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Messages - Jorlem

Pages: [1] 2 3 ... 14
1
Ideas / Re: Pawns should carry by weight, not count.
« on: October 30, 2018, 02:31:59 PM »

3. If pawns should carry by weight, pigs suddenly become super haulers even though they have no hands or even especially strong jaw strength. No two ways about it. Pigs are pretty strong. The same point more generally about animals. Mufallos are STRONG, so they should be good haulers, right? I mean on their own. Elephants at least have trunks.

I wouldn't mind needing to make carts and wheelbarrows (or dog pulled sleds for certain biomes or times of year). It would also be another good reason to pave pathways in and around the base. 

Or have stretchers to carry wounded people on, instead of just picking them up, or making them walk by themselves if they aren't downed.  Heck, maybe a stretcher could be carried by either one or two people, and if the latter, it could pause bleeding or allow for treatment while still being moved.

2
Ideas / Allow access to health tab while being carried
« on: October 30, 2018, 02:05:32 AM »
I would like to request that we be allowed to look at a pawn's health tab while they are being carried.  Currently, there is no way to know how close a pawn that is being rescued is to death, without tossing them on the ground by drafting the rescuer.  I'd like to be able to decide if they should be taken to the hospital or bed before "first" aid is done, or if they should be dropped and treated right there to avoid death.

3
As can be seen in the screenshot, even though Paramedic is hours away from bleeding to death, he chooses to veer off the paved pathway I've spent time and resources making, and instead wants to go across the movement speed decreasing dirt.



What I expect:
The pawn to move in a straight line across the paved area, getting to the destination ASAP.

What actually happens:
Not that.


Save:
https://www.dropbox.com/s/825g2y1pjtxovk9/paramedic%20pathing.7z?dl=0


Edit:
Because of this odd pathing, the pawn collapsed before reaching the bed and required rescuing.

4
As can be seen in the image, a power conduit that is on top of a filled grave does not display properly.  (I expect it to be an unbroken line, instead it is shown broken up.) As far as I can tell, there is no issue with functionality of the conduit, only the appearance.


5
Ideas / Re: Ability to link Grow Zone to stockpile
« on: October 27, 2018, 11:28:53 PM »
A simple change to the hauling system would fix just about everything with hauling.
1) Tend to priority stockpiles. So a critical stockpile that is low will get serviced first.
2) Bring items into stockpiles. So crops in the fields are brought to the nearest stockpile. Items that are too far away should be forbidden. Most items drop forbidden by default.
3) Consolidate items and sort inventory. So low priority storage (exposed crops) gets pulled into preferred storage (fridge).

That doesn't really solve the issue my suggestion is meant to help with, though. Take a look at my current set-up:



My fields are mainly in the area marked A, the stockpile I'm using to temporarily store new harvests (by playing with priority settings) is marked B, and my fridge is marked C.  Given the distance between my fields and fridge, your changes 1 and 3 aren't really viable, as I want to avoid the need for long walks back and forth to bring stuff inside so it doesn't spoil. Instead, I want to have my harvests quickly brought inside to the stockpile at B, and then when the harvest is safe from spoiling, bring it over from there to my fridge.

6
Ideas / Ability to link Grow Zone to stockpile
« on: October 27, 2018, 04:28:57 PM »
I would like to request the ability to link a grow zone to a specific, nearby, stockpile, so that items harvested from that zone will always be taken to that stockpile, even if it has a lower priority than other stockpiles. Once all the items from the grow zone have been moved away from the grow zone, only then would those items be reallocated from the linked stockpile to other, more distant stockpiles. 

The purpose of this would be to aid in harvesting when one's main stockpiles are distant from one's fields. This way, one could build a storage silo for colonists to use to quickly get a harvest indoors and not spoiling, without having to mess around with priority settings and risk having the pawns decide to instead bring items from the main stockpiles to what is meant to be a temporary "waypoint" for newly harvested foodstuffs before they are brought to the main stockpiles.

7
Bugs / Negotiator health warning shown on caravan
« on: October 27, 2018, 04:12:45 PM »
Copying this over from the suggestions subforum, at the suggestion of another poster:


In my current game, I sent out a two man (plus elephant) caravan to trade with a nearby faction. One colonist was meant to be the negotiator, while the other was meant as the primary guard. The latter is missing an ear, and has nine Social, while the former is healthy and has ten Social. The game decided that the guard should be the negotiator, forcing me to play around with splitting the caravan in order to avoid the penalty for having an injured negotiator.  The game even brought up this alert when I first initiated the trade:



However, there does not appear to be an easy way to follow the advice given by this pop-up.  I would like to request the ability to do so.  I've also linked a save, so anyone that wishes can look at this, and see if there's a way to do this already that I'm not seeing.

https://www.dropbox.com/s/2n5tp00y7beptdd/Set%20Caravan%20Negotiator_.7z?dl=0

8
Ideas / Manually set caravan's negotiator
« on: October 26, 2018, 02:08:41 PM »
I would like to request the ability to decide who will be the negotiator for caravans I send out.

In my current game, I sent out a two man (plus elephant) caravan to trade with a nearby faction. One colonist was meant to be the negotiator, while the other was meant as the primary guard. The latter is missing an ear, and has nine Social, while the former is healthy and has ten Social. The game decided that the guard should be the negotiator, forcing me to play around with splitting the caravan in order to avoid the penalty for having an injured negotiator.  The game even brought up this alert when I first initiated the trade:



However, there does not appear to be an easy way to follow the advice given by this pop-up.  I would like to request the ability to do so.  I've also attached a save, so anyone that wishes can look at this, and see if there's a way to do this already that I'm not seeing. (I wasn't able to attach the save, as even when zipped, the file size was too large, ~3000 KB.)


9
Ideas / Tell guests to "stay indoors, it is dangerous outside".
« on: January 16, 2018, 09:54:56 AM »
I'd like some way to tell guests that I've rescued to stay indoors or to not try to leave for some period of time.  I had rescued two members of a trade party that were injured in an insect attack, and as soon as they were just barely healthy enough to stand, they got up and started slowly limping their way towards the edge of the map. They then were killed by a manhunter pack that had triggered while they were healing.  Then their faction's opinion of me dropped because they died.

Again, I'd like some means of warning my guests so they don't die needlessly like that.


10
General Discussion / Re: Happy Families: This is becoming silly now.
« on: July 27, 2017, 11:45:49 PM »
Yeah, relations are a bit on the ridiculous side, my lone explorer from a glitterworld was visited by her husband and her mother was on the run from tribals and begged to join (she still is, btw). Later on I found her uncle in a cryptosleep shrine.

I mean yeah relations are a nice thing to have in the game, but we re on a rimworld god knows where and meet family all the time, it makes sense for outlanders and for tribals, but it is really unlikely for spacers. In my opinion some distinction would be nice, tribals should have lots of family because they re basically human zerglings ;D , outlanders not so much and spacer family should be rare.

Some kind of interaction with visiting family would be nice as well, like a joy activity that gives a mood bonus, e.g. +5 mood for 3 days, "had a good talk with my niece/brother etc...".
Right now its like oh hey you re there and I ll be sad when you die, but I cant do much else with you.
For spacers, I usually assume that they had been on the same ship that my initial three colonists were from, and they happened to land elsewhere on the planet and joined a faction instead of starting their own.

11
Ideas / Re: 8 brief suggestions for the long term
« on: July 24, 2017, 05:31:30 PM »
For number five, I think having a few preset formations would be very helpful.  Even just being able to order colonists to all line up single file as an alternative to clumping around the point you click would work.

12
Ideas / Remember world set-up settings
« on: July 03, 2017, 02:01:00 PM »
I prefer to play on a larger map size than the default, but I occasionally forget to change the map size while selecting my landing site.  I would like to request the ability to set what we want the various defaults to be, and have the game remember them for the next new game.

Alternatively, the "Advanced" button could be removed from the landing site selection world map screen, and added to the big empty space in the window where the world generation seed and generation fill size is selected, without being hidden behind an unneeded button.

13
General Discussion / Re: Bionics in A17
« on: June 28, 2017, 05:23:09 PM »
That just shows again that squirrels are more dangerous than assault rifles. ;D I don't expect our weapons to work like in a movie, but I can't imagine a skilled shooter not being able to hit a group of tribesmen charging at him badly enough to down a lot of them.

Somethink that has been criticized before: I personally don't like how armor reduces damage by a given percentage.
To use squirrels as an example again: A colonist in power armor could still be downed by them. Imagine Iron Man dying because of a mad squirrel ...
Tested it: Colonist with melee skill 8 and normal power armor was attacked by five manhunting squirrels, took out for and was then downed by the fifth one.

Well of course Iron Man wouldn't be killed by squirrels.  In the Marvel universe, squirrels act on the side of Justice, as can be seen below:

[spoiler][/spoiler]

14
Ideas / Re: Bionic Eyes not worth it? Darkness vs accuracy?
« on: June 22, 2017, 11:22:27 PM »
The mechanic's prevalence is devoid of realism, so there must be some gameplay reasoning for it...

It is devoid of realism.  Realism would be 1 bullet = 1 dead pawn 50% of the time or more.  The game play reason is that losing a finger is FAR more fun than "my best shooter took a single wild bullet in the torso from an assault rifle, he's dead now"

5%, not 50%, if one can make it to a hospital alive, and only about 20% of the targets on the body are fatal if hit.  Source

Quote
If a gunshot victim’s heart is still beating upon arrival at a hospital, there is a 95 percent chance of survival, Dr. DiMaio said. (People shot in vital organs usually do not make it that far, he added.)

Shots to roughly 80 percent of targets on the body would not be fatal blows, Dr. Fackler said. Still, he added, it is like roulette.


So long as one doesn't get hit in the head or heart, and can get treatment in time, survival isn't unlikely.

15
Ideas / Re: Crop transition
« on: June 22, 2017, 05:32:13 AM »
Maybe have another button on the controls for a growing zone, that says "Sow here next"? By default it would be whatever you select for the growing zone, but you'd be able to change it to a different crop, and it would stop resowing until the current crop is completely harvested, at which point it would swap the field to whatever you selected from the list and reallow sowing in that zone.

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