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Topics - Sbilko

#1
Ideas / Ludeon Forum is full of bots!
February 10, 2024, 03:52:20 AM
Many years ago it wasn't like this. What I suggest: add a capcha for every forum post, you know, one of those simple ones where you have to write the letters you see.
#2
General Discussion / Ludeon Forum is full of bots!
February 10, 2024, 03:51:02 AM
Many years ago it wasn't like this. What I suggest: add a capcha for every forum post, you know, one of those simple ones where you have to write the letters you see.
#3
General Discussion / Where is the funny quotes doc?
September 01, 2018, 04:57:03 PM
Oh hey, there was a really funny google doc with a lot of RW quotes on it. I had come to know about it because someone had put it in their signature, but I can't find it anymore. Do you still have the link to it? It contained some very hilarious quotes, the ones which would put you in an asylum if you read them aloud.  ;D
#4
General Discussion / The hauling system and weight
November 24, 2017, 08:41:59 AM
Isn't it ridiculous that pawns carry an amount of things based their weight and on the weight they can carry when they set caravans, and instead haul no more than a stack of items?

I try to understand why the developer did this:
Maybe he wanted to avoid pawns not being able to haul an elephant's corpse because of its weight?

Maybe he wanted to avoid having the caravan weight system implemented into the hauling system to avoid overloading the CPU drain.

Maybe he thought that having the caravan weight system implemented into the hauling system would make pawns take a lot of things from a place, and them dropping them all in another place, thus spamming the end location with too many goods the same way it happens when you unload your caravans.

---

Maybe I have a solution to this peasky hauling problem: If you need to haul a ton of things placed in one location into another location, then create a caravan there using the precious "caravan formation spot". Then move out of the map, and go back to your colony to unload the goods at the desired spot.

The result? Using the caravan weight system to do the job of hauling, in hopes of it being easier than using hauling.

---

What about you? Don't you find it ridiculous that you can haul a Thrumbo corpse in one go but can't haul 3 tuques at once?

Do you have suggestions on the hauling system? If you do, you're welcome to post them here.
#5
Bugs / Grammar mistakes
November 18, 2017, 01:12:54 PM
Hi there, I'd like to point out a few grammar mistakes which I detected while playing Rimworld. They've been bothering me since months, so some of them are from previous alphas and I don't know if they have been corrected by now.


Alpha 17b:


1 - "to" is repeated.


2 - "weapon technologies" instead of "weapons technologies"


3 - "she" instead of "She"


4 - I suggest "partying. And" instead of "partying...and"


5 - "His" instead of "his"


6 - I suggest removing "refuse" from there.


7 - I think that the bottom one should be "Someone's organ harvested"


Alpha 16:


8 - "small town" instead of "smalltown"


9 - The author must have meant "town", instead of "township"

Because township means this: http://www.wordreference.com/definition/township


10 - "cell" instead of "celll"


11 - I suggest putting "our" (or "this") between "give" and "community"


12 - I suggest saying: "That ambrosia makes me feel a little bit more relaxed and energetic."

Instead of: "That ambrosia makes me feel a little bit more relaxed, but with more energy too."


Also, if you've seen other grammar mistakes and want to report them, feel free to post them here.
#6
Ideas / Trees/rocks aesthetics suggestion
November 18, 2017, 12:20:40 PM


Here we have a rock behind a tree. However, the rock is somehow overlapping the tree despite being behind it.

Wouldn't this seem nicer if the rock wasn't overlapping the tree?
#7
So I was playing. All my colonists were drafted and standing before an ancient abandoned room, and one of them was unarmed and had 2 scyter blades installed as her arms.

The problem is that, when I selected only her, I couldn't order her to attack the building's wall, because she had no attack button order. Whilst colonists who had a gun or any weapon (but were not barehand) did have that button, the attack button.

So I suggest that the attack button be added for unarmed colonists, so that when you select them and only them they could be ordered to attack something.
#8
Ideas / Tree leaves falling during toxic fallout
November 11, 2017, 06:31:37 AM
I suggest that whenever there is a toxic fallout, all trees should have their leaves fallen. This would help to simulate a wasteland without affecting the wood you can get out of trees. Just like animals die out of toxic buildup during such an event, the same way Tynan could make tree leaves fall to better imitate a lifeless environment.
#9
In case your pawns fight, just arrest them and throw them in jail.

They want fight, didn't they? They can get sadistically beaten as much as they want there. >:D

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...

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Though, it sucks the fact that one can't simply break their fighting. Like, with the new implementation of sadistically beating prisoners, one could just go and beat 'em up instead of fighting with another colonist and risk getting a fist in the nose.

Have you ever heard about the case of transferring your rage to someone else? Like for example a mother who screams at her child because her husband doesn't treat her well.

Well, the same could happen here. After all, only masochists like pain. So I think that colonists who aren't masochists should go beat the prisoners, instead of beating another colonist.

However, we have 2 cases in which a colonist beats a fellow colonist:
-Mental break: berserk
-Social fight

I think that in both cases the colonist could go beat the prisoners. Since if it's a menal break, then doing that would supposely make him feel better. And if it's the case of a social fight, he could just go to the prisoners and be like:

Angry colonist: From now on you're Jack, the bastard who slighted me 1.3 hours ago.
Ben (prisoner): But I'm Ben.
Angry colonist: You're now Jack, end of story. *starts beating*

---

Also, shouldn't beating a prisoner lower that prisoner's opinion of that colonist? I know that they have the "harmed me" social opinion debuff, but I'm not sure if it stacks. Since it's not the same for a prisoner to get beaten once, than to have to collect his teeth from the floor everyday.

Also, why aren't there any teeth in the game? Losing teeth (to gunshots or fists) would lower the colonist's Eating ability. It also makes sense to replace teeth using Wood, Silver, Gold, Thrumbo horn, and even Plasteel. I think it should work like something like ribs: It doesn't say which ribs are shattered; all it says is that there are 2 ribs shattered.
#10
I suggest that it should be necessary to extract the bullets from the pawns' bullet wounds when they're being cured.

A bullet wound which didn't have the bullet extracted (yet) should have a bullet image next to the wound blood drop image in the pawn's health tab.

Bullet wounds which have mended without having their bullet extracted should always leave a bullet scar which says "bullet scar (bullet inside)", thus giving you the option to extract the bulled by performing an operation. Bullets who are inside the pawn should also increase the chance of infection of the bullet scar/wound.

Only wounds from ballistic weapons which fire lead (meaning that the Charge Rifle is excluded from this) and have a low penetration (since those don't trespass through the pawn's body unlike e.g. Sniper Rifle) should have the bullet extracted. For example, Pistol.

Arrows should have to be extracted when curing the pawn too. Extracting an arrow should open the wound, thus making it bleed more. This would make the player prefearibly leave the arrow inside until he or she is ready to cure it.

Also, if the body area which has an arrow wound (with the arrow still inside) receives additional damage, the arrow could break and leave the arrow point inside. This would require an operation needed to extract the arrow point of the arrow. Additionally, as with the bullet wound, the arrow wound with a broken arrow point inside should have a higher risk of infection.

Furthermore, it would be really cool if the arrows sticked out of the pawn's body and display that accordingly in the bar with pawns at the top of the screen.

To have to extract Bullets and Arrows from pawns when curing them would make this game more realistic. Currently, the weapons in the game are made as if they somehow fired arrows and bullets made of ice which somehow melt away immediately after they hit the pawn.
#11
Ideas / Fat pawns should move slower
October 11, 2017, 07:20:44 PM
I suggest that pawns should move at a speed relative to their weight. Thinner pawns should move faster; and fat pawns, slower.

Pawns who have the medieval "Taster" biography are always overweight, so they would always move slower.

Traits such as Fast Walker should not appear on pawns who are as overweight as those who have the "Taster" biography.

However, fatness shouldn't affect working speed, the same way as it shouldn't affect "Manipulation."  All it should affect is Moving, and maybe it could slightly affect other characteristics of the pawn.

A fat pawn should be more likely to have the "Arthery blockage" ailment. Maybe they could also be made to eat a little faster, as well as become hungry faster. Also, they should eat more in one sitting.

Lastly, but not least, fat pawns should be more resistent to Malnutrition, since they have more fat reserves in store.
#12
Ideas / All non-human meat to be just meat
October 08, 2017, 08:19:47 AM
I suggest that all meat that is not human (e.g. prisoner meat, colonist meat, etc.) to be classified as just "Meat".

This would make stockpile logistics easier since you wouldn't have that little 4 pieces of Squirrel meat taking you a whole tile of space of your refrigeration room.

It would be ideal if there existed only 2 types of meat:
Human meat
Meat

Human meat has to be separate from Meat because Human meat has cannibalistic negative or positive (if cannibal) mood debuffs which normal meat doesn't.

In mid-game, when I have hunted many types of animals, my listing category of meat is very long. Unless I select the category list overview, much of the left corner of the screen is just various types of meat (and leather).

I think meals can be made from various types of meat, so it wouldn't affect the cooking part.