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Topics - iskillzi

#1
General Discussion / Prisoners & Recruiting
July 28, 2016, 10:08:46 AM
I can't find much information on this in the wiki so I'm wondering a couple things about prisoners and recruiting them.

Is there anything that relates to the success of recruiting a prisoner other than the warden's social skill?

Does their mood benefit anything other than keeping them from mentally breaking?

Anything else useful that relates to prisoners/recruiting you have to share?
#2
Bugs / Spacious Interior Bug
July 28, 2016, 01:34:49 AM
Clearly my pawn is in a 1x2 room which shouldn't be considered spacious in the least, he is the only pawn that has that buff though, the others do not. Which leads me to believe the cooler is the reason for this.

Edit: I lied, the last one on the bottom also has spacious interior so I'm not sure what's causing it, and though the arrow in the picture clearly shows space should be decaying, it's stuck at 71%.

#3
General Discussion / Turret Explosions
July 28, 2016, 12:31:21 AM
I read on the wiki turret explosions do 100 damage to sand bags but my question is can sand bags block the explosion like walls can? (ie prevent explosion from going more than 1 block)
#4
Ideas / Co-Op Suggestion, Maybe DLC?
July 27, 2016, 07:58:37 PM
Hello, I heard on reddit that co-op is not a planned feature for this game, but I think it should be and I have an idea that could be a great addition for the game to boost popularity. I think co-op would be extremely fun if it allowed multiple players to colonize the same map and interact in 3 ways #1 trading, either via sending a caravan party (also a suggestion if co-op is a viable idea) or via comm console. #2 assisting via sending your pawns to aid other players if they have say a raid or just need more pawns for rebuilding or whatever. and #3 of course, a chat so you can actually ask for help and communicate.

The main problem with this idea in my opinion would be the way time works on co-op, 1 person pausing for everyone would be extremely annoying, but 1 person pausing while others can continue playing may lead to exploits. I would prefer the time management to be personal not co-op but like I said, could lead to exploits such as 1 person pausing raid while the other(s) play until they reach a point where they're available to send backup.

Someone on reddit also mentioned that it would be hard to do this since it's already released on steam, however to make it easier I'd suggest making this DLC similar to "Don't Starve Together" because I personally would love to pay say $5-10 for this mode.

Last notes: Poll above is to see how popular of an idea this would be for the community to either motivate or de-motivate the addition of it. If you have any additions you'd like to add or just comments then don't forget to post!

Also: link to my reddit question for anyone interested in seeing my initial question: https://www.reddit.com/r/RimWorld/comments/4ux4fh/coop/
#5
Ideas / War Pets!
July 15, 2014, 08:14:48 AM
I was just thinking about a seemingly easy way for you guys to implement pets into the game!
Pets would basically mean your colonists could tame the wild life (muffalo's, squirrels, and boomrats) then each would have their respective roles such as all 3 could be used to attack enemies, and muffalo's (only muffalo's) could be used to haul things, being controlled by the player after being tamed.

And to tame them as well as keep a restriction to amount of tamed you could limit the colonist to pet ratio 1:1 so if someone has 5 colonists they can have 5 pets (of any kind).

Now to keep a requirement for this but keep it easy to add to the coding you could make a bed specific for pets that you could just name a pet bed which would be just like a regular bed but on the floor would be 1x2 just as a bed is.

So basically if you think about it the only thing you really would need to code for this (that I'm seeing) is a taming order as well as artwork for a new bed then the code for the animals would become the same as colonists but with restrictions such as not able to do anything but haul/fight...
#6
Ideas / Muffalo breeding zones
July 13, 2014, 08:42:46 PM
Here's another idea I just thought of to make food a little easier to get once the game starts attacking you..

Muffalo Breeding..

Basically you create a muffalo breeding zone and then your colonists will have to surround it with fences (which would mean you have to make a new object) which would take 2 logs per fence for example or 2 metal per fence if you make metal fences, the only reason I say new object is needed is because the resource amount for this would be insane without fences.

So just to make it easier to understand here's a list of conditions I thought of to make it a little difficult but still a viable option:

minimum of 10x10 area which can hold a max of 4 muffalo's (+1 per 2x2 extra so 12x12 = 6 14x14 = 6 etc but a max of 8 per zone which would be a 18x18 zone)

To create it your colonists will need to setup fences or walls around the zone and make it a roofless zone, then carry 2 muffalo's, 1 female and 1 male to the breeding zone and they will need to maintain feeding them via raw vegetables (you could code this the same as how they feed a prisoner I think just make it so they only feed them raw vegetables instead of meals/meat.

However if you wanted to make this easier to code you could literally code the muffalo zone setup like a prison where instead of a bed it requires a muffalo breeding zone and it to be enclosed, adding a open roof requirement would be another difference however. Also it'd be better to make the zone area requirement a lot lower if you don't add some sort of fence or lower cost wall.

Oh and here's a picture of a 18x18 and 10x10 zone next to each other for size reference.

#7
Help / Does HTML 5 Work For Mods?
July 13, 2014, 04:53:36 PM
Hello, I'm studying HTML 5 and I was just curious if in the future once I get a bit of it down will it work to create mods for this game? and also what else might I need with HTML 5 if anything?
#8
Ideas / A Bunch of Suggestions..
July 12, 2014, 06:21:37 AM
    First off Hello, I'm new here  ;D

    I found out about this game via a friend playing it while we were hanging out and was very interested in it, and after 2 days of playing I have some ideas I'd like to share.

    I've read a few posts in here with different suggestions to see what's in here but still I might be repeating other ideas so sorry if I am..

    So I'll label them in different sections accordingly to make it easier for you to see.  8)


Terrain/Buildings


  • Water - I'm almost 100% sure water has come up before, but I'm going to list possibilities you can use WITH water if you ever implement it.

Oh and look, I even found a perfect and simple way to texture the water :D (sand with blue zone over it)



  • First off you could add water purification in order to make drinking water as another survival requirement (more like real life but it would be a lot harder to manage water + food)

    Then there's fishing, a great source of food if you get a map with a lake.

    A water pump for transferring water from place to place which would require an area to be dug out with a shovel.

    Swimming stat (This should be fairly simple to add to the system as it'd only affect movement in water terrain the only hard part I think would be changing the stats from the already added traits)

That's pretty much the only idea I'm going to go in-depth on, so from here on it's smooth sailing.. oh the puns, water, sailing, get it? hue hue (kay moving on)  ;)

Smallish Ideas

Note that some of these might not be small because I'm not a programmer so I wouldn't know how in depth they are these are just based on educated guesses.


  • Strength - A stat point to replace and modify the melee stat because let's face it, who really uses melee when you're getting swarmed by 50 people? someone with a death wish! but anyways, what strength will do is basically the same as melee does but also increase the amount of a objects they can move around at a time. Currently I think the max is 75? you could make people with 1 strength only move max of 30 for example and someone with 20 strength move up to 150 or 200 (maybe 150 cause 200 is a bit much even for a body builder).


  • Sculptures - A building to make use of the Art stat and water if you add it. Basically makes a sculpture of a human, squirrel, or muffalo out of stone and requires researching Sculptures. The process of the sculpture creation takes 1-3 full days in game (depending on the sculpture, squirrel = least muffalo = longest) higher art would reduce the time it takes to make a sculpture to a minimum of 4 hours-52 hours (max = -20 hours).

    And the benefits of a sculpture are the following: Everyone in the room/nearby area will get
    human sculpture: +15 mood
    squirrel sculpture: +10 mood
    Muffalo Sculpture: +20 mood

And I'm going to go ahead and stop here before I make this topic post an hour long for you just to read it hehe, I have plenty more ideas to share however if anyone's interested just let me know  :D