Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Neotic

#1
Ideas / Scavenging Caravan
July 07, 2021, 05:48:03 AM
Idea: being able to send a caravan to any tile on the world map and collect resources

How: Simply send a caravan to a tile and when reached click a scavenge button and a instance of a map will open temporarily. Caravan will then be able to collect resources and leave when done.

Why: it provides a low tech option to gather more resources without settling a new tile. It also saves on computer resource use.

Concerns: to avoid abuse a tile will have 3 resource counters (plants, animals, metals). Ex: a caravan is sent to a tile to mine metal and depending on how much metal is mined impacts the counter. This is important because the remaining counter percentage determines the spawn rate of resources for future caravans sent to that tile( I.e metal in this case). To avoid any potential long term strain counters reset after some time (4 years?)

Edit: Words
#2
Okay, so Starship Theory looks to have a lot of potential to be profitable and a competitor to Rimworld. Ludeon Studios should acquire the Starship Theory to avoid a competitor and to gain future profits from this game. Both games could potential profit from being under one studios, Starship Theory could benefit from having better emotional features and Rimworld could benefit from having a deeper lore which could draw in more players to the Rimworld universe. Thus increasing profits. Starship Theory being related to the studios who created Rimworld would increases profits for both games: Players from Starship Theory would come to Rimworld and vice versa. I don't think manpower for both games would be a problem, ST seems to be doing fine with the 1 developer (i think its one) it has and Ludeon Studios could always hire another developer to increase speeds like it has done with Rimworld.

In conclusion, Ludeon Studios should acquire Reconnect Software to Maximize potential profits, increase player base, push development of both game further, and finally for a Ludeon studios to gain more fame as a studio with great game i.e increasing profits further. (That is if ST is successful, which seems likely)
#3
Ideas / New Worktab For Drugs
May 24, 2017, 09:47:54 AM
It's annoying that drug crafting is spread through two work tabs: Crafting and cooking(alcohol). I propose a new work tab for drugs specifically so it's easier to prioritize crafting/brewing them.
#4
Bugs / [A17.1543] Typo "Rose has died"
May 19, 2017, 10:34:30 PM

At first it seems like a pawn has died but in fact it's referring to the plant. It's a little misleading when i first saw this i thought one of pawns died and i panicked :D.   
#5

  • What the circumstances were
"Zzztt" happend lit chemfuel on fire
  • What happened
i paused immidiately chemfuel animation was still moving
  • What you expected to happen
for the chemfuel explosion animation to pause when i pause the game
  • Steps we can follow to make the bug appear on our machine
light chemfuel on fire and pause to observe chemfuel animation not pausing

#6
This was reported but there was never a solution found for it because the op never provided a save. I'm actually not sure if snow washes of dirt but realizing i might encounter the bug i made it rain in dev mode and nothing happened. Also i have a question how does the game use rain, is it like while its raining the world cleans at like some rate?

Related post:
https://ludeon.com/forums/index.php?topic=32463.msg332095#msg332095


Save: https://www.dropbox.com/s/1v2stqny3ssqp24/CX3.rws?dl=0
#7
General Discussion / Bonded Pet Bucthering
May 17, 2017, 11:54:35 PM
So you care when you favorite pet dies, but it's okay when we decide to butcher and eat him when we have a surplus of food. :)
#8
So i got an escape pod survivor and i captured her because i wanted more pawns. But after realizing she had an addiction to luciferium i decided to release her. However i also realized i didn't want to keep luciferium laying around in case of a drug binge. so i set 4 administers of luciferium for her, 4 because that's how much i had. This is when the bug happens... i forgot i had her on release so a pawn took her out to be of course released, but then instantly picked her up and threw her back in a cell. I was still able to administer the drugs but i wasn't able to interact with her prisoner wise. But if you noticed the tense i was able to release her by leaving the door open so that she could walk out.

The save file i'm going to link is after she was picked up and i cant interact with her, prisoner wise.

Save: https://www.dropbox.com/s/mpb3sempg0jp60b/CX3b.rws?dl=0
#9
Ideas / Construction failed disabled on graves
May 17, 2017, 10:11:20 PM
it should be disabled because, how do you possible fail on digging a hole? It doesnt make much sense really.
#10
Ideas / Moving info side bar
May 17, 2017, 09:07:23 PM
That little info bar on the bottom left should be moved, because it always gets covered when you open one of the menus on the bottom of the screen.

and for people with the learning helper enabled it should go right below it.
This is what i mean when it gets blocked.


#11
Bugs / [A17.1540] Graphical Road-Ocean bug
May 17, 2017, 12:45:13 AM
looking around for a place to settle and i saw this
#12
Ideas / Minor Factions
May 16, 2017, 07:28:47 AM
Minor factions: This would be along the lines of raider outposts but would have more character and spawn from the beginning of world gen, essentially permanent events, and you can trade with some of them while others you can't.

MF1 (Minor faction):Cultist- People who capture pawns and sacrifice them "euthanize by cut" in an altar like room; row of dining chairs and a sarcophagus at the end. If the player decides to raid a cultist base there is a high potential of finding prisoners and taking them back with you or releasing them.

MF2: Nudist- Basically a bunch of naked people formed a colony, they value cloths at 0 silver but have tons of food and appreciate art; would be nice to trade with early game, for cheap food, and late game, for making money off of art.

MF3: S.T.I.P- Space Trade International Port- This minor faction would be solely for trade you would be to have the option to trade with multiple trading ships in orbit. The number of trading ships would be constant but swap out every once in a while. I think people who wish there were more trade ships would love this one. However, the trading ports would be extremely sparse in the map; 8 tops on a 100% would gen map.

MF4: Cannibals- Cannibals would have a weird relationship with players they might raid the player or they might want to trade with the player. But what would cannibals possible want? Human corpses... Cannibals would be the only faction who values corpses, est price 275 silver. That might seem like a lot but if you think about it might be the perfect amount because you're gonna have to haul a 70kg corpse, which i think is an entire muffalo.

MF5:Dwarves Miners- Short men and women who mine a lot and are located in mountainous areas and would sell mineable resources for lower than average prices and would buy food for higher than average prices, especially meat and beer.

Added/MF6: Altruist- A group of rich people from a distant but nearby hubworld have heard of the harsh conditions on this planet so they sent envoys to help the needy by doing nothing but giving them random items that may help them. (this one actually wouldn't be permanent, it would be an event that would come and go. )

-thats all i can think of right now post your opinion below of this idea and maybe your own minor faction.
#13
Im not sure if this is a bug or WAD. But hats, more spefically helmets, arent showing up on the colonist bar.
#14
Recently been playing A17 unstable and have been getting a few mechanoid raids and was wonder where do they come from and where do they get their resources?

Thus my first suggestion is that the mechanoid have bases or technically fortified factories they would basically be like any other faction base but futuristic. On the world map they appear sparse and spread out through the world.

Now my second suggestion is for a new mechanoid "Harvestor" they're are similar to the alpha beavers expect instead of wood they mine any exposed resources and if they're is none they try to take yours and attack your deep drilling mines. I imagine the Harvestor would appear late game and to combat late game colonies they would be heavily armoued and for guns they would have something similar to a LMG.
#15
A Manhunter caribou came to my two pawns to attack them but both of them were set to "Attack" instead of "flee" so they both began to shot at the caribou but then they both took cover on the same corner and are merged. I'm not exactly to sure how to give steps to reproduce it some i'm just going to link the save and log file.

Log: https://www.dropbox.com/s/l8lnn1plsstolts/output_log.txt?dl=0
Save: https://www.dropbox.com/s/7vezux2wer9u3ty/NH-CCFm.rws?dl=0
#16
Ideas / Farm-able Berry Bushes/No roofed trees
May 13, 2017, 06:39:40 AM
Okay so basically your able to plant Raspberry bush and your able to harvest them every 3 days, like wild ones, and produce the same amount as wild ones. However, the bushes have a very long growing time till they're mature enough to produce berries about one Quadrum. Along with being able to plant the berry bushes you can replant wild ones anywhere, However depending on the grow skill the pawn replanting the bush might accidentally completely destroy the wild berry bush.  The also have a 1 space gap between each other, like trees.
Speaking of trees it doesn't make sense you can build a roof over a fully grown tree
#17
Again i'm not sure if this is a bug but I had a pawn who was researching and that is starving there is 1 simple meal in the freezer. I tell the researching pawn to prioritize eating the simple meal but as soon as he stops researching he goes back to researching (instantly). The source of the problem is that another pawn is trying to eat the same meal. However shouldn't the pawn who i prioritized to eating the meal eat it?
#18
Bugs / [A17 1536] Animals eating prisoners food
May 12, 2017, 10:07:38 PM
Im not sure if this is a bug, but it seems like is it is. Anyways one of my pawns gave a sleeping prisoner a simple meal and as soon as he left a elk came in the room an ate it. Technically it doesnt seem like a bug but i dont think this is an intended feature. (The elk also has access to food the room was right next to the freezer.)
#19
Ideas / Soil Overlay
May 12, 2017, 07:13:27 PM
It would be nice for a overlay that colorcoats the level of soil for example green would be rich soil and sand would be red. this could be usefull to help new players to locate where to place growing zones. it could also be useful during the winter where it is hard to tell what that soil type is.(because you dont want to build a bedroom or solarpanel on rich soil)
#20
Ideas / Mood buffs
May 12, 2017, 06:44:24 PM
There should be mood buffs for when a pawn is completly rested and their food bar is full. For example, when the pawns food bar is above 90% they would get "Well fed +3" and for rest, like the food bar, when it is above 90% they would get "Well Rested +3"