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Topics - FelisVulpes

#1
Bugs / [A14] Colonists prioritising raw food
July 19, 2016, 09:05:32 AM
Title pretty much says it all, really. I have a large stockpile filled with both meals and raw foods, and colonists go in and grab the raw food instead of the meals, leading me to have to pause and manually get colonists to prioritise the right foods.
#2
Ideas / Animal Necessities
May 07, 2016, 07:03:39 AM
My warg puppies keep dying when they attack something for food, whether it's attacking a tortoise that is a bit too strong for it, or blowing up a boom rat. I think this works well for the puppies, as they are necessarily going to know how dangerous certain fights will be, however in regards to both baby creatures and adult creatures, it would be nice to get notifications when they are harmed, like you do with colonists. A feature I'd like to see in addition to this is parent creatures defending their young; bear starts attacking muffalo calf? Mama muffalo goes into a bearicidal rage.

Furthermore! I'd also like to see the options to spay or neuter adult critters. It's all very well having a pack of wargs, but when you've got one male and three females, there are puppies everywhere. Not enough food to keep them all, and not enough traders to sell them to. So they often end up doing the above. But the puppies that do survive? I haven't got the heart to kill them :(
#3
Mods / [MOD REQUEST] More playable races?
April 26, 2016, 01:52:24 PM
With every sentient being (with the exception of Thrumbos!) on the alien rimworlds being human, it feels a little odd to me. I'd love a mod that adds other races, whether they are classic old fashioned aliens, inspired by existing sci-fi (Zabrak or Klingons, anyone?), or of brand new design, I'd love to see them incorporated as both crash-landing colonists, and faction-members that can be recruited. I guess it would mostly be a visual mod, but I suppose there's the opportunity for different alien races to have certain stat boosts? If anyone is interested in or currently working on something like this, please let me know! If I can, I may be able to help with artsy stuff.
#4
Ideas / Variance in races/species?
April 17, 2016, 06:55:21 AM
It doesn't quite make sense to me that, on an alien world, it is only inhabited by humans and (primarily) earth-like creatures? Would love to see the implementation of more alien races, whether they're tribes people or people in your colony, but also more alien critters!
#5
Video / FoxFluff Gaming! Let's Play Rimworld!
October 26, 2015, 06:58:31 PM
Intending to start a YouTube channel, and starting off with a bit of Rimworld... all I get done here though is character selection! ><

https://www.youtube.com/watch?v=swsi4muja48

Enjoy!

#6
Ideas / Advanced Animals
October 17, 2015, 02:21:53 PM
The addition of animals to the game is absolutely fantastic; I love it! And I'm always absolutely heartbroken when I lose a dog or have to slaughter my animals due to starvation. But there are a few little things here and there that I think could do with some changing up!

Firstly: Animal Statistics
Like your colonists, I think animals should have skills; Learning, Fighting, Running, things along those lines. The more a dog an animal learns, the faster it starts to learn things, if you're lucky you might get a dog that starts with a high learning skill, or has a "fast learner" trait! Or even both; both! It would make some really interesting additions to how your pets work, and maybe you could breed these traits and skills down to get your ultimate herd of beasties.

Secondly: Renaming
The ability to rename your animals! Honestly, I feel a little bit sad just giving all of my chickens numbers, and it really does it to my OCD when chicken 2 dies, and I just have chicken 1 and chicken 3. It would just be nice to be able to add a little personal touch, like you can give your colonists "nicknames".

Thirdly: Animal Backgrounds
Relating back to animal skills, much like the human backgrounds which add positives and negatives on specific skill sets, it would be interesting to see animals with backgrounds! To use dogs as an example, you might have a dog who has the background "Rescue Dog", making them quite skittish, and unable to do "Scary", AKA fighting. Or you might have a dog with the background "Pit Fighter", whilst this dog is lovely and fluffy now, he's quite strong and excels in combat! Or maybe a dog with the background "Farmed Puppy", who has a de-buff to fighting and hauling, but because she's still all gorgeous and cuddly, she's extra good at cheering up colonists! Which brings me to my fourth point...

Fourthly: Colonist Effects
Animals and Colonists should have effects on each other! I noticed in my latest game that my colonists get upset when they share a room with an animal. Personally, myself, if my dog or cat sleeps in my room or on my bed I feel absolutely honoured! I feel like colonists should get a slight happiness boost when an animal sleeps in their room, and a more significant boost if the animal belongs to that colonist; and vice versa for animals! But you could end up with animals getting negatives from failing to be trained, or from accidentally being hurt by their master, or they could get perks from succeeding at a training lesson, or from the implementation of treats! There should also be an interaction aspect, which I don't think should be down to the handling skill, but purely as a Joy activity; all colonists can interact with animals who have been trained in "Obedience" (As then, they're more like pets!), and they get joy out of it! If an Obedient animal hasn't been played with for a while (I feel like time should depend on the animal; dogs get a lot lonelier than cats in the real world!), they should get a de-buff which makes them sad, and perhaps slower to work.

Fifthly: Mounts!
I would love to see some of the large animals be usable as mounts! I think it should be a training skill that takes maybe 16 attempts? Double that of hauling, and then the animal requires a saddle! Colonists using the mount should be able to fight without interruption, but only the "master" of the animal can mount. Melee stuff would be affective whilst mounted, and ditto with bows, but guns should be more difficult to shoot whilst mounted. Certain mounts (like wargs, and potentially thrumbos) should be able to attack. If the mount is killed, the colonist is instantly incapacitated, as realistically when riding a horse, if your horse had fallen in battle, you were likely to get stuck underneath it, or have various bones broken. Perhaps this could come with the addition of horses! :D

And of course, I'd love to see the addition of cats and foxes.


I think those are all of my ideas for now. I know that this is definitely not an easy task, and it's not something I expect soon or at all ever, as I know it may be difficult to do, but it's definitely something I hope for! If y'all have any suggestions, just let me know! Cheers!
#7
Mods / Mod Request! More races and recruitment?
October 14, 2015, 11:16:59 AM
All of the colonists and groups are humans, and I thought it'd be pretty cool if there were some colonists and people who weren't! However I don't have the ability to make it myself. Would also be fantastic if you could reprogram downed scythers, and the higher the research skill, the better the scyther's skills turn out to be?? I can't imagine scythers would be able to do everything, but they could have their uses! I would love it if it stayed in the game's art style, too.