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Messages - gendalf

#1
Ideas / Re: Tax Collector
May 28, 2023, 05:28:03 AM
I'm not a fan of 'the empire', the game should have a political map mode available in the world map, so your default 'allegiance' determined if you pick your starting point inside one of the political regions (or start as independent outside of said regions) and then you can declare independence and project own influence / tax others yourself or other stuff or separate to (join) another region.
#2
For example it should say "5504 6th of decembary" in tooltip and in 'i' - For anything in health tab, including prosthetics, missing parts, scars, wounds, immunity (contracting disease)..

As well as clearer descriptions of effects and influenced body parts. For example, with "withdrawal" both the 'i' button and the tooltip aren't giving anything, but flavor text, even though, when hovering over moving/consciousness/etc - it shows 'withdrawal x%".
#3
I think a boomalope has just consumed its own freshly milked nitroglycerine  :o
#4
feature requests:
# posthumous extraction
Can you add an option for extraction of artificial organs (not enhancers) from dead pawns, that haven't been destroyed during combat (maybe like a on a 24h timer before it goes "bad")?
Maybe even for regular organs too (1h timer?).

# blood packs
blood packs should probably be spoiling, when not frozen.

# neck replacement/fixation
it can have scars/old wounds

# simple eye prosthetics
- 0% efficiency version (no research required) - to remove pain - 'peg leg' research tier.
- 'anatomy and physiology' research version with more efficiency - 'Simple prosthetics' research tier.

# simple synthetic organs
- 80% efficiency all organs, no buffs - industrial tier. (this mod seems to remove vanila prosthetics research that gives things like 80% craftable heart?)

# synthetic organs
- 100% efficiency all organs, no buffs - end of industrial tier, alongside bionics (bioniocs should also be in industrial, it's too far down the tree to just get 100% replacers).

# synthetic organs -> advanced synthetic organs
- should be on the same level of research as 'Advanced bionics' (they are even penalized by the need to be refrigerated).
#5
It should show it like all the settlements are doing.
It's silly to send a caravan to a work site just to realize that it's a friendly faction's one.

#6
Ideas / More hotkeys (info, bio, needs..)
April 15, 2023, 03:53:46 AM
Adds editable hotkeys for information button, also colonist buttons like bio, needs, etc
#7
Ideas / Meal poison chance stat with tooltip
April 15, 2023, 02:21:21 AM
It's already in the game, just show it as a stat in the meal info window, with a neat breakdown description, that shows how much dirt kitchen contributed, etc
#8
Ideas / Re: Male DNA
April 15, 2023, 02:11:45 AM
Ask the Milkable Colonists (Continued) mod author for it lol
#9
Releases / Re: [1.3] Animals Logic 🐾
November 18, 2021, 04:59:27 PM
Oblitus they aren't supposed to lose tameness regardless of wildness - because they're fenced(blockable by fences) animals, essentially having binary state (tamed/fenced or wandering away), it even says, without the mod, in their wildness tab: "tameness will never decay" - that's vanila and that was my initial point: your mod makes the game behave improperly, either have a separate checkbox&slider for fenced animals and another one for non-fenced; or have just one slider - that only affects non-fenced animals.
Or maybe even per animal sliders, kinda silly that I have to re-train turtles.
#10
Releases / Re: [1.0] Animals Logic 🐾
November 18, 2021, 03:11:30 PM
Oblitus,
I'm only seeing global training decay and wildness threshold settings, but not per animal.

I'm pretty sure when I've just installed the game it was showing in a format "0.222 years" like that for all animals, but it's gone and is showing 0 now smh.

Also idk what ALConfigTamingAgeFactor setting does.
#11
Releases / Re: [1.0] Animals Logic 🐾
November 17, 2021, 05:12:27 PM
Animals Logic makes fenced alpacas lose tameness, they aren't supposed to.

Also my "growth time" stat on all animals now is showing "0 years", even without the mod, idk what's up with this one.
#12
Ideas / Better UI for equipment
October 30, 2021, 11:15:56 PM
With filters for layers/coverage to be able to tick/untick everything that covers specific body part and/or layer;
and/or an RPG-style character screen.
#13
Mods / Unified in-game rimworld infopedia
October 16, 2021, 12:44:51 PM
Would be nice to unify the in-game info pages into a searchable "infopedia" button (alike civ), with a search bar for searching other things for finding an item that isn't on the map, or a recipe, or if I don't want to go through the farming dropdown list and clicking on each of the "i" button to compare stats.
#14
How to replace quality words with numbers? I remember it being the case in older versions.
#15
slaves (ideology DLC):
 - Some jobs, mainly research/art/hunt/warden, reset to no priority on save reload.
 - There's also a silly thing that a slave can get stuck in a suppressing themselves job. Fixable by just assigning no priority to that subjob, would be nice to make it a not assignable subjob for slaves.

# Work tab:
- Changing a subpriority with the worktab mod updates the global job priority setting icon for the job to the one with the highest priority subpriority. Add an option to show the lowest instead.

# Colony Manager:
- Auto-designation for animals to be tamed isn't working.
- Auto-zoning isn't working.
- I've added tasks for penned animals ducks/alpacas/etc with checked: Tameness, Unassign training.
- A colonist works the bench for in-game hours, but animals still remain assigned to tameness training. Chaning the Tameness checkmark to 'x' in it also isn't working. What am I doing wrong?

# Breakdowns
- Electric smithy doesn't have a 'Maintenance' countdown.

# suggestions for Animal Tab:
 - add disease indication to animals, like plague with different icon for treated/untreated (and maybe to the trader tab).
 - add an option to automaticaly disable training in "tameness" for birthed pen animals, as they don't require it to stay tamed.
- add animal icons and sorting by species (and it should be default, it's annoying when half of the dogs are at the bottom, the other at the top).

# suggestions for Relations Tab:
 - add faction icons to the list of factions on the left under "Relations".
 - make the more permanent things like disfigured its own column or line.
- add a distinct border around non-important/temporary factions (from quests/events) them or a distinct name color, so that it's obvious, that they're independents.

# suggestion for Schedule Tab:
 - add night owl indication.

# suggestion for Work Tab:
- add trap rearming as a separate subpriority.

# suggestion for Breakdowns:
- an option to make things lose durability only when used, rather than constantly.