Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - niklas7737

#1
Ideas / Re: 12 Things that need fixing with suggestions
January 15, 2018, 04:39:39 PM
Quote from: oldman543 on January 15, 2018, 11:46:59 AM
#12 need a way to select multiple plants to harvest/cut.  i get you should check each in the wild to see if they are fully grown.  but for fields at least.  why? specifically because you made the hazard know as cold snap and i have to click on every frkin single one of my 1000 plants to harvest early.  fix this plz.

want to know whats even better? its night time.  so all my people want to sleep.  so i have to force them all to harvest through the night to save as much as they can.  how? the only way is to individually task each on a que'd list of the specific plants they need to harvest.  and then make sure they actually do it and not just ignore the order which they sometimes do.  ya they might pass out but they can eat in the morning which is better than starving.  this cold snap basically took 40 minutes of work.  for about 2 in game hours that i normal buzz past on fast in about 1 minute.  yea.  fix this shiz plz.  ty

For point 12 there's literally an order you can drag over the desired area in the orders tab. Or is that not what you want?
For the following probkem I'd suggest setting everyone's Harvesting-Priority to 1 in the work tab and restricting them to Work only.
#2
Ideas / Re: English weight option
January 15, 2018, 04:23:41 PM
Quote from: BlackSmokeDMax on January 15, 2018, 03:25:37 PM
Speaking of Celsius and Centrigrade, which of these two does most of the world use? Is that something that changes around the world? I know they are the same, but which name is used mostly?

In Germany, we say "Grad Celsius" which translates directly to "degrees Celsius". You will therefore virtually never hear a person speaking German as a first language use "centigrade" when speaking about temperatures in English.
#3
General Discussion / Re: A Wild Husky Has Appeared
January 07, 2018, 12:36:08 PM
Happened to me as well. Was wondering if it has always been possible too. ;D

Seems to be new in B18, but I can't tell you for sure.
#4
Ideas / Re: Boomalope livestock
July 22, 2017, 06:05:38 AM
This mod (amongst other things) adds Chemfuel producion: https://ludeon.com/forums/index.php?topic=26108.0
I think it's a good addition.
#5
Im generally against roads seperating fields of dirt because while dirt itself has a beauty of -1, a road tile would easily get dirty and therefore create an uncomfortable environment for your colonists or extremely tedious cleaning tasks.
Your farmer will spend most of his time actually planting or cutting your plants so that his movement speed doesn't matter all that much and hauling the harvested yield won't be that much faster with roads either.

So if you do insist on using them, I recommend using few road tiles for big fields to keep the amount of cleaning work reasonably low.
However, I think that everything would work faster if your cleaner didn't have to clean the pathways and hauled the yield instead.
#6
Ideas / Re: FUSE. please!
July 16, 2017, 01:57:10 PM
Quote from: Lowkey1987 on July 16, 2017, 01:08:19 PM
Dont compare this batteries and zzzZ to real life.

In real life, there is no battery which can store so efficent energie.

Yes there are. Lots of our batteries exceed the efficiency of RimWorld's batteries (50%) by far.
I didn't do specific research but any large array of modern Lithium-ion accumulators should reach an efficiency significantly higher than 50%. I'd guess it's at least around 80%.
#7
I think your suggestions is already implemented in some way. Getting someone to skill-level 20 (and keep them there) without the pawn having a passion for the job seems nearly impossible.

I'm not sure if passions are caused by backstories though ...
#8
General Discussion / Re: Easy way to kill thrrumbo
July 01, 2017, 01:06:54 PM
Quote from: Spdskatr on June 30, 2017, 08:47:10 PM
I once posted a gif (bah I can't find it now) of me killing a Thrumbo with a very small structure and a short bow. There are many other ways you can easily kill one.

I can :P ;D

Quote from: Spdskatr on January 08, 2017, 03:59:40 AM
I present to you... The Thrumbo Killer 6000 Mk.2 Lite

Take down thrumbos with ease!

Only for a cheap price of a few hundred stone and 25 wood! (turret is optional)



You never actually posted a GIF though ...  :o ;)
#9
General Discussion / Re: Bionics in A17
July 01, 2017, 01:45:41 AM
I think a damaged limb for example (could happen with vital organs as well) should initially be healed normally so that blood loss and infection risk are no problems any more and then there should be a risk of a permanent injury staying and heavily affecting the limb's effectiveness.
This injury wouldn't mean a total loss though. It could be removed with difficult surgery maybe requiring a few glitterworld medpacks, needing more than just one surgery or some sort of expensive preparation (maybe taking blood preserves or tissue to transplant from elsewhere on the pawn's body prior to the main surgery?).
A smaller permanent loss of efficiency might even stay because of the limitations of medical possibilities in our colony on this Rimworld.

With this implemented, there would be a huge difference in difficulty between treating mild and heavy injuries. In return, bodyparts would only have to be completely destroyed if they were damaged by a really extreme force.

PS: This (among other things requested in this thread) could be done by a mod, couldn't it?
#10
Quote from: erdrik on June 29, 2017, 11:10:50 PM
The reason Im interested in the intent is, I can understand why the manhunter packs wouldn't attack the mechaniods.
They are MAN hunter packs after all. But I feel like they should at least flee in terror from the things... I mean unless there is some intent or reason why they don't...

I understand your point. Manhunters do attack turrets though which makes me think they should consider everything harming them their enemy even if it's not human.
I fully agree that they should at least react to it in some way.
#11
I have never seen this happen even though I often let caravans, which happen to be there, take care of those ... inconveniences.

Do you have Hospitality installed or has this been added just recently and I didn't notice it yet?
#12
General Discussion / Re: Bionics in A17
June 28, 2017, 10:52:07 AM
Quote from: RimSol on June 28, 2017, 09:40:59 AM
our pawns are also able to survive laying on the floor covered in 5 other's people's blood with 6 gun shot wounds to their body after being patched up by a guy with a 2 doctor skill.

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.

Something 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.

Generally, our wishes would make the game easier in every way though ... I think there's just not a perfect solution.
#13
General Discussion / Re: Wipe your feet?
June 16, 2017, 12:06:03 PM
Quote from: ProjectXa3 on June 13, 2017, 01:01:58 AM
Maybe we'll be lucky and the Doormat mod will be added to Vanilla sometime soon.

I wouldn't get too hopeful though. I can't seem to find the original article but I think the almighty Tynan himself once stated that he didn't like how the doormat mod made the cleaning job too easy.
#14
Ideas / Re: Using chemfuel as fuel
January 02, 2017, 05:18:58 AM
In case you don't want to wait, you will find two mods doing that on the Steam Workshop if you search for Chemfuel Generator.
#15
My apologies if you were searching very long. I didn't look carefully enough and the pawn I was watching somehow managed to sleep so often that the debuff actually remained from sleeping on the vanilla sleeping spot.  :-[
So your padded sleeping spot actually works in that regard.

The other things mentioned stay however. Appreciate your work anyway and I'm looking forward to the update. :)