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Topics - Goldenpotatoes

If for whatever reason one of these pawns loses an item (dropped a weapon when downed, ect) and you have them pick up another item from your own stock, it becomes linked to them and you can no longer access it normally.

The lock system is there so you can't reasonably steal any of their gear, which is fair, but in the unfortunate circumstance where they lose these items (usually a weapon since that drops on being downed), you're forced to either give up one of your own weapons permanently or have them go the rest of the stay without a weapon. The only real way to circumvent this is to actively down them again to take the weapon back, but that seems absurd for what the player is expected to do. Ideally it'd distinguish between what the pawn came in with and colony-owned items so you can better equip them for their stay if possible (add, never remove/replace.)
A17/A18 has done a lot in expanding the world map and encouraging players to leave their colonies for events, but at the same time this is only further exposing the fact that apart from a faction leader occasionally dying, nothing even remotely interesting happens to faction settlements. It's like there's a magnet attached to each player colony that draws every single bad/good event to them on the planet.

It doesn't even necessarily have to be hugely content-adding, just some sort of randomly done tidbits that the player can hear about via messages. Maybe Cliff-On-The-Hill was raided by the Phantom Dongers and are asking for military aid. What about that terrible blight that wiped out half of Table-Piooner's crop and are now in need of some surplus food to help with the coming winter months? Maybe a crashed ship part spawns a horde of mechanoids that managed to wipe Redtrunk-Plains off the map entirely, leaving only ruins on the world map. It doesn't even necessarily have to be all bad, it could be good things like friendly factions boasting of their bountiful harvest this season or maybe striking lucky and uncovering an ancient tomb filled with old-world valuables.

Stuff like this would really help flesh out the world around the player to make it seem more lively and even potentially provide more ways to help raise reputation with those said factions/kick them while their already down.

Ideas / Expansion on cargo pod events
May 17, 2017, 09:22:14 AM
Currently, the game has two events involving pods: cargo pods and escape pod crash.

Extend the event to include every faction, not just spacers. Raiders have been able to drop-pod into colonies for awhile now and even player colonies have gained access now. Expanding the pod events into just a generic 'crashed pods' event that includes both cargo pods and escape pods makes a lot more sense.


Lost Cargo
'x' faction miscalculated the amount of fuel needed for one of their pod supply drops and under/overshot their destination, landing somewhere near/in your colony instead. You can either collect the goods for yourself and risk a faction penalty, hail them via comms to come pick up the stuff for a small reward, or deliver the items yourself for a larger reward. Items would be marked similar to dead-man apparel to distinguish them between the player's materials and the faction's. Can spawn on the world map nearby as well, essentially being treated like an item stash event.

Crashed Pod
'x' faction had a member of their faction in a pod that crashed nearby/in your colony. If spawned on the world map, wouldn't be further than half a day's travel, as otherwise they'd more than likely die and give the player no real chance of rescuing/capturing the survivor.

Cargo Hull Debris
The same as the current cargo pod event, but bases itself more on what tradeships usually carry. Wreckage of some unfortunate trade ship with bits of scattered cargo, most likely in bad shape. Works similar to item stashes, but raiders are much more likely to spawn in this scenario with the main difference being they more than likely won't have any actual defenses set up.
Very simple mod. Adds a variant of the New Arrivals faction that can be chosen from in the scenario editor. This faction is the same as the core version, but does not come with Electricity research or any of the branching research pre-researched. Good for slow starts or people using mods that add to the pre-industrial content of Rimworld.

Ideas / Steam Trading Cards?
April 28, 2017, 06:15:28 PM
I'm pretty curious on Tynan's stance on the trading card system Steam uses and if there's any potential future plans for adding them in once the game gets more fleshed-out.

I know achievements have already been given a general 'no' due to stuff like causing similar stories to pop up and devmode being a thing, but I couldn't find any statement on the cards themselves. I'd be nice to have stuff like game badges to show off on steam profiles or emoticons (muffalo emoticon when?)

It probably causes a bit of a split as some people are still playing on the DMR-free version of the game still, either out of choice or because they never got a steam key, but it'd still be something interesting to see in the future.
Ideas / Caves (we dwarf now)
January 27, 2017, 08:26:56 PM
A16 implemented, among a number of features, one of the most interesting ones being that you can have multiple instances of maps running at once. This opens up a number of interesting ideas, one of them being-

Z - L E V E L S

Well, not exactly true z-levels, but something that is pretty close to the real thing!

Implement a feature where after unlocking deep-drilling, you're capable of creating some sort of passage to a 'cave-world' section of the map, which would essentially be a separate map instance, like a secondary colony. Cave-world generates occasional open areas with sparse plant life and lesser insect hives dotting the area to act as a threat.

Minerals can generate as their 'raw' variant along with the current 'compressed' type we have. Raw requires a smelter to convert them into a usable variant but in exchange they give more per mined chunk. Rocks down here are more hardy and therefore more difficult to actually mine, so expanding will be difficult.

Insect events are much more common due to the fact you've decided to dig to them instead of them digging to you. This also helps average out the threats as you probably wouldn't see that many raiders down in the underworld caves.


  • raw minerals to get more out of mining
  • mostly raider-free
  • place to retreat to from toxic fallout/temperature waves/angry raiders/colony collapse


  • denser rock harder to mine through, not just mountain base 2.0
  • full of angry bugs
  • little-to-no usable soil, hydroponics essentially required for crops
  • solars/turbines don't work so well underground
  • colonists will probably get eaten by a grue

dwarfworld 2017
General Discussion / Realization with AI persona cores
January 25, 2017, 09:27:05 AM
For majority of cases, the player who builds a ship to escape the rimworld will get their AI core from a physic ship, which dispenses AI-driven death machines will the sole purpose of killing everything that isn't them.

You're taking the now-dormant AI from the ship full of killer robots, installing it into a ship, then proceeding to put full trust into said AI that it doesn't have a hate-on for all organic life and will proceed to do something drastic, like fly you into the sun, or maybe just fly the ship to the nearest mechanoid hive to dispose of your colonists for being stupid enough to trust it.

I never really thought about it until now, but I don't know if the ship method of escaping is exactly the most reliable method anymore.
Ideas / 0.5x/0.25x speed
January 18, 2017, 11:43:14 AM
Rimworld combat relies pretty decently on prioritizing targets for pawns to shoot at or moving them in/out of positions, but the only way to effectively do this is pausing the game and giving the orders, which to me feels like it breaks up the flow of combat too much.

A 0.5x/0.25x speed option, even if just hotkeys without on-screen buttons, would help by giving a larger reaction time window without having to pause/unpause for giving multiple orders. If not for the tactical value, at least you can appreciate the ability to slow down time to watch something like a clutch mortar shot or just watching your colonists throw lead downrange at a cinematic speed, right?

What Is It?

Nanotrasen's Armory is a pack of various weapons/apparel based on the game SS13. More will be added depending on demand based on what I've already done. Individual weapon/apparel information can be found on the steam page. No direct sprite rips, as I've gone the route of recreating the items to help keep them in-line with the game's art direction.

19/1/16: Adds a 'serious' variant, that removes clown attire/gear. A Combat Realism patch is now available on the workshop.

19/1/16: Weapons can now be smelted down for steel, as well as having their own dedicated tab in the weapons listing to lessen clutter. Added a flamethrower that can be crafted at the machining table with steel, components, and some chemfuel.

16/1/16: More rebalancing, lowered all apparel's commonality, added a fire extinguisher and a toolbox. Fire extinguisher can douse small fires while the toolbox gives some slight construction bonuses when wielded. Added a clown costume and wig with a rare chance of being worn by raiders. People wearing a full clown set will be hilariously bad at combat/surgery, but have increased social interactions. Comes with a throwable pie that can temporarily debuff a pawn's vision, throwing off their aim. Use alongside clown costume for best results.

15/1/16: Price rebalance for apparel and weapons to be more in-line with vanilla equipment. Should be more reasonable.

14/1/16: Initial release.


A17 Test Version

Combat Realism Patch
Serious Version
Help / Issue with weapon hediff application
January 11, 2017, 09:02:53 AM
I created a weapon with a custom DamageDef that applies a hediff, but the issue is that the hediff doesn't seem to apply. When I enabled AllDefs on a pawn's health tab and hit them with the gun, it shows the effect popping up and vanishing immediately afterwards. Manually applying the hediff via dev tool makes it work just fine.

  <DamageDef Name="FatigueShot" Abstract="True">
    <deathMessage>{0} has died of exhaustion.</deathMessage>
  <DamageDef ParentName="FatigueShot">

    <defaultLabelColor>(0.7, 1.0, 0.7)</defaultLabelColor>
      <li Class="HediffCompProperties_Immunizable">

Is the severity per damage dealt not enough to correctly apply it for more than a split second? I'm not really sure what else would be the issue. Bear in mind this is me mostly learning from the core game files and basing that into my own version, so I'm probably overlooking something.
I don't know about you, but when I leave the house, the last thing I'm worried about is "man, I hope my cat doesn't get into my fridge and drink himself into a coma again."

Like, sure, they can be curious and get into your supply if you left it laying around and they keep lingering around it, but right now it feels like every animal is secretly an addict and needs to be assigned to an animal zone at least 2 miles away from the nearest drug to prevent them from downing your entire supply.
General Discussion / Late-Game Woes
January 06, 2017, 08:02:09 AM
I understand that alpha means laying the foundation and gameplay elements before tweaking them during beta, but there's an issue when the staple of every long-lasting colony is an entrance better suited for a tower-defense game.

Whether it be a maze of dead fall traps, a room of 10+ turrets lining the walls, or peep holes for your dozen+ colonists to throw as much lead down-range as possible, the game in its current state will always end up with this issue if players would rather stay than leave. The worst part is that this kind of setup is required due to raid scaling making the initial skirmishes of early-game into some sort of blob of red death. You simply cant realistically deal with them without kiting them into death pits and exploiting the sub-par AI. Why are dozens of raiders/tribals willingly running into this hell-hole? Shouldn't they get the hint after the first raid against the death-box ended poorly?

Guns also factor into this as they loose most of their power once you stop getting smaller groups and start getting the larger militias. You can't throw enough lead down-range to reasonably thin the horde, which becomes even worse when you realize any form of suppression doesn't exist in the game, so they willingly run into the bullets in mass. Melee raiders with personal shields are probably the only people who can reasonably be this aggressive since they have actual defense against bullets, while everyone else should be looking to counter-suppress your own defenses or seeking ways around your main defense. 

TL;DR: sub-par AI leads to unrealistically large late-game hordes to increase difficulty and most guns inability to deal with clusters of enemies efficiently turns colonies into tower defense games with a side of resource management.

Ideas / Way of crafting simple prosthetic hands/feet
November 30, 2016, 05:01:21 PM
At the moment, there's a hilarious issue with things such as losing a single hand/foot essentially halves the colonist's manipulation/moving with no non-extreme method of dealing with it somewhat.

Like, seriously. A colonist who loses a foot has their moving halved. This wouldn't be so bad if you could potentially craft some sort of fake-foot from a resource, but considering you can't, you have to go the extreme route of chopping off the entire leg and sticking on a peg-leg. I'm already sticking a log in place where the leg is, why not just cut it down a bit and stick it where the foot used to be??

Until then, I guess the willing volunteers of raiders will have to do.
Your colony's beloved pet dog/cat/monkey, whose bonded with your trainer, has suffered the terrible fate of death by gun/fire/rogue squirrels. Obviously, the bonded master of said animal is devastated by their loss, crying over the loss of their beloved animal.

Your cook proceeds to hastily pick up the corpse, butcher it, cook it, and then the master eats it with no remorse what-so ever.

I don't know about you, but I'd be pretty damn devastated if I found out my favorite pet died, let alone that they were tonight's mystery meat.

Keep the 'bonded animal died' debuff, add a 'desecrated bonded animal corpse' mood with a heavy negative social thought for the master against whoever did the butchering. Counter this by giving the bonded master a small positive mood buff when giving the animal a proper burial.

Why, you ask? Because the possibility of a beloved pet owner finally snapping and going berserk with the reasoning being 'ate bonded animal' is funny to me.
A common suggestion at this point is the ability for pawns to self-heal things like blunt trauma or minor cuts. As it current stands though, nothing really differentiates a minor claw slash from a dog to a longsword's blade past the bleeding rate for that inflicted wound. This is where a subsystem could come into place that gives the wound a severity rating past the damage actually done to the limb and bleeding rate.

The subsystem now includes 3 types of inflicted wounds: Minor, Intermediate, and Major.

The subsystem determines the severity based on the type of damage and its source. A cut from a claw slash of a small critter would be a minor slash, while something like a good quality knife or sword could lead to an intermediate or major slash wound. A fist would cause minor blunt force trauma while a nicely made mace/club could easily cause major blunt force trauma, leading to things like concussions or shattered bones.

The severity of a wound and the colonist's own medical skill can determine the capability of self-bandaging the wound. It doesn't take a genius apply a gauze wrap to their gash to stop the bleeding until a real doctor can help disinfect/sow it up in a more sterile condition. The act of actually disinfecting on-the-spot and preventing larger gashes from causing massive blood loss (tightening off the limb's supply to limit the flow to the effected limb like an arm) might need a bit more initiative from a person with actual medical experience. Things like internal bleeding or broken bones aren't exactly something that can be decently treated on the field without help from a third party so those could be left out.

I'm not advocating full self-healing as that could be crazy in some instances, but the ability to at least stop the bleeding while giving a little more depth to the current detailed health system. I hate seeing situations like a colonist dropping half-way across the map from the nearest decent doctor and all he can do is shuffle his way to the nearest bed as he leaves a blood trail because he is apparently incapable of at least wrapping up the dang wound.
I know pawns stay persistent and are put into a pool to be pulled from as they come and go, but has anyone actually ever found a pawn that was kidnapped during a raid later on a playthrough?
Ideas / Theres too many baby-faces on the Rimworld
April 30, 2016, 06:11:34 PM
You literally can't tell me that out of all the ruthless raiders, chief tribesmen, and rugged survivors on the rim, that not a SINGLE one of them has even stubble???

This has bothered me for ages and I can't take it anymore. Why does not a SINGLE person have any kind of facial hair? Having the rugged shooter of the colony sporting his bush and grandpa walking around with a comically long, gray beard would be perfect for the game. Would immensely help with making pawns look more unique and capable of being distinguished out of the group.
Ideas / More natural obstructions
April 30, 2016, 09:58:21 AM
We have things like lakes and mountains to help prevent/hinder movement across the map, which is nice as it allows the player to build more strategically when it comes to base placement and fortification. There could be more obstructions, though.

Things like ravines, cliffsides, extremely thick deposits of bedrock preventing easy mining through, ect. All these would offer more interesting work-arounds when it comes to planning colonies and general gameplay.

Ravine: A huge crack or other wide opening that prevents movement across, could potentially block off entire areas of a map depending on placement. Can research into building proper bridges to cross the ravine instead of going around. Main risks come from the potential of the bridge collapsing while a pawn is mid-walk on it, essentially deleting the colonist (roof/cave collapses can already do this if you're unlucky enough).

Large Lakes: Large bodies of deep water that can cover large sections of the map, similar to what already exists but much, much bigger. Would be great for things like fishing (why don't we already have this?)

Rivers: Long, winding water sources that can fork off at spots and even potentially cut through the entire map. Tends to branch off from lakes but can exist on its own (from 1 side of the map to another). Usually only goes to shallow water but can rarely have deep spots in it.

Cliffsides (only available on higher elevations): Similar to ravines, cliffsides are essentially drop-off points where visually, would lead to a lower level of the map. Since z-levels will probably never be a thing, if you somehow manage to get a pawn off this ledge, they're pretty much gone forever (concussion blasts throwing back pawns when?)

Bedrock Deposits (only available on lower elevations near on mountain maps: Extremely thick layers of super-compressed sediment that have the literal weight of a mountain on it, making it extremely difficult/impossible to break through. Helps counter against mountain bases that insist going super deep into the mountain for protection, but still allows to build inside the mountain. If you somehow manage to work this into a base, you have a VERY strong wall to help protect with.
If a colonist mental breaks while under the 'Psychic Drone' debuff, the intensity of the drone should factor into the likelihood of them going berserk, even if its a soft break.

The fluff for the message is that the colonist is hearing voices in their head that keep changing but the message stays the same: kill people. It only makes sense that if this is the thing that manages to drive a colonist over the edge, they might just actually start listening to the voices in their head?

Currently you only get this from 2 random events: a ship part crashing or random occurrence with no real counter. The debuff itself isn't even that bad as long as it doesn't hit when your colony is facing extremely hard times. For an event that essentially causes your colonists to have schizophrenia, hearing manipulative voices in their heads telling them to harm their fellow colonists, it really isn't difficult to deal with, which is why I think it needs a buff as of currently.

Ideas / Make predators not hunt boomalopes/boomrats
April 23, 2016, 10:12:42 PM
I'm noticing a trend where most of the time, when a pack of boomalopes move in from off the map near a predator, it almost ALWAYS ends in a quarter of the map turning into a raging inferno before the rain comes to douse the now-barren land.

This seems pretty unintentional seeing how it even states in the boomalope's description that other animals avoid boomalopes because of their explosive properties. Avoiding usually means not attacking them the moment they feel peckish.