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#1
Hello!

Back in A14 I was quite satisfied with CCLs power-saving abilities for machines/benches (when not in use, they don't need power). Maybe some modder could re-introduce this as stand alone mod to A16?

Another thing I miss is the automated factory. It was really neat to have a building produce stuff for you without a pawn involved (eg stoneblocks etc.).
If a modder could strip it from CCL and update it to A16 (and maybe make it modular/customizable, would be nice to automate mechanoid disassembly, adding mod-specific stuff etc.), I would be really glad!

Thanks,
Stage
#2
Apparently I had a lot of time to think about additions to rimworld lately...

I've seen that there where a couple of posts regarding UI-changes, so first:

I like the feel and look of the UI...let's say most of it.
This post should be a compilation of mods, or just small features of mods, that really should be in the base game, but do not introduce lots of mechanisms/automation to the game.
So let me start:


  • Wort Tab (by Fluffy) - sorting function and mouswheel support, maybe more priorities
  • Hauling Hysteresis (by Vendan)
  • Enhanced Crafting (by AlcoholV) - UI elements and worker select (maybe priotize worker?)
[li]
[/li][/list]

Non-existing improvements:

  • This is a mod-related problem: the bills-tab
    I play with a couple of mods (eg RimFire, Apparello) that add quite some crafting recipes...and my machining tables bill tab just exploded. It would be nice if there is a second bills-"window" that looks like the current crafting details window, where I can select the item I want to craft, the materials etc all at once, and then start the bill.

I would be happy to extend the two lists with suggestions from you!

Regards,
Stage
#3
The recent update opened lots of new possibilities, and I had the idea to make the spaceship not only the goal, but actually usefull in the endgame :)

I may overshoot this idea, and lots of parts can be cut, but this is what I had in mind:

Building the spaceship is not the end anymore.

  • The spaceship research should start a little sooner than now and contain more parts - allowing you to construct a bridge, cargohold, structural beam, atmospheric engines and wings, maybe engineering, airlock and whatever is useful for a spaceship (parts should be ofc behind several research projects, eg. atmospheric flight for wings and engines).
    The wings and engines are for atmospheric flight, engines are powered by chemfuel
  • After researching the base components and constructing a bridge, structural beam, cargohold, wings and atmospheric engines you can load up cargo and fly around on the planet and trade with industrial factions. Maybe even land somewhere? There the engineering bay would be useful - install a refinery and refuel on the run!
  • To finally complete the spaceship, you still need the spaceship engines and the antimatter-reactor, that now needs (a) new component(s) to be crafted
  • New component(s) can be looted from mechanoids, raided from mechanoid installations (could appear on the map like factions now) or bought via traders
  • Spaceship out of fuel? Well...say goodbye to everyone and everything onboard.
    Fly next to a pirate colony or hostile colony? Prepare to get shot at (and loose pawns/items/etc).
    Hostile factions should "see" your spaceship, and try to hunt it down.
    Bad weather could prevent the ship from starting/landing, and even cause it to crash if the pilot is bad
  • Maybe a new profession - Pilot: The better he is, the less fuel the ship needs, reaches its goal faster, is less likely to crash and so on. The ship AI core should improve these stats too.

I think this idea would fit into rimworld...maybe not as described above, but somehow it will.
I intentionally did not mention ship weapons, because rimworld is a colony simulation, not a spaceship/spacefight simulation.

Your thoughts on this?
Some similar ideas appear from time to time ("Post-Rimworld Space Travel" from the Frequent Suggestion thread), but I thought that this is something inbetween, and does not alter the endgoal to build the ship, it merely alters the way to it.

Regards,
Stage
#4
Hello!

I hope it's alright to ask support for my modded installation.

1. I have noticed a strange behavior of Rimworld: I play this game on 2 different PCs (thank you steam cloud sync!). One is a desktop with an i5 2500k and 16GB ram, the other a laptop with an i7 4500u (dualcore ultrabook processor) and 8GB ram. Somehow the RAM usage of Rimworld on both machines is different. On my desktop my installation likes to take a steady amount of 1.5GB of RAM all the time, on my laptop however it varys between 1.5GB and 600MB. Once I hit 600MB on my laptop, the performance is abysmal. After restarting the game the RAM is back at 1.5GB and the game runs smooth.

2. I noticed a strange stuttering in later stages of the game. First I thought some mods are throwing errors, but according to log the only error there is is:

Couldn't relax research project coordinates apart after 200 passes.
Verse.Log:Error(String)
Verse.ResearchProjectDef:GenerateNonOverlappingCoordinates()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

I started several games to see if I find the issue, but the only thing I noticed was:
- too many animals
- the stuttering starts about 10 colonists. With lower than that, the performance is quite good.

Any idea where I should start looking?

Regards,
Stage
#5
Ideas / Electric stonecutting table
January 18, 2017, 10:20:58 AM
I looked around in the forums, and haven't found a mod or suggestion for this...so...

Please add an electric stonecutter. There is an electric version for all (except art) worktables, why not for this one?
I don't think that there is not much else to say here :)
#6
Ideas / daily routine
January 11, 2017, 12:08:10 PM
Hello!

I have a suggestion for the base game, but this could be a mod too.

I call it "daily routine" - in short:

The more often a colonist works on a specific task, the faster/better he gets.
Is he always tailoring? Get a boost to work speed and maybe quality of apparel.
Your main farmer? Plant seeds faster, harvest more.
...and so on.

And to balance it: "standard" colonists recieve slight mood buff/debuff, according to how many jobs they have to make. They aquire boni in relation to their skill, but slow.
Colonists with special traits however...they can benefit a lot (or not :D) from this system -
eg:
- beeing very neurotic makes you perfect for crafting, researching, smithing, tailoring - but if you have to clean (or cook), you get a  debuff and an increased risk of breakdowns.
- a brawler gets boni to mining, construction and maybe arts?, but is bad at crafting, medicine etc.

This was just a quick thought of me, and these are only 2 examples. I guess you can come up with many more :)
What do you think about it?

Regards,
Stage
#7
Ideas / Animal herd forming
January 07, 2017, 11:12:06 AM
Hello!

After looking through some forum posts, I haven't found a suggestion regarding this matter:

While on the way to a large colony (currently I have 12 colonists), I managed to tame quite some animals (couple of muffalos, cows, got some cobras, chickens and labradors).
Even my pc is not the worst, I noticed that the performance went down with every animal I aquired. So I have the following suggestion:

Herd forming:
Make it possible (via research) to form a herd of animals. A herd needs a minimum of X animals in it, can be male, female or mixed gender.
By forming a herd, a new placeholder animal? appears on the map, and the animals will be removed. Every animal will become a "body part" of the new herd-animal, that can get hurt, sick or die.
Herds can be set to reproduce automatically (eg. chickens won't produce eggs, instead the heard grows, muffalos will produce less wool and milk; mixed heard required), farming (gather eggs, wool, milk...) or slaughter.
This kind of heard does not appear naturally (so you still have to tame the animals)
Heards can be restricted to certain kinds of animals

I don't know if this is possible, and what code has to be changed/written to make it possible (I'm no programmer), but I thought this could increase rimworlds perfomance in later stages of the game.

Thanks for reading!
Regards,
Stage