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Topics - Swat_Raptor

#1
So I like how there are sometimes Neuro Trainers in item stash's but I was thinking.

what about a neuro trainer to add or remove some traits? remove wimp, or add steadfast

or a Neuro Trainer that removes work restrictions, have a pawn that won't haul, grab a haul trainer and jab it into that lazy pawns temple (I like to imagine that Neuro trainers work by just jabbing it into your forehead).
#2
Ideas / Poison the Roach's??
May 30, 2017, 10:13:12 AM
So this is just a idea but I was getting wrecked by my first A17 infestation and I was trying various ideas to deal with them and failing. Then I was looking at a few units of luciferium I had in the stock pile and was like, man it would be fun to feed some of the mega roaches this stuff and watch them devolve into madness and start attacking their own kind, but to my knowledge there is no way to administer drugs to sleeping bugs.

insects do eat if I'm not mistaken, but will they eat drugs?
I'm not sure how viable of a strategy for a few reasons
1 the time it takes luciferium to drive one mad,
2 the rarity of the drug
3 the size of infestations
4 the spawn time of hives
5 there is no way to guarantee that the big bugs will be the ones to eat the stuff. not much will happen if the all the scarabs consume the drugs.

But it definitely would be fun to watch bug colony slowly devolve into madness.

Definitely would be a fun idea for a mod.
take some Pemmican, mix with lucy 
makes several units of tainted food,
leave tainted food near hive
wait for madness to set in
send in clean up crew.
#3
I've been doing some Tribal starts and been finding it actually kinda disappointing that they get decked out with High tech weapons as soon as raiders come, I swarm them in close quarters with clubs, and now I have their weapons.

what if there was a option in the scenario editor to have the enemy weapons get destroyed when they drop them, then you would have much more incentive to produce your own weapons.

Another idea to take it further it would be to disable traders from bringing weapons too. Basically then the idea would be no one wants to supply tribals with weapons.
#4
Ideas / Automated Trader Summoning?
March 24, 2017, 11:27:53 AM
I like the Mechanic which adds a cool down for requesting traders, the biggest downside in my opinion is that I forget to re-request for new traders because I get distracted by other events while waiting for the cool down.

I wish there was something which would automatically re-summon these traders for me. Lazy I know but eventually regularly summoning traders becomes a chore I think all Developed colonies take up and why not automate that which becomes a chore.

After a while once a colony has mined out all the steel and palasteel then traders are your only source and you get to summoning traders as much as possible, regardless of the fee, I know I will eventually start summoning general goods traders regularly just due to basic need for raw materials.
#5
So I don't know why this isn't already a thing because it makes a lot of sense.

but why can't tribal colonist throw torches to start fires? I know that tribal raiders can start fires, but if you are doing a tribal start and you don't start with Molotov cocktails then you have no way that I can see to start fires. does it really make sense that we can't craft something to start fires just because we choose a tribal start, they can craft torches we just need to teach them to pick them up and throw them.

#6
Ideas / Burning Drugs in bulk
February 16, 2017, 11:46:49 AM
I mean really why are we burning drugs one unit at a time? This is doubly annoying when I see that a pawn who has hauling and crafting rights decides to walk all the way out to a pick up one pill and then take it back to the crematory and then goes back to pick up another single pill.

I'm guessing this happens because crafting is higher on the list than hauling but burning stuff should perhaps be the exception to this.

introducing a burn recipes for 3, 5 and 10 unit quantities would help greatly reduce this wasteful behavior and this would be a decent mod or feature. and also it makes more sense. Just toss the whole load of drugs into the fire, not one at a time.
#7
 I'm trying to consider what real positive effect the relationship dmg from killing a pawns relations gives to the Game.

I'm fine with pretty much all the other effects to relationships (even the stacking fails for attempted romance(not saying it is perfect just that it works enough)

but when it comes to the instance of a pawn killing a family member or friend there are more things that I don't like about than I do.

1: the reason for killing the pawn has no effect. often this is the result of a furious and confusing fire fight against a Raid with whom the family member participated,  but there is no difference in the Relational dmg  between killing a family member  who is apart of a Raid vs one who is apart of a trade caravan, The relational dmg is the same, there are other consequences but the relational dmg is equal and that doesn't make sense.

2: its kinda absurd that they always know who. pawns know perfectly who made the killing blow. if 5 pawns are firing a survival rifle and a pawns Father is shot to death Via survival rifle then how is ANYONE going to know who was the one responsible for the killing blow. this is the same logic behind a firing line execution and not being able to assign guilt to anyone because you don't know who had the killing bullet. Also Who is doing autopsy on the corpses of raiders and informing their loved ones on the specific cause of death? just tell them they died in the fire fight.

3: the forms of killing are not treated equally. there are many ways which a pawn can kill another pawn and be the one solely responsible but no relational dmg is applied as a result. 3 examples strip the pawn of their clothing and leave them out in the cold or take them to a freezer,  2nd activate a psychic shock lance and cause lethal brain dmg.
3rd, ignite a fire in a stone room and then drag the pawn into it. To me these would be reasons not to give relational dmg as a result of shooting another pawn because all them end in one pawn killing another yet only 1 method results in relational dmg. 

4: this encourages ridiculous work arounds of the mechanics. Lets suppose a raid happens and a pawns father is holding a doomsday rocket launcher and you have no means of downing him other than a colonist shooting him and you think the best strategy is to down him immediately because he has the most threatening weapon. You then look at your weapons and decide that your best response is to blast him with a triple rocket, you then choose that the raiders own Daughter is the best person to kill her Dad because this results in no relational dmg, and because the mood dmg is the same regardless of who makes the killing blow. While this would be a proper review of the game mechanics this is a ridiculous conclusion, the mood debuff for having to kill ones own relative is the same as general death. and also what about the mechanics the lead to this conclusion are they really all that refined.

for these Reasons I think that relational dmg for killing a relative is a mechanic which would be better if it was removed or reworked so that it is much more nuanced.

TLDR: the Relational dmg for Killing a relative is a mechanic which is inconsistent and un-intuitive and perhaps better removed altogether.

what do you guys think about the relational dmg mechanic?
#8
So just some small ideas

currently if I want to create a zone which allows everywhere except some spaces I have to paint the whole map one small box at a time. This is annoying most of the time.

2 ideas

1st have a button to paint the whole map as allowed area.

2nd allow the range of the add or remove allowed area selection boxes to cover the whole map.

I'm not aware of any mods which add this kind of functionality but if you do please suggest it. THOU I still think these should be Vanilla features

edit fixed typo
#9
I have some ideas to make stock piles better.

I'm sure others have had these ideas but there not in a mod and not in the game yet some I'm stating them again, and I hope the rest of you don't find these overly complicated

Scheduled delivery
Here's the idea you have 2 stock piles of equal priority, I would like to able to make a recurring delivery order so that someone assigned to hauling will take X loads of specified resources from stock pile A to stock pile B every day or until empty or until stock pile B has a certain # of items. that way your people at crafting tables won't waste time traveling across the base to drop of the item they just made, and then have to walk all the way back before he gets back to the crafting station to make his next item.


Don't count trash pile
Currently I don't know of any functional difference between the Dumping stockpile and the regular ones.

I think that the dumping stockpile should function as a stockpile but not count the items within it to your inventory. its a stock pile where you move your trash and unwanted items. Perhaps you could still sell items in it but it would not count towards your inventory totals, thus you could make crafting bills but if you move all your low quality or damaged items to a trash pile then only your good ones will be counted for the continual crafting bills.
#10
Why are the raiders (and mechs) hell bent on shooting all the live stock, I mean I enjoy watching a well laid out chicken defense screen but I don't really think it should work.

currently it seems that hostiles don't have a very good way of determining whats a real threat and what isn't.

I mean we have a wild west like setting and no one is trying to steal my herd of Muffalo. Would this kind of event be Hard to implement? I certainly think it would fit the setting. the raider will steal your stuff and kidnap your people but your animal, SHOOT THEM ALL.

I get that most animals can be trained to attack and thus the hostiles may actually want to shoot at them but the current logic is, Oh my Holy Raider God there is a rat right by Tom, quick Tom shoot it with your triple rocket launcher. Perhaps it would be better if animals who are natural hunters be trained to attack and the rest be non aggressive entities which Raiders ignore (or try to steal)
#11
Ideas / Dooms Day/ Reset Events
November 30, 2016, 12:18:29 PM
After a Colony has gone on for Years and the walls are silver Gold and Jade what are you suppose to do?

Why do we have to send our colonist in a ship never to see again?

yea you could build the space ship but whats the point if your place is going good?  Jump in a ship only for a chance of some landing on some Glitter world but have to leave the place where you put your blood sweet and tears into, the place where you fought for alongside friends to protect. Not sure if that is a option people would choose unless some certain apocalyptic event was looming on the horizon.

Global Flood, tiles around the map quickly turn to water and then deep water, Drowning anyone who hasn't evacuated.

Godzilla/ Huge Destruction Robot, a hostile entity who will level everything on the map when it gets there.

there's a lot of disasters which could happen which would make anyone living there say, Yea lets evacuate.

Ok why add in such events, well 1 it fits the theme of Rimworld and 2 it gives extra incentive to build the space ship.

But also why do we have to leave our colonist here, why not start a new colony, New map, Perhaps the same world, but start with some of the same colonist? the colonist wake up AGAIN from cyrptosleep and have to run to the escape pods.

Also why not have other escape options other than the space ship?
simple evacuation to a new site (a more tribal approach) or build a Fallout bunker filled with Crypto Sleep Caskets,

but the idea is that the colony ends but how you prepare influences the starting conditions of the new scenario, a sort of New Game+

I don't know if anything like this was already proposed but here it is.