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Messages - Zombull

#1
Subject says it all.

Pawns know what plants are marked for harvesting. If one is hungry and there is no food, can't they walk past a few trees to harvest that berry bush without my having to micromanage them?
#2
General Discussion / So is it going to be 1.0 and done?
October 11, 2018, 03:16:37 PM
What does the future look like for RimWorld?

Will Ludeon continue developing and adding new features and systems?

Will we just get a smattering of bug fixes and then it's up to the mod community?
#3
Thanks for all your hard work, Tynan. You made a great game. An evil time bandit but a great game.
#4
General Discussion / Re: Trade caravan animals eat my food
September 10, 2018, 09:01:02 PM
Shoot them!
#5
Bugs / Grammar nitpick
September 08, 2018, 01:13:32 AM
A group of travelers are is passing by.

Subject is singular "group". Verb should agree.
#6
The power of mercy is in your own hands. It's called Dev Mode.

If you don't feel guilty about asking to have RNG instant death removed from the scenario then you shouldn't feel guilty about using Dev Mode to be your own deus ex machina.
#7
General Discussion / Re: Getting a handle on meat
August 10, 2018, 11:41:26 AM
Quote from: Keldo on August 10, 2018, 08:25:50 AM
How about something like that :
Remove (or greatly reduce) the number of animals on the map.
To balance that, you can make some kind of "hunting" caravan who can look for animals on the world map and bring back some food home.

That makes sense to me. Sending out a hunting party that leaves the map for a time and have a chance to come back with carcasses based on their skills, the time of year, biome, etc. It shouldn't be a caravan, though. That'd make it too micromanagey. It should just be a job.
#8
General Discussion / Re: Getting a handle on meat
August 09, 2018, 06:59:53 PM
I still think the core problem with hunting (manhunter packs are a separate issue) is that hunting is pretty much a guaranteed food source. It shouldn't be. You, the player, see a wild animal on the map and mark it to be hunted. How does that translate into in-world logic? The colonists have some sort of radio tracker on it? So they go out there to where there are a dozen deer standing around and shoot at it. Meanwhile, the deer just keep loitering around waiting for their turn.

The problem with meat supply is fundamental to the hunting mechanic, so the hunting mechanic needs a fundamental redesign to fix it.

#9
General Discussion / Re: Getting a handle on meat
August 09, 2018, 06:55:09 PM
Quote from: Greep on August 09, 2018, 04:23:59 PM
Well, keep in mind he also said it's not like he's going to make large changes here this late in the game.
So any changes are probably going to be in mod form, and usually mods just buff things rather than seeking a good balance ;)

I took his comment to mean "for this release". It's too late for A19 to have (another) huge, destabilizing change introduced.
#10
Ideas / Re: New Zone: High Priority Cleaning
August 09, 2018, 03:31:34 PM
Quote from: Wanderer_joins on August 08, 2018, 05:57:28 AM
The work around with zoning makes sense.

The problem with high priority cleaning zones would be the same you have with high priority storage. Pawns will waste time transiting on long distances just to haul things to or clean a high priority zone.

The two imperfect solutions are either keep all your base clean with dedicated cleaners or have you cook clean with zone restriction.

A high priority cleaning zone would be almost the same, you'd have to block other pawns from entering the kitchen so they don't stop constantly what they're doing to go clean the kitchen, and like when a fire is reserved by a pawn at the opposite site of the map, if a dirt patch is reserved by a cleaner far away, it may not help to keep your kitchen clean, just have your cook do it.

Keeping other pawns out of the kitchen would be easier with my other zone suggestion: Prohibit Pass-Through https://ludeon.com/forums/index.php?topic=43132.0
#11
General Discussion / Getting a handle on meat
August 09, 2018, 03:21:16 PM
Raising livestock is far inferior as a source of food to hunting or manhunter packs. Perhaps the real problem is hunting and manhunter meat needs to be revisited. Tynan suggested discussing it in another thread and I didn't see one already created, so...

My #1 suggestion: Taint manhunter meat such that it has a higher chance of causing a diseases. Think "Mad Cow". After all, something made those animals go mad, right?

Suggestion #2: Make hunting more authentic. Real hunters don't have omniscient knowledge of the species and location every animal within a several mile radius. Real hunting takes patience and skill and stealth and often results in failure. Don't show wild animals on the map. Change the Wildlife tab to a Hunting tab and make it a bill system in which the player designates what animals to hunt for and the hunter goes out hunting, anywhere on the map or in designated zones. They have a chance, determined by biome and skills and terrain and human activity in the area, to sight prey and attempt to kill it.

These changes would make it much more worthwhile to raise animals for food and would create an opportunity to introduce another meat source woefully missing from the game: Fishing.

#12
Ideas / New Zone: High Priority Cleaning
August 06, 2018, 03:29:37 PM
A new work category "Cleaning+" near the left side of the work chart should assign pawns to clean High Priority Cleaning zones. This would allow us to, for instance, assign cooks to clean the kitchen before preparing meals, but without having the cook running all over the base to clean every spec of dirt.

#13
Ideas / New Zone: Prohibit Pass-Through
August 06, 2018, 03:28:28 PM
A pawn will only enter the zone if it needs to do something in that room. It will not pass through the zone on its way to a job in another location. It will path around instead.
#14
Quote from: xrumblingcdsx on July 31, 2018, 01:52:15 AM
I got the stranger in black to come when my only pawn collapsed due to food poisoning. He got back up before the stranger even made it to the base. I don't know about the rest of you but the pawn I got from this event is great!! Good skills, good traits, etc. Seems to trigger a little too easily though.

See above. Mine was a non-violent with a heart condition. She can cook though.
#15
General Discussion / A tough wimp? Really?
July 31, 2018, 02:45:53 AM
Shouldn't these be mutually exclusive?



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