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 - Crow_T

Ideas / Rescue while drafted
October 14, 2018, 08:24:05 PM
Can you do this yet? While drafted be able to rescue a downed colonist, the benefit: to take a smarter route to safety, sometimes you want to avoid the threats, not walk past them ;) Being able to manually avoid baddies would be great.
I used to play Rimworld from the Ludeon dl, manually installing mods into the folder. Since I wanted to do unstable testing I started playing on Steam, then I started to add mods which was really convenient through the workshop. The question is: what is the best way to proceed from b19 to 1.0? I actually don't care about losing saves, but keeping the mod list intact would be nice. I'm guessing I may have to wait until 1.0 is official?
Bugs / 1.0 Mass tree die off
July 31, 2018, 08:16:53 PM

is it a coincidence it happened after the zone was inversed, covering most of the map? looking again it seems to have started happening before. Either way it was pretty severe.
I stuck a colonist in a sarcophagus, I thought they used to say who was inside, now it just says "human corpse."
Ideas / some new traits
July 30, 2018, 07:55:52 AM
Just some new traits that might be interesting:
Stoic: gets a small buff to each negative moodlet, eg +2
Cynical: gets a small debuff to each positive moodlet
Funny: gives other characters a mood buff, "X made me laugh." It can stack also, "X made me laugh x3." Also has a  chance of insulting a pawn instead. This social tab could be pretty fun, "X told me a joke about Y's mom," "X told me a joke about a Tribal, a Pirate, and a Spacer that walked into a bar," etc.
As per the title
Bugs / Kidnapped pawn doesn't affect moods
July 12, 2018, 05:51:22 PM
I hope someone can verify as I didn't check really closely, but I seem to recall none of my colonists being concerned that a colony member got kidnapped- seems like a good reason for a mood hit.
Ideas / Make recreational drugs more important
July 11, 2018, 09:11:36 PM
I pretty much play with drugs restricted, and I'm not sure of a reason why you wouldn't. My guess is if these were IRL people in this situation a matter of utmost importance would be to find a way to get all @#$%ed up. I really can't think of a clever system tbh, but it'd be fun to see recreational substance abuse become a bit more important to colonist life. Some ideas:

Some colonists get a mood debuff like "boring party" if a party doesn't include drugs or alcohol.

Have a system where colonists have different affinities for drugs to fulfill recreation needs. Some colonists are OK with a beer or two once in a while, or even tea, whereas others will continue to have recreation tank until they get wasted. Even more sober colonists will want to let loose once in a while though, the recreation loss will just be at a slower rate.

Have mood debuffs like "could use a beer" that could go away after a few days or after a beer.

vOv maybe I'll just let loose and let my pawns have at it for fun...

Ideas / some masochistic raider ideas
July 04, 2018, 10:07:26 AM
Some ideas for raiders to add diversity:

harassment raiders: raiders, usually alone or in a small group, who do hit and run tactics like set off an animal pulser or shoot a colonist with a psychic insanity lance then leave the map. Later game could include tornado generators and orbital beamers.* There would obviously be a bit of time to counter before the event. Saying "It looks as though a raider has an advanced weapon"  but not specifying it could be fun.

Big Deal Raiders: These are end game and in the hardest modes, but giving raiders access to all the weapons a player has access to would be brutal. Obviously they are in the same world as the player, they will find that stuff too. I've always thought having a practically unwinnable hard mode would be fun. Could be split into a branch of hi-tech Spacer raiders.
* could reserve tornadoes and beamers for these guys

Ideas / Chemfeul saturated lodes in mountains
June 29, 2018, 05:13:35 PM
In the same spirit as There Will be Blood I was thinking it would be cool to come across chemfuel-laden (or a precursor to be refined) veins while mining. However, they have a chance of exploding while mined, or when the adjacent rocks get mined down to a certain % and the chemfuel fumes leak through. There should be a warning, eg. x catches a whiff of some fumes... Mining skill could lessen the chance of explosions, one could also suit up miners in power armor if one really needed the space.
When it came time to name my colony I clicked to accept the name the game generated and I got invalid name errors- one was pretty long, Finenealer Friendly Confederacy,  so I shrank it to Finenealer Friendly Con and it worked, maybe a character limit thing?
Bugs / [1.0] No coloring on wooden club icon
June 18, 2018, 05:42:00 PM
The icon is the one at the bottom of the screen, with the B inside of it.

I had to make a club quickly and equip it, when it was done I drafted colonist (who dropped it, was carrying it to a stockpile) and equipped from the drafted state. Playing on Ubuntu.

* this is happening with other melee weapons, even ones from raiders.
So, I just had my first colony end due to frickin' alphabeavers- I think the mistake was to set the colonists to engage instead of run away. Just curious what settings other people use and why.
Ideas / Add a Homesick mood penalty
January 28, 2018, 08:23:14 AM
The basic narrative of Rimworld is that people crash land on a planet and want to get back to where they were going- I think adding a Homesick mood penalty makes sense. It can start out small after a year and remain pervasive and/or grow as time goes on, or it can come and go randomly. I'd also like to see a "Losing Hope" penalty after certain events, like after X number of raids or other big negative events. Obviously the severity of the debuff would be based on several factors like personality and relationships with other colonist/animals. The big picture is that these kinds of feelings will give more of a push to progress forward in the game.
Oh no a Raid! This is what this mod can do in one button push:
Restrict specific pawns to specified safe zones
Restrict livestock to specified safe zones
Make combat pawns switch out gear to a specific preset
Make specific pawns man mortars
Make combat pawns go to an area after gearing up

A release button would put pawns back to civilian mode, equipping regular gear and unrestricting zones.
Cool to have:
Multiple presets for different raid types, eg a raider one vs a mech one

Given how much micromanagement needs to be done when raided this would be a pretty nice button to have.

Ideas / Event: Wandering Inventor
December 18, 2017, 06:15:20 PM
This is an event that could be used as a substitute for the caravan quests- a wandering inventor may pass by the colony and if approached they will offer to build a rare item,  most likely an AI core but the other rare things can come up. You will get a materials list, creation fee, and time span for the item to be made (think quadrums), as well as other demands, eg a nice bedroom, only fine meals, etc. The inventor will get cranky over time and leave with the pay if the demands aren't met or materials aren't supplied. Also, because of the inventor's incredible skill there will be a significant increase in raids during their stay. When the item is  made they go on their merry way. With the right balance this could be a fun option to the quest.
Help / Art Guidelines?
December 14, 2017, 05:44:08 PM
I've been thinking of making some graphics for fun and was curious as to what requirements need to be met. I looked at the electric stove and noticed a transparent area around it, and the code scaled it  to 3.5x1.5, is the buffer required on all assets?

Material recoloring, I see some benches are white and there are some red maps for some things, how does this work?

Is partial transparency allowed?

If there is an actual guide out there that'd be awesome.
Mods / [Mod Request] Refugees will never be Pyromaniacs
December 10, 2017, 08:52:28 AM
The fleeing refugee event generally brings along with it a pretty sizable raid- because of this the colonist should be somewhat desirable, aka not a pyro. I'd love to have a mod that blocks the pyro trait for this event, as it stands now the risk is too high for a crap colonist or mood debuff for banishment.
Recently I popped a lung out of a pirate and stuck it in my colonist, it seems a bit too easy. I think requiring Penoxycyline at a set schedule to prevent organ rejection would be an interesting balanced mechanic. Also, if a colonist was on Peno for an organ transplant the anti-disease effects of Peno could be reduced drastically.
In A17 you could change the priorities up or down in an entire column by shift right or left click, eg if all firefight numbers for pawns are 3 you could shift click on the word firefight and they'd all become 2's, shift right-click they'd become 3's again. Does not work in A18. This is on Linux.