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Messages - BattleFate

#1
Ideas / Re: [Poll] What would you like for A12?
June 18, 2015, 02:25:20 PM
How about the ability to rename a colonist's job so I no longer have a 'chef' as my colony healer and a 'shipwright' as my farmer.
#2
Ideas / Re: Renaming colonist jobs
April 21, 2015, 09:45:52 AM
Quote from: Benny the Icepick on April 20, 2015, 06:51:20 PM
Quote from: Cracker21 on April 20, 2015, 06:17:58 PM
+1, you could even just add an optional block in the character tab that is listed as "colony occupation" that way you wouldn't have to remove or edit their "past" occupation. It would keep the gameplay and imagination factor intact. Just my thought but I agree completely.
Yeah, keep in mind that a person's occupation has a direct impact on their skills (http://rimworldwiki.com/wiki/Backstories).  If you need a reminder as to what a person's role is in your colony, why not just rename them entirely?  Cook1, Hunter1, Hunter2, etc.

I'd thought of that, but I also like to RP the colony a little. Having characters named 'Cook1, Janitor1, Janitor2' takes me out of the experience.

I wouldn't mind being able to see their past occupation still, I just figured it would be easier to let us write over that than give us an entirely new 'colony occupation' field to play with, although that would probably be the best option.
#3
Ideas / Renaming colonist jobs
April 20, 2015, 01:02:42 PM
Hey,

I often end up using colonists for other jobs than what their 'pre-rimworld' position was. I don't necessarily use a Janitor for cleaning if he's a great cook and I need one of those.

Could we have those jobs renamable in-game? So that I can name my cooks, cooks and my researchers, researchers, etc?

This would allow me an easier way of managing my colonists in my colony tasks assignment tab.
#4
Hi Minus,

For a future iteration, could you maybe allow us a way to repair generic torso damage? Maybe by having some sort of 'surrogate  torso' or whatnot for the replacement? I downloaded the 'natural surgery' mod and it didn't work (perhaps a compatibility issue with yours). I then editted yours to add it (and it works), but only as a repair of everything that's wrong with the pawn (if he has torso damage, you can repair his torso to 'reset' his body to mint condition). With my adjustment I didn't add new parts which were needed for the surgery. I was just tired of lugging around my 56 year old colonist with a bad back and frail torso with a cataract in one eye (she hobbled along as a snails pace).

On a side note, I cannot seem to add a leg to a colonist who had his leg blown off in combat. I removed the leg from a prisoner we got but could not subsequently add it after (to either the colonist or the newly hobbled prisoner). This may be because it's the save game where I was originally using the natural surgery mod as well as yours (and subsequently removed the natural surgery one), or something different altogether. I have not tried it on a new save game yet.

Any ideas?
#5
Brainstorming here, maybe make it so that if someone uses all of their equipment slots (both the medium and small weapon, or a single large weapon), then they wouldn't be able to haul anything (pretty much saying they are carrying too much to be able to haul anything sizeable).
#6
I think perhaps allow them to carry one large weapon, or a medium and small weapon. Thus, you could carry a knife and an SMG, a sniper rifle and a handgun or a LMG/rocket launcher and nothing else. Perhaps also allow them to carry one grenade each too (instead of grenades being repeat use weapons, have them be consumables with only 1-2 being allowed per colonist. Maybe 1 and +1 if no small weapon is used).
#7
Quote from: Tynan on February 23, 2015, 02:01:48 PM
You can trade indoor goods now.
Ah, great thanks. Didn't notice the change I guess. :)
#8
I like Tynan's proposed solution for the micromanaging on Reddit. However there's one other problem that the deterioration has caused for me in respect to management. I can't trade goods that are inside. If left outside waiting for a trader, then they deteriorate. Ideally, I'd like to be able to trade goods that are in my stockpiles inside. If for realism sake we need to transport them outside for a trade, make it so that there's a new 'trader' job and once a trade has been negotiated, then 'traders' will start hauling the goods you sold to the trade beacon for 'transport.' They can also be the ones that haul items back from the trade beacons that you received to the stockpiles.
#9
Mods / Re: Nutrient paste dispenser request
August 29, 2014, 12:39:31 AM
I PMed Tynan about this asking where i should be looking to try to mod it back in (or if it's even possible). He said it should still be functioning that way and if it's not that means it's a bug.

Can anyone else confirm if their prisoners cannot eat from an NPD in a prison block?
#10
Mods / Re: Hydroponics request
August 29, 2014, 12:37:33 AM
I tried my own hand at adding it but haven't had a chance to test it out yet. If it worked i'll describe the process more thoroughly here tomorrow. Who knows, maybe i'll make it it's own mini mod and put it up. :)
#11
Mods / Nutrient paste dispenser request
August 27, 2014, 08:55:57 PM
With the new combat mechanics, I'm racking up prisoners like crazy. We used to be able to install an NPD in the prison and prisoners would feed themselves. Now however they don't. (I know it was changed because some players had trouble figuring out that they NPD in the prison couldn't be used to feed their colonists).

My request, if possible, would be to have that fixed somehow. Either a prisoner enabled NPD or modding the game back to it's prior state concerning NPD ownership. Is that possible? If so, could someone make that and put it up please?
#12
Ideas / Re: Prisoners eat from NPDs
August 27, 2014, 08:49:13 PM
Quote from: vagineer1 on August 15, 2014, 07:35:08 AM
Shouldn't prisoners be able to eat from Nutrient Paste Dispensers? I (For a long time) have wanted to be able to allow my prisoners to be able to eat from NPDs so I don't have to worry to much about feeding them.
There was a time when we could do this. But players couldn't figure out why their colonists couldn't use the NPD (they built it in the prison), and complained their colonists starved.

To me, it's much easier and nicer to have one in the prison so the prisoners can feed themselves. I mean, that's what I used to do and it was terrific. Now, because some players complained instead of figuring out how to play, it has been changed (at least that's why I assume it was changed. If there's another reason for it, then forgive me).

Either way, I want my Prison NPD back. :P
#13
Mods / Hydroponics request
August 27, 2014, 07:29:39 PM
Hi guys,

Not sure if there's a mod that does this or not, but I couldn't find one in my searches (well, there's an old outdated mod, but that was for Alpha 2).

Anyways, could someone make a quick mod that allows Agave to be growable on the hydroponics tables? Thanks.
#14
General Discussion / Re: Key stats for characters
May 23, 2014, 01:39:52 PM
One of my starting colonists must be at least Level 12 grower with a burning desire to learn it. Anything else he has (like building, combat, etc) is just a bonus. My second colonist must be a good miner (as I usually like to build my base in rocks), with construction as a close second (at least 10 mining and 8 construction, with at least mining as a burning desire). Finally my last colonist needs to be good at social (as high as I can get with a burning desire without rerolling a million times), AND be a proficient cook (if he cooks better than he is social, I might accept that too, if I've been rerolling a bunch without luck).

Good shooting or melee stats are nice to have, but not critical. Like Crafting and research.
#15
General Discussion / Re: Alpha 3 WTF?
April 14, 2014, 04:50:58 PM
Perhaps you could allow for a couple of wall segments to be built in the 'no-build' zone, say no more than 10 sections. This will allow people to fill in small  gaps or rebuild ruins for their own use without building an entire base there.

I believe on one of my games, there was a geyser opening near the map edge too... too close for me to exploit due to the edge restrictions (I may be wrong, I never did get a chance to use it, but it was very close).

Maybe sandbags and turrets could be built there too... to allow players to exploit natural valleys in their defenses, without necessarily allowing them to build whole bases?