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Messages - Tumuel

#1
Bugs / Well, some people like it that way...
September 04, 2018, 06:16:02 AM
Just an error in the flavour text generation from what I can see.

(Looking on Tater's social tab the log entry shows up as normal)

[attachment deleted due to age]
#2
Ideas / The way inspirations work
December 14, 2017, 01:47:20 PM
The problem with inspirations that I can see is that a lot of the time they're not particularly useful; the occasional work frenzy us nice, but most of the time inspiration is not useful.
My colony only has one person who does all the trading, but several people with lower social skills keep getting "inspired trades", every time a trader comes along I have to look through my colonists checking all their trade deal modifiers, frankly it's more trouble than it's worth.
I get loads of inspirations for recruiting prisoners... when there's not a single prisoner in the colony, let alone someone I want to recruit.
I get loads of shooting frenzies, most of them go to waste because of the near complete lack of combat or hunting.

I think an easy solution to the problem is for inspiration to work like this;
When you want to trigger an inspiration event, check what the colonist is doing right at that second, and make the inspiration related to that thing.
This way the inspiration is most likely to benefit the colony in some way, and almost guaranteed not to be wasted entirely.

This way does make it impossible to get Inspired Trade, because trading takes no time whatsoever; the solution to this problem is to make trading take some amount of time, like an (in game) hour or something (you could expand this train of thought, and make it so that the amount of time the negotiating takes will be related to how good a deal you want to get [maybe you need that medicine RIGHT NOW, and you're willing to pay extra for it too]).

The main point is that I don't like inspirations.
#3
Ideas / Harvesting mechanoids for parts
December 14, 2017, 01:25:48 PM
I think it's great that you can get scyther blades from mechanoids as crappy replacement hands, or as pretty deadly weapons.

The logical conclusion of this is that you should be able to harvest lots of other bits too, like eyes, legs and ears (and smell sensors for noses, I am quite annoyed that the only way to cure a missing nose is healer mech serum).
To balance it in the game it would be behind a reasonably big research barrier, and also have various effects depending on the prosthetic.
I'm thinking most prosthetics that come from mechanoids would be worse than the bits they replace, but have other features, much like the scyther blades.
Light sensors for example might have worse sight than normal eyes but also improve shooting accuracy (because of built in targeting systems or whatever).
Legs might have faster movement but less carry capacity, or vice versa.
There are mods that let you use AI persona cores to put inside people's brains (always a bit strange), how about using mechanoid artificial brains in some way?

The other thing you could do is make it so that mechanoid based prosthetics are disturbing to colonists (both the people who use them and everyone else) there's already a "disfigured" effect in the social tab, and mood bonuses/penalties for bionics already exist too, it would work similarly to those.

Now that the game is in beta this is the sort of thing that will be added a lot more (from what I understand).

On the topic of prosthetics; you should really be able to craft basic prosthetics in the game; if you can make powered exoskeleton armour and assault rifles, making a simple prosthetic arm (or something to wear over your missing nose so that people stop hating you for being disfigured) shouldn't be beyond your capabilities.
#4
Basically, I'm thinking of a trait (not sure what it would be called) that basically does nothing until you install a bionic.
You'd have a chance (50-50?) of becoming either a prosthophile or a prosthophobe.
The reason I think it would be a good idea is that whenever I see a tribal with either prosthophile or prosthophobe I find it very distracting, because tribals probably wouldn't have too much experience with prosthesis.
#5
Ideas / Cereals
April 08, 2016, 02:55:11 AM
A new crop (for example wheat, oats, barley, etc.) it would be slow growing, medium yield, but the food you get from it lasts much longer  unrefrigerated like hay or herbal meds.
The reason I ask for this is that I was considering playing a no electricity game but found it very difficult to go without a fridge, I know it would not be too difficult without a fridge on the right map but that would take away from the point somewhat.
#6
Ideas / Re: Your Cheapest Ideas
April 07, 2016, 04:06:40 PM
Some sort of simple armor that can be crafted in the smithy like medieval plate/chain mail. Just a simple cuirass will do.
#7
Outdated / Re: [A12d] Recycle Apparel V1.0
March 25, 2016, 05:08:42 AM
The attachment is not showing up for me, nothing is there, what do I do?

Edit: Derp, I forgot to sign in, as soon as I wrote this the thing turned up...
#8
Outdated / Re: [A12D] Community Core Library v0.12.6
February 05, 2016, 08:02:05 AM
I am having an issue with this, nothing shows up on the research screen when I use this, is that likely to be this mod or something else?
#9
General Discussion / Re: Rimworld in a Nutshell quotes
November 21, 2015, 06:25:00 PM
Fucking mechanoids...
#10
General Discussion / Re: Human Leather > Devilstrand
August 07, 2015, 07:05:30 AM
Quote from: A Friend on August 07, 2015, 05:04:04 AM
"So, Timmy... what do you want to be when you grow up?"

"I want to be wallet!"

Of all the things I thought I would read today... even on the Rimworld forums...
I tip my hat to you sir, you made my day...
#11
General Discussion / Re: RimWorld change log
August 06, 2015, 04:37:11 AM
When you say "Colonists start with a random pet" do you mean all colonists? I hate to think of starting every game with 3 animals to deal with, and even more to come with all the other people who get involved.
Do you mean just the starting 3 colonists? or do you mean the 3 starting colonists get one pet between them?
As you can probably imagine I am intensely confused as to what that sentence means...
#12
Quote from: Ninefinger on July 31, 2015, 11:30:17 PM
Quote from: mipen on July 31, 2015, 07:48:49 PM
Quote from: Tumuel on July 31, 2015, 04:38:33 PM
Is there any reason the Droids module might not be working than the mod load order?
I have got backstories core and MD2 core, and I load the droids module last, it is the only one that does not work.
Is it incompatible with A11d or something?
No I'm sorry, I can't think of anything that would stop it working. I have tested it on both my computers at home and it works fine. Could you post the full output log? That could help me find the problem

Your droids mod is not updated to work with the newest backstories release V9, V8 works fine. I get black screen when loading the new backstories V9, disabling droids mod fixed the black screen.

I just loaded up backstories v8 instead of v9 and it seems to be working fine now, thanks for the help.
#13
Is there any reason the Droids module might not be working than the mod load order?
I have got backstories core and MD2 core, and I load the droids module last, it is the only one that does not work.
Is it incompatible with A11d or something?
#14
General Discussion / Re: RimWorld change log
July 31, 2015, 03:14:08 PM
Quote from: Tynan on July 29, 2015, 11:45:39 PM
Quote from: Jstank on July 29, 2015, 11:31:30 PM
While we are updating the squirrels could we get an update on the research table...



Yeah; that is on my todo for sure.

Get on the nutrient paste dispenser while you are at it.
#15
General Discussion / Re: Does prosthophobe stack?
July 31, 2015, 11:27:13 AM
Quote from: kahlzun on July 30, 2015, 11:22:59 PM
they are not bothered by Simple prosthetics or 'peg legs', but anything with the word 'bionic' will upset them.
I am pretty sure scyther blades and power claws also upset prosthophobes, I always look at them as both being basically bionics anyway, but there you go...