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Messages - king komodo

#1
I do use them (more out of forgetting that they're tied to a drafted colonist) and they're useful for protecting a colonist from melee attackers as long as they're not getting shot by friendly fire at the same time. But yes the mood debuff/mental break is a bit of an issue if you lose one. Perhaps a "Died honorably in combat." buff might be something to counteract that. And perhaps allowing such animals to be buried in graves or sarcophagi would be a good idea. All of the above said I do use the "A Dog Said..." mod which makes most of the other complaints a bit easier to deal with, so perhaps something along those lines as far as prosthetics/bionics would probably go a long way to making animal combat easier to stomach. EDIT: I also saw someone mention making the shield belts able to be put on animals as being a good idea to counter this and I second that one idea as well.
#2
Ideas / Re: Your Cheapest Ideas
June 08, 2017, 12:57:46 AM
Perhaps the ability to build roads between colonies/allied settlements? I mean some of them you visit often enough, why not have them do it or build it yourself?

On another note, what ever happened to the cages? I think they would make a nice deterrent for raiders since we have the mental health system in place now.
#3
Ideas / Re: Your Cheapest Ideas
June 05, 2016, 12:22:28 PM
Quote from: mumblemumble on June 05, 2016, 03:17:01 AM
Give weapons a hitbox on people in fights, particularly gun fights. Melee fights might be a little different of course, but I think getting your rifle sight smashed by a pistol round wouldn't be impossible. Would also help address gun pile issues, where tons of guns were laying around, and an extra layer of tactics

Chances of such a thing happening, 1 in a million. But it's happened so actually not a bad idea.
#4
Ideas / Re: ADD as a Trait / Health Ailment
May 28, 2016, 01:03:58 AM
Quote from: vomov on May 27, 2016, 07:03:54 AM
Quote from: king komodo on May 26, 2016, 11:41:25 AM
To say something Autism and ADD/ADHD are actually very similar.
A lot of these disorders have large overlaps; some variants of autism are heavily associated with ADD/ADHD, some with bipolar disorder, and a few have nice links with psychopathy. However, that might go a bit far for Rimworld :)

Quote from: king komodo on May 26, 2016, 11:41:25 AMSecond I actually think it'd be funny if someone with OCD could "break" some of those rules. They may not be allowed to flick switches but if something really feels off about a switch they may just do it anyway. Just not during combat.
Quote from: milon on May 26, 2016, 02:11:42 PM
Not while drafted, I would say.  (It's totally fine if they do it while others are off fighting somewhere.  Maybe even more likely.  ;)
Based on stress level, symptoms could get more prevalent. A big battle is going on, and the OCD-guy starts flicking switches, the ASD-guy goes to his bedroom, because it's bedtime, and the bipolar guy starts work on a huge statue. The ADD-guy, obviously, fights the whole battle by himself, but switches targest often.

And with that, I reduced four kinds of people to stereotypes. No offence intended.

Actually the stereotypes kind of identify them quite well. I think this would be a great idea to add them all just to make mental breaks a little more interesting. Instead of a person with OCD wandering around they may just start flicking switches or the person with ADD/ADHD starts running around the map hitting random blocks to mine or switching between 2 or 3 crafting tables (or right before they break this starts happening).
#5
Ideas / Re: ADD as a Trait / Health Ailment
May 26, 2016, 11:41:25 AM
Quote from: vomov on May 26, 2016, 06:15:28 AM
Quote from: Nitro1248 on May 25, 2016, 03:07:29 AM
I try to make a contribution and I get called autistic
Which is not an insult, just as ADD, OCD, Bipolar, 'associative personality', or 'Caucasian'. Don't take it as such.

OT, personalities/personality traits would be a nice addition to pawns, but I'd suggest not to stop with ADD. The most successful artists tend to have some variant of a bipolar personality, people with associative personalities are more productive than average in social settings (usually), and who wouldn't want an autistic savant on research? Just make sure the OCD-guy isn't allowed to flick buttons.

To say something Autism and ADD/ADHD are actually very similar. Second I actually think it'd be funny if someone with OCD could "break" some of those rules. They may not be allowed to flick switches but if something really feels off about a switch they may just do it anyway. Just not during combat.
#6
Ideas / Re: Your Cheapest Ideas
May 22, 2016, 12:04:52 PM
Quote from: NabsII on May 22, 2016, 08:46:32 AM
Arsonist Trait .... An admiration to setting fires... could have a chance to randomly set fires especially during joy designated time..... high mood boost for holding fire related weapons ....

Perhaps pyromaniac would fit a bit better but not a bad idea. I'm certain I would love to have a charge rifle but incendiary and grenade launchers sound like even more fun.
#7
Ideas / Re: ADD as a Trait / Health Ailment
May 22, 2016, 12:02:33 PM
I assumed the same too, with not having it as severe, but I long ago learned 2 things. 1) Don't trust everything on the internet. 2) Not everyone with a problem has the same problems. Also just now doing my own little search I found one thing that would make some sense as well, colonists with this trait shouldn't be capable of making masterwork or legendary items since a somewhat common symptom is the inability to finish a project, at least once the hard part is done. And perhaps maybe they're more prone to the feeling good/bad/terrible/great mood (de)buff but nothing permanent.
#8
Ideas / Re: ADD as a Trait / Health Ailment
May 20, 2016, 11:57:24 PM
Having ADD myself I actually think this is a great idea to add to the game, though I agree with Milon any mood buff/debuff should not be permanent although the production increase with the wandering or at least changing tasks, such as going from crafting to hunting to growing to eating without finishing any of them (except maybe the last 2 since they would probably be hard to have at an incomplete state) within an hour, would be a great idea. Right now it actually annoys me to see these people literally sit/stand at a crafting table for the 4 hour stretches I have them do so and sometimes for the longer stretches as they seem to like to work through their lunch hours.
#9
Ideas / Re: Your Cheapest Ideas
May 06, 2016, 08:56:50 PM
Quote from: jtnoel on May 05, 2016, 06:13:06 PM
Mounted animals that don't break the game?

Tie usefulness of riding an animal would be tied to Handling skill. Pawn mounts an animal... they move at the animals max speed*(H. Skill/20). Pawns with low Handling (ie don't know what they are doing) would actually move slower if they mount an animal. Shooting would be worse when mounted by the same factor Normal % to hit*(H. Skill/20). So shooting a gun off a horses back is a bad idea if you don't know what you are doing so you need high shooting AND handling to be able to hit anything. Melee would not have as bad a penalty and you add the animals melee attacks. Both would have a penalty dependent on handling skill. Mounted animals would only be useful for moving fast, melee/shooting, and hauling. They dismount when they start other tasks. A mounted pawn should be able to haul more per trip as an advantage to riding (maybe 150 units/load).  Only animals above a certain size/intelligence can be trained up in riding (like they are for hauling) and maybe you need 10-12 trainings to make it an investment in the animal. Wildness slows down the speed of training so you aren't riding a rhino after a few days.

The possibilities are quite fun I think... beasts of burden, flash raids of tribal horsemen (Mongols on Rimworld!) - better get away fast!, a way to help that pawn with 2 peg legs become useful again w/o bionic legs, breeding herds for riding animals, Viking bear riders.

YES!!! Especially with the viking bear raiders. Much better than the moose or elk riding ones.
#10
Ideas / Re: Your Cheapest Ideas
April 17, 2016, 02:20:37 PM
Quote from: Fallen145 on April 16, 2016, 12:30:25 AM
Hello first I will like to say I love your game and love watching videos on it to see how other people play through it

But I have a few suggestions about the game that could make it a bit better they aren't anything big just some simple things that you guys might like

1: fishing, because you can build a base near a lake or the sea in the game you should be able to fish. Making fishing spears, fishing rods, nets and whatever to fish for a new food source. It would work like growing plats where you have a chance that you will get nothing after a long day of fishing and you can have it work as a  stress reliever and joy tool. Like if someone was able to find nothing after a day of fishing they will have like +5 stress the fallowing day but if they can find something they might be happier the next day

2: fertilizer, with all the animals running around the game you should be able to gather their or your own pool and mix it with something like bone (because bone should be used for something) and make fertilizer so your plants can grow faster or whatever just something simple

3: animal armor: nothing crazy like putting guns on your dogs or elephants, but something simple like leather or steel armor for some so when they fight for you they wont die as easy from a shotgun to the face. or maybe saddles for some of them so your people can ride them and haul more things as they go out.

Fishing has been suggested multiple times so guessing it's rather complex or at least harder than we think since I don't know why it's not in the game yet. We used to have a fertilizer pump was a little unbalanced since it could change rock into fertile soil so an ADDITIVE fertilizer might not be a bad idea although it may run into the same problem. As for animal armor yes, please. Also on to my own idea, riding animals as a mount, War Elephants were a thing and actually scary to ancient romans, figure it would bring another interesting layer if we had only certain animals able to be ridden and needing to craft a saddle to do so.
#11
Ideas / Re: Your Cheapest Ideas
April 15, 2016, 11:25:33 AM
Quote from: Panzer on April 15, 2016, 06:33:05 AM
I would like to see prison marriages! ;D

I have 2 prisoners that Im keeping for social training, they became lovers some time ago, and then fiancees without me knowing. I would ve never discovered it if it werent for that marriage message: "The colonists are gathering to celebrate x and ys marriage", x and y being the prisoner names. I thought "Haha, how cool is that ;D", sadly nothing happened, the marriage didnt happen and they re still only fiancees.

Perhaps try adding a marriage spot inside the prison, might just be a case of "I'm in the wrong area for this."
#12
Ideas / Re: Your Cheapest Ideas
March 27, 2016, 01:41:12 PM
Quote from: humblebundle on March 27, 2016, 07:11:33 AM
Im sure this is already mentioned, but i give it a try
--------------------
People know vaccinate can help against a lot of diseases, why not put it into the game and it work like the BTL chip, but instead of making people happy with +25 points and less awareness, the vaccinate will make the colonist immune for a specific time, maybe 1-5 years.
To make it more complicated, you could let them research by subjects, that means if someone get sick you can send your doc to cure and research that desease (another option besides "feed" and on).
Also that could create a new disease 'rabies' and anti-rabies inoculation.
So animals no longer get angry with no reason, they just have rabies, if you kill that animal your colonists can reasearch and find a anti-rabies inoculation to create.
So the new research table "labs", with that you need eggs and the dead infected animal or a trial of the infected colonist.
--------------------

This actually would make mad animals a little bit more dangerous since a bite from a rabid animal could, feasibly, kill a non inoculated person and would also spread the virus. Though perhaps simply add it to the pool instead of replacing insanity. I've had animals go mad when I have nothing set up before, and that was bad enough.
#13
Ideas / Re: Your Cheapest Ideas
March 02, 2016, 11:52:41 AM
Quote from: humblebundle on March 02, 2016, 03:30:54 AM
After watching some other games, i get some ideas for Rimworld and i would love to see them.

First, these robots have to be researched like the spaceship, each one.
But not only robots, why not some farming devices?
- Whats about a wooden or metal plow, that increase the farming speed?
- Or a scythe that increase the farming speed of the colonist who use it?

Robots:
- Cleaner robot, looks kinda likethis you have to research that robot, to build it, you need steel, after you have build it, you kinda can handle the cleaner like a animal, you can not train it, but you can give him areas he is allowed to clean, also he needs energy, so you have to put a recharge-station in the area he is, otherwise he will be disabled.
Oh and the cleaner can not clean boulders/debris/pebble, just things like vomit, blood and on.
The rechargestation ofc recharge, but also cost power while charge the robot(s)
- Farmbot, this works like the cleaner, but instead of cleaning it...you guessed it, it will farm the plants and on and move it to the storage. to build the farmbot you need steel ofc but also knifes, the better the knife, the better the farming results.
After a time, the robots knifes get damaged, so you can repair him, like a sentry which is shoot.
- minerbot, mine ore and works the same as the others bots, it needs steel and power.
- repairbot, repairs stuff and works the same as the others bots, it needs steel and power.



Now you may think, this is overpowered and on, but the robots need a lot of steel and need energy (at least farmbot and minerbot)

Quote from: chino2468 on February 25, 2016, 09:26:14 AM
I would love to see (at least a few) Z-levels, so one could build two-, three or X-story buildings, or perhaps have a basement? :)
Levels would be awesome, at least 1 level up or down(basement? <3 )

The plow/scythe should probably be more along the lines of the Pneumatic Picks we have for mining though they should reduce failure rate and increase harvested amount not reduce speed (farming is already pretty fast). The Roomba (Cleaner bot) isn't a bad idea. The Farming bot/Harvester while at least useful, isn't necessarily needed. The others I have no idea why we need them.

As for Z-levels I would be happy with a small guard tower with a bonus for shooters but adding actual Z-levels I think was shot down awhile ago, I will double check though.
#14
Ideas / Re: Your Cheapest Ideas
December 28, 2015, 01:44:52 AM
Quote from: seronleithian on December 27, 2015, 08:43:45 PM
Make it so that you can type in the qty to buy or sell from traders and any other similar screens. I wanted to buy 200 wood from a trader just now and I had to click it 200 times   :-\

You can click the number and drag it near where you want the quantity so you don't need to click so much.
#15
Ideas / Re: Your Cheapest Ideas
November 30, 2015, 01:08:00 PM
Quote from: giannikampa on November 29, 2015, 03:51:11 PM
Quote from: king komodo on November 28, 2015, 11:55:09 AM
Quote from: giannikampa on November 28, 2015, 06:39:22 AM
Make selling arrow buttons to "one click-drag" instead of click each as it is for restricion section.
Late game will be so less frustrating

Actually that's already there click on the number not the button.

no it is not, maybe you mean we can fast sell many of the same item (like steel), i mean we should be able to fast sell dozen of different shirts, pants, etc. we made from late game huge raids.
Ah so you mean instead of the list of different qualities of shirts and stuff, simple misunderstanding on my part. I'm not sure how you could do that but I do know there are 2 buttons at the top that show the sorting order I think messing with those may help with this problem but I'm not sure.