

At this point an extended melee battle occurs that takes several rounds. We each take a lot of damage, but my colonist wins out in the end. Following his victory he tore the mechanoids arms off.
#4
The caravan planning tool estimates that the time to reach the downed refugee is longer than the time the downed refugee event gives you to reach them. Of course the routing tool gives you default caravan speed, so a faster caravan may be able to reach in time. I still think it's a bug though. I tried to include save file, but even after compressing it the save file is too large, and I don't really feel like going through the hassle of uploading to a third party site and including download link.
#5
Right now backstories essentially do three things: modify skills, make pawns incapable of something, or are only compatible with certain pawn types. Similarly traits for the most part just change some pre-existing values such as work speed, how well pawns get along with others, etc.

While it would be a lot of work, I think it would really help make players more invested in their characters if their backstories/traits had more unique effects. I think examples would explain this better than further describing them:

Pop Idol: can perform a Concert event. Similar to party or wedding. Colonists attend the concert and watch the pop idol singing similar to how they watch the people getting married. Pop idol has little music notes comes from them to indicate singing. Colonists who attend get "Attended concert" mood boost.

Aspiring pop idol: they don't give as large of a mood boosts for their concerts.

Circus performer: same as pop idol, but a performance instead of concert. Could be juggling things, or other antics.

Shaman: same as the idol and circus performer, but he performs a ritual. He performs ritual in front of fire, and occasionally fire flashes bigger and brighter.

Ninja assassin: 3 possibilities ranging from most complex to least. 1) When fleeing they drop caltrops in their wake similar to dropping blood if you are injured. Caltrops slow down movement speed like snow until they are cleaned up. 2) Random chance of making a small smoke explosion upon being hit, similar to smoke pop belt but smaller radius. 3) More likely to have a smoke pop belt when generated on map.

Caravan traveler (2): this has backstory which includes "He/She was often tasked with caring for the pack animals." A possibility could be if this person is in caravan, animals heal from their injuries faster.

Child of drifters: this backstory describes them as having "wanderlust", so I think they should be at max joy when they are in caravans, rather than becoming totally joy-deprived like most pawns.

Glitterworld empath: backstory states "NAME had an amazing ability to relate to others and mediate conflict", perhaps they could have a chance of intervening in and stopping a social fight, or perhaps an insult spree, or maybe just decrease the chance of those happening.

Fire tender: uses less wood to refuel a torch/fire.

Frightened child: backstory states "He/She feared, among other things, doctors and foodborne pathogens", perhaps this led them to be very hygienic and as a result won't cook in a room that is dirty. Bonus points if they automatically clean any dirt/blood/etc in the kitchen before cooking in it.

Mechanoid hacker: give them a unique option in the mechanoid operations tab, perhaps "self destruct" and have them explode in a large explosion?

Sleepwalker: this isn't currently a trait, but it could be. Character could perform the "Going for a walk" activity, and/or other things randomly in their sleep every couple days.

Etc, etc. I think these traits would help make players more attached to their characters as they bring unique attributes that are harder to replace. Additionally it can help make each game experience more unique.
#6
Bugs / [A18.1722] Rodents of unusual size
November 18, 2017, 10:31:51 PM
I decided to haul a dead rat with me when forming a caravan. Was surprised to see it weighed over 10 kg (22 lbs). For reference the average rat weighs around 0.2 kg.
#7
General Discussion / Why do mechanoids attack?
November 14, 2017, 02:47:12 AM
Did they gain sentience and decide they hate all of humanity? Did their creators die and now they wage an endless war not knowing that the people they were originally programmed to kill are long dead? Are they being controlled by people behind the scenes? Is it a mystery?

Also, why do they tribes attack? I understand why the pirates attack: greed. But I don't know why hostile tribes don't like us. Are they afraid of us? Is it also just greed?
#8
Bugs / [17.1557|Mac] Two possible slight bugs
November 05, 2017, 05:13:16 PM
1. During the start-up screen I rolled two colonists, a father and daughter, but the daughter was older than the father. Maybe a bug, or maybe she's adopted? Never mind, not a bug, just realized that it's okay because father in cryosleep for longer, allowing daughter's biological age to surpass his.

2. After incapacitating a Thrumbo I healed it with the idea that once it could walk, but while still weakened, I would melee it to death for melee experience. While healing though it formed a bond with my doctor and joined our colony. Maybe this is a bug, especially since my colonists aren't high enough level to tame the Thrumbo, or maybe it's a feature since you could imagine an animal becoming your companion after you save it.
#9
Ideas / Changing how sight is calculated
October 22, 2017, 04:42:48 PM
Right now each eye contributes 50% of your sight effectiveness. This means that a person with extremely bad eyesight in both eyes of 50% sees just as well as someone missing one eye but with otherwise perfect eyesight. This isn't really realistic, and it causes disproportionately harmful effects when someone losses an eye. For instance, a sniper in real life only uses one eye to look through their scope and shoot, but in Rimworld losing one eye is extremely harmful for shooting. I'm suggesting that sight be calculated instead with this formula:

Sight = (Efficiency of good eye) - 0.10*(1-Efficiency of bad eye)

The game will look at both your eyes, see which eye is better (or default to the right eye if both are the same), and sue that eye as the base for determining sight. Damage to the other eye can still harm your sight due to loss of peripheral vision and depth perception, but this caps out at 10%. This will also nerf getting two bionic eyes which also makes sense since it's hard to imagine how getting a second bionic eye would really yield you much additional benefit over one. Some numbers:

1 Eye, Sight = 90%
1 Bionic eye + 1 normal eye, Sight = 120%
2 Bionic eyes, Sight = 122%
#10
The very first tool man ever created was the stone hand axe. Our ancestors didn't need to build a research bench, research stone cutting, build a stone cutting bench, and cut out stone blocks in order to make these.

What I would like to propose is to allow direct manufacturing of stone melee weapons from chunks of stone at the crafting spot. I think making stone melee weapons more accessible in the early game like this will make them more relevant. To balance this change I would decrease crafting exp gains from crafting stone weapons and increase the time needed to craft them.
#11
Ideas / Hauling priority tab
June 03, 2016, 01:24:03 PM
I don't know where it would go, but I would really appreciate a hauling priority tab that would allow me to order items in the order that I want colonists to prioritize picking them up. Right now after a fight I always have to manually order my colonists to pick up the bodies and meals before they rot/spoil, followed by the weapons because I don't want damage done to them. Similarly after I kill a bunch of manhunters I want my colonists to pack them to the fridge before they haul anything else.

Alternatively a drag and drop "priority haul" command where everything I select gets prioritized for hauling over things not selected by it would be useful.
#12
Technically the floors are built under them. Build some graves, then tell your colonists to build some floors where the graves are, and they will build floors under them. I feel like this should have been reported already, but a search for "floors graves" yielded nothing.
#13
Ideas / Cold and hot fires
May 21, 2016, 06:17:32 PM
So when discussing forest fires we usually describe them either as "cold fires" which burn through the understory but don't damage trees or generate enough heat to kill roots, while "hot fires" essentially bake the ground, killing the seedbank and roots, and also setting trees ablaze and cooking them from the inside out.

I feel the fires in Rimworld are far too destructive. Usually hot fires come about as a result of longterm fuel loading in the understory. A typical fire in an oak forest, for instance, shouldn't set ablaze all the oaks. We let cool fires sweep through and clear out the understory all the time where I live. I guess my suggestion is, perhaps increase the amount of heat needed to set trees on fire, or the decrease the amount of heat generated by burning grass, so that the understory can burn without taking out the entire forest.
#14
Ideas / Difficult decisions
May 13, 2016, 06:02:12 PM
I think forcing players to make difficult decisions is one of the most potent techniques for developing a memorable story. I think Rimworld needs more situations to arise that puts players into situations where they have to make decisions with inherent uncertainty and significant consequences. In particular I feel these decisions can help diversify to the late game. Here are some of my ideas, but I'd also like to hear more ideas from others as well.

Medical decisions
To amputate, or not to amputate?
There are many potential reasons to amputate a limb. In addition to player choice, the colonist may have their own preference, they may not want their limb to be amputated, and may even start a fight with the colonist trying to amputate their limb.

* Gangrenous limb: an injured limb has gone gangrenous. You can try and save the limb, but risk your colonist dying, or you can amputate the limb.
* Cancerous tumor in muscle or bone: these can be extremely difficult to try and remove, and if you don't remove all of it then you risk the cancer metastasizing and spreading to the whole body where it is very difficult to treat and may ultimately kill the colonist.
* Crippled/painful limb: due to severe injuries a limb has lost most of its functionality and serves as a chronic source of pain for the colonist.

Euthanasia
If a colonist enters a coma due to direct injury to the brain, or excessive blood loss starving the brain of oxygen, then players have choice of waiting for them to return or putting them down. While a colonist is in a coma other colonists will have thoughts ranging from a negative mood because they wish for them to be put down, or a positive mood because they are happy that we are continually fighting for them. Bedsores could be a problem for colonists who have been bedridden for lengthy periods of time.

Combat decisions
Lure enemies away
During a really serious assault, a box pops up  that says "Colonist X volunteers to try and lure the enemy away... etc etc" and gives the player the option to accept or decline. If you accept then your colonist will make a break for the edge of the map and all enemies will try and follow them. If they die before making it to the edge of map then the decoy failed and they will continue to attack you, if they lived then enemies will chase them off screen and the raid will end and there is a chance that they return on a later day or that they died gallantly.

Suicide bomber
Pop-up box appears of colonist offering to grab artillery shells and charge at the enemy. If you accept then they will haul nearby artillery shells and charge a group of enemies exploding once they get in range. The size of the explosion depends on the number of artillery shells they were hauling.
#15
Ideas / Sunburn
May 12, 2016, 06:42:56 PM
To help give some more diversity in the biomes and health problems, I suggest adding sunburns. They would function just like a regular burn, but not as bad and without the chance of infection. There are two ways I could see this implemented.

Easy way:
Let sunburns be a random medical problem like food poisoning. Have them be most common in areas like the neck, face, ears, arms, etc. Sunburns can be more common in places like the desert, extreme desert, and ice sheet biome.

More in depth way:
Give clothing an intrinsic SPF value that helps reduce risk of sunburn, this will help bring to life some of the claims on the clothing like the cowboy hats and dusters which claim to protect from the sun but really just offer insulation from the heat. Can also have skin tone offer some protection against sunburn, and make higher elevation sites increase risk of sunburn. Of course it wouldn't make much sense to have a colonist getting sunburned who hasn't been going outside, so maybe use whatever metric is used to determine cabin fever to gauge how much time they spend outdoors. I don't know how you could prevent colonists who only go out at night (like night owls) from getting sunburns though.
#16
[M|0.13.1135 rev817]

1. Drafted colonist standing next to fire. Colonist is unable to perform firefighting.

2. Drafted colonist beats out fire.

3. Drafted colonist be unable to beat out fire.

4. Stick drafted colonist beside fire who is unable to do firefighting.

It's actually pretty easy to micro them to help with putting out fires as they will put out all fires next to them, then you can just move them one step forward and they'll put all those out as well, and just repeat until the fire is gone.
#17
Ideas / Small but not necessarily cheap suggestions
August 28, 2015, 07:52:38 PM
Show summation of multiple selected items. So for instance, if I have a bunch of piles of leather lying around, I'd like it if when I double click one type of leather instead of just telling me muffalo Leather x 3 (the number of piles) it would also tell me below the total amount of muffalo leather selected. Currently when I plan what I want to tailor I have to double click a type of leather to find all the piles of that type of leather, then individually click on the piles to find out how much leather is in the pile, then mentally add them up in my head. Same issue with steel piles, silver piles, etc.

Disallow colonists from shooting their own animals, like how they can't shoot one another. Right now if you have animals attacking an enemy pawn, and you try and tell a group of your colonists to shoot the enemy pawn, it is easy to accidentally right click on your animals since they are basically overlapping with the enemy pawns when they're fighting.

Have an event where a jealous colonist uninstalls a luxury item from a colonist with a nicer room, and then reinstall it in their own room. :P

Ability to click on a job title in the work menu and have it check/uncheck/+1 priority to all the pawns. So for instance, clicking on Firefighting would cause the firefighting priority for everyone to move up by 1.
#18
Bugs / [M|0.12.90] Poison ship exploit and typo
August 23, 2015, 11:30:21 PM
If you build a room around a poison ship, then it will have no effect outside the room. You can build walls right next to the ship and box it in completely so that it has no effect, or build walls further away from it and create your very own icebox.

Also, during the event notification:

"Several pieces of an ancient ship has crashed nearby."

"has" should be changed to "have"
#19
Even though their eating is "none" and they cannot eat food on their own, it is still possible to feed them.

Humans: if they are in bed because they're injured, another colonist who is doctoring can feed them like normal.

Animals: animal trainers can still feed them as part of training.
#20
Circumstance:
- Colonist X is going to bed assigned to them, call it Bed A
- Colonist Y is going to bed assigned to them, call it Bed B
- I reassign Bed A to Colonist Y

What happened:
- Colonist X continues to Bed A and sleep in it
- Colonist Y continues to Bed B and sleeps in it
- No reassignment occurs

What I expected:
- Bed A reassigned to Colonist Y
- Bed B reassigned to no one
- Colonist Y changes course to go to Bed A
- Colonist X looks for unassigned bed (possibly the now available Bed B)

How to reproduce:
- Wait for 2 colonists to be going to bed at the same time
- While they are headed to bed, reassign one of their beds