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Messages - Klomster

#1
Ideas / Re: My problem with skill decay.
August 30, 2018, 09:52:53 AM
The mastery idea is actually kinda cool.
#2
Ideas / Re: Nobody makes one meal at a time!
August 26, 2018, 10:00:31 AM
Yes, multi-type item hauling would solve a lot of bullshit in rimworld.
#3
And some nice wooden and stone tiny sculptures.

They would be another valuables item.
Obsidian necklaces, small prayer figurines and random sculptures. Something the pawn would simply have in their inventory and give some sort of misc bonus.

A prayer figure could boost the mood gain from prayer for example.
A fine necklace could boost social. Or just give more success on courting or something.

And of course the simple money value.
I like the idea.
#4
Ideas / Re: Camping trips are a nightmare!
August 21, 2018, 03:51:52 PM
I'm guessing it's more like not having the "Ate without a table" debuff.
#5
Ideas / Re: DrowNing
August 21, 2018, 09:02:39 AM
That would mean the pawns mysteriously drown more when the water is deeper.
Not at all connected to stamina, or more importantly ability to swim.

But everyone on the rimworld can swim, let's just assume that.

I'd say to make a simple drowning system, swimming should be exhausting. And if the pawn is downed from exhaustion, it starts to take said lung damage if in water.
No need for a depth based damage. Deeper water could be more exhausting perhaps.
#6
Ideas / Re: Strawberries are red.
August 19, 2018, 04:24:03 AM
I think the berries were all differentiated before, but it took up a silly amount of place in the inventories so they were changed to generic berries.

Which i can understand, inventory management was retarded with those berries.
It's still retarded, but that mostly has to do with apparel. This being another topic altogether.
#7
Ideas / Re: Nobody makes one meal at a time!
August 19, 2018, 04:21:18 AM
Cooking one meal at a time makes sense for me.

But i'm a single guy, living with a friend and we usually don't cook together.
For a colony with several people working as hard as they can to make a dangerous rimworld colony work it makes very little sense.

I like the tipping pot idea, the ability to make large portions of meals would be balanced out with the need of a specialist cooking station.
Possibly a research as well.
And it would only be able to produce stacks of meals. And not luxuriant meals.
Super fancy restaurants don't make fancy meals in bulk, but good places make fine meals in bulk.

I am all for this idea. It's always felt silly that the cook makes one meal at a time.
I'd say it would even take longer time, perhaps 5-10% longer, but the end result is a stack so the haul times would be cut massively and thus reducing time of the whole task.
Or perhaps making the 10 meals takes as long as making 5 meals, the large pot taking more time to give the food a even temperature and stuff.

TL:DR +1
#8
Ideas / Re: New joy/recreation: Bocce
August 19, 2018, 04:07:40 AM
Seems there are some new games in the unstable version.

And i totally get you like bocce, it'd probably not be too difficult to add for someone who knew what they were doing.
So i suggest a mod. Either a reskin of horseshoe or a new structure. :)
#9
Ideas / Re: New joy/recreation: Bocce
August 16, 2018, 01:39:03 PM
Weird, that Hoopstone thing is not something i've ever heard about.

Point is that the pin in the game can be played by 3 simultaneously, that makes it multiplayer.
To make Bocce different one could have that instead of a straight shooting xp.
One could get half as much in shooting and intellectual.
As well as being up to 5 player, or something.

As for a persistent game, that'd probably take some coding. And while it probably isn't difficult to add, the question is rather should it be added.

I'm not hating on the idea, i'm just trying to see the devs point of view.
#10
I like the ideas presented.

Since some traits are borderline unplayable.
And the amount of pyromaniacs who refuse to do hauling is suspiciously high, it seems in the year 5500, mental illnesses has reached a new height and 3 out of 4 people have them and 1 of 3 are pyromaniacs.

Joking aside, the amount of useless colonists are high and while i don't expect flawless pawns, it's way too common with super flawed pawns.

I really like the Super immune:
=> higher transplantation failure
Really cool.
And of course Pyromanic:
=> Buff on fire weapons
Cleanse and purify!!! >:D
#11
Ideas / Re: New joy/recreation: Bocce
August 16, 2018, 08:59:02 AM
While a fun simple idea, it is sort of already represented with the horseshoe pin.

It's a multiplayer throwing accuracy game... Played in a small field... And it's low cost...

Sure, it's not Bocce, but i don't see what Bocce would add except different sprites.
Sounds like the job of a mod.
#12
No one said the reward must be wealthy, just useful.

Medecine, packaged survival meals, good weapons, steel or leather.
Just something more than a downed probably crap guy you need to save somehow in the middle of nowhere.
And probably not have multiples of scythers as guards, they would have annihilated the survivor beyond recognition.
Or have it be scythers, but they are in the distance, so you can sneak save the person. The same with a raider base.

I can imagine sneaking past a raider base, getting to the downed guy and the extra meals his pod dropped with, getting out while the raiders begin to sound the alarm since i accidentally went to close/set off a sound mine.

Whatever, something like that. Having the raider base send out a sentry or something, just some cool stuff to make the whole ordeal more worthwhile.
But the pod should come with some stuff, be it gold or camelhair. Something. A base with enemies should be rare.
#13
Ideas / Re: Your Cheapest Ideas
August 16, 2018, 08:44:04 AM
Quote from: OFWG on August 15, 2018, 01:49:26 PM
Quote from: rabitibike112 on August 15, 2018, 01:19:34 PM
Cleaning/Cleaner robot.  It could have the AI of a chicken and be in the animals are (thus we can make him stay in some select area) and the ability that instead of making things dirty by walking over them this robot chick makes things clean. Totally doable and everyone would love it

So a reskinned chicken mob with a negative 'dirtiness' factor. The very definition of a cheap idea, I love it.

Dunno if it is a cheap idea.
It'd need a whole new sprite, probably a place it would be crafted (machining table works though) resource values and whatnot.

Although it's not a massive idea, i don't know if it's a cheap idea in lieu of this thread.
#14
Ideas / Re: My problem with skill decay.
August 14, 2018, 02:45:01 PM
Quote from: cultist on August 03, 2018, 12:56:38 PM
Some skills are very susceptible to power creep (research). Others are almost impossible to keep at high levels because you can't just (safely) use them at will (medicine, melee). Skill decay is a mechanic that punishes some sklls while balancing out others. The obvious solution is to vary skill decay depending on skill type.

Varying skill decay is nice, but it doesn't solve the fact that once cannot train melee reasonably.
But it helps, so i'm all for varying skill decay. And of course varying skill gain. Depending on skill.
While i like having a super advanced builder because of the high stuff that he builds, it's silly easy to get hold of one so getting a good one to begin with as important as getting a burning passion builder and just use that one.
#15
Ideas / Re: Eggs for everybody?
August 14, 2018, 02:40:45 PM
Quote from: Totentag on August 01, 2018, 08:31:38 PM
I don't think I phrased this suggestion correctly.

I'm not after "several hens" or anything else to do with chickens.

I'm after all species of birds laying unfertilized eggs when domesticated.

Ok, chicken eggs was an example.
But am i right in that you simply want eggs to be laid regardless of fertilization or not? Because that was what i wrote.

Since even the wild animals don't lay eggs, i suppose this is to keep littering down on the map but in reality chickens lay eggs every day, while other species lay them periodically, usually once or twice per year.
Chickens having been historically domesticated because of their very high egg laying cycle, just feed them and they lay tons of eggs year round, profit!

Other species (IRL) doesn't work like this since they only lay eggs a few times per year and those would preferably be used for breeding instead. Getting more animals to instead eat the meat.

So for example ostriches lay so few eggs, it wouldn't be sustainable to live from the eggs.
Also on the topic of all birds.
It's chicken, turkey, ostrich. And i'm certain chicken and turkey have ferti and unferti eggs. Not sure of ostrich.
And all the reptiles have both eggs as well.

The only reason not all of those lay loads of eggs, is since the egg process in game is stopped when not fertilized.
I actually don't know how to get hold of unfertilized eggs, they seem to be random.
So it's nothing to do with what species they are.

If you want to you can breed iguanas, as long as they are fertilized they will lay loads of eggs. And if it's true it's random for eggs to be unfertilized you will get some of those as well.

So if i understand you it's that you want the egg process to proceed beyond 50% even if the egg is unfertilized as long as the animal is domesticated?
I think this is reasonable.