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Messages - DubskiDude

#1
While I was beta testing Royalty several months back, I had a gut feeling people wouldn't like clusters :') seems like my prediction came true. Tynan is nerfing them slightly so hopefully it all evens out, but I kinda wish clusters would drop sandbag-like structures instead of just walls, that might ease the "meat grinder" feeling of clusters.
#2
Ideas / Re: Dubski's Jumbo List: Electric Boogaloo
March 03, 2020, 12:46:37 AM
And here are my ideas of slightly lower importance:

- Building the ground-penetrating scanner should reveal 1-3 underground mining spots. I find very often that once I'm at the point in the game where I've finally researched the GPS and built it, I'm out of steel on the map (even in large-sized, large hill maps). Given how slowly the GPS reveals underground minables, the randomness of the minable types, and their random placement around the map, it quickly leads to a steel bottleneck. I feel like either automatically revealing a limited number of steel mining spots when the first GPS is built, or revealing minables closer to the GPS, would help fix this.

- Add a new flower type for plant pots. Very minor, but I always thought it was too bad that there are only two flowers you can plant.

- It would be helpful if stockpile weapon categories could be divided into subcategories like "small arms", "single-use", "rifle", etc. like grenades are. I think this would help a lot with handling stockpiles and shelves.

- Colonists neglect to refill generators due to hauling's low priority (might work better under Basic). This is especially problematic in the early game.

- Reduce the time it takes for moisture pumps to increase their radius. They currently run at the speed of smell (1 year to fully convert). Bridges make it slightly less of a problem, but 1 year still seems far too long. This is primarily why I don't play on bog maps, or simply dev tool the terrain into something buildable.

- Ability to set a "firefighting" zone. There are some areas that I don't want to designate as a Home zone (colonists would waste time cleaning it), but I WOULD want them to fight a fire there, if there was one. This seems far more useful than a snow cleaning zone, which can be fixed automatically with a roof.

- Work priority categories should be adjustable. For example, Art should not be higher priority than cleaning or hauling. The player should be able to customize this.

- Text alerts at the top left of the screen, such as animal revenge chance notifications, overlap the Wildlife tab, if there are enough animals on the list. Every time you go to select hunt or tame for an animal near the top of the list, you have to wait until the text disappears.

- "Gourmand" should override a pawn's inability to cook. A pawn with Gourmand who has their cooking skill restricted has all the bad and none of the good.

- Add more terrain challenges. Cultivating and taming the land itself is a fun part of Rimworld, and there seems to be few terrain obstacles to tackle besides water and mountains. Brambles and dense trees that restrict movement and need to be cleared are one example, and could be the basis for "dense forest" or "dense jungle" map types, which would be similar to swamps - just trade marshy soil for impassable trees and foliage that need to be chopped down.

- Slag feels like it takes too long to smelt. I'm constantly deluged with slag throughout a playthrough, be it from drop pods, broken turrets, or cargo pods, and it takes forever to get rid of it all, especially if it involves hauling it to the colony. Slag also never deteriorates on the map. One balance option would be to possibly lower the steel received (20 -> 15) but decrease the time it takes to smelt it.

- Colony animals are able to trip traps. A colony animal can cross a trap accidentally, or move onto a trap that had a dead body under it.

- A message that "enemies have been defeate" from a raid would be very handy. The raiders retreating message fulfills the purpose, but mechanoids don't retreat, and I can only be sure that I've cleared the map of mechanoids only if the music changes.

- Simple clothing like shirts and pants feel like they're tailored too quickly, compared to parkas that feel like they take forever.

- Add a fire extinguisher, or a "nitrogen gun" weapon, which could act as an alternative to Fire Poppers, and would allow a pawn to do more than just kick the flames. As for the nitrogen gun, it could behave exactly like the incendiary launcher, but would fire a projectile that douses flames, leave snow on the impact site, and deal frostbite damage to enemies. It could also slow enemy movement or melee speed temporarily.

- "Slow learner" trait comes off as a little steep. Learning at a quarter of the normal rate makes taking a pawn with this debuff very off-putting.

- "Last Stand" event. If a pawn receives fatal or near-fatal injuries, they continue fighting with a bonus to Shooting and Melee, before passing out or dying a certain amount of time later. This would make pawn deaths more meaningful, and would make for more heroic moments in the game.

- Work stations should list what skill they require at the bottom left, beneath "power needed", for convenience. Machining tables and component assembly benches should say "smithing station" or "crafting station".

- Add a market value filter for smithing, destroying, etc. For example, I set weapons to be smelted, but only if their base cost is lower than a value I set in the menu. That way, cheap items could be destroyed to save space, but expensive items would be left alone.

- Trait: Outdoorsman. Reduced or no mood debuff from being rained on + no movement penalty through swamps/rivers/snow/etc.

- Trait: Backpacker. Increases pawn carrying capacity when Hauling and caravanning. You could also combine Outdoorsman with this trait to make a "Hiker" trait.

- Add a structure to allow for an open animal pasture that prevents large predators from crossing through (but not pawns). This could be solved with a ranch-style fence. Currently Rimworld doesn't allow for an animal pasture without actual walls, which looks odd.

- Animal corpses/skeletons and blood puddles last too long on the map. Often times maps become unnecessarily bloody, seemingly for no reason. Rain and snow affect this slightly, but those happen at random times.

- "Lizardskin" should be renamed to "Reptile skin", because turtles aren't lizards.

- "Sandstorm" event. Would likely only apply to Arid Shrubland/Desert/etc. It could cover the map in a sandstorm, lowering the visibility of all pawns and animals, and would leave cleanable sand piles on unroofed locations. It could also possibly spawn mining nodes or random items that were "hidden underneath" the sand.

- Add an additional trap type besides deadfall and IED. The variety of traps currently in Rimworld seems rather underwhelming. Some ideas could be pitfall traps and moats (adding a speed penalty similar to sandbags), bear traps, or swinging log traps. Barbed-wire fences could also be an option - a medium-cost trap that lowers movement speed more than sandbags, but doesn't give cover. It may require steel upkeep every few months as the wires rust, and might also be prevented from being built adjacent to walls, so that they're less useful for killboxes.

- New raid type: War Beasts. Pirates and Tribals should be able to tame wild animals and use them as cannon fodder. War beasts could include tamed rhinos, elephants, megasloths, bears, cougars, panthers, wargs, wolves, emus, boars, and maybe even thrumbos. It would make raids more interesting, especially tribal raids, which currently are underwhelming.

- New raid type: Bunker Buster. This would involve raiders bringing in a slow-moving tractor-like machine which can do massive melee damage to structures, and would primarily be used to break through perimeter walls. It would likely have high armor and a huge health pool, and could possibly be susceptible to explosives and/or fire. This would give variety to raids, and could be a threat to fortified compound colonies.

- "Thief" event. A pawn enters your colony at night to steal items from your storage. The pawn could open doors and slip past turrets and defenses, and must be killed or arrested, or you lose the items forever.

- Randomly generated camps, structures, or abandoned caches that are discovered rarely while caravanning (somewhat like Oregon Trail), which could contain valuable items, an injured recruitable pawn, or enemies - something to give caravanning more surprises.

- Social fights, especially with colonists that aren't armed, shouldn't result in destroyed limbs. Broken (and fixable) fingers maybe, but not digits being bitten off.

- Penoxycycline seems underwhelming outside of the jungle. There's really no application for it, as using it 12 times a year to prevent 1 or 2 diseases a year doesn't really justify the neutromine cost.

- Different stages of Torso Frailty/Hearing Loss/Bad Back/etc. Seems silly that, for example, someone's Moving and Manipulation permanently drops by 30% in one second. It should be more like artery blockages, where it develops in stages.

- Add a 1x1 "short range mineral detector" that can show whether or not mountains or large hills on the map have ore inside them. Similar to a ground-penetrating scanner, but for minables above ground. The same effect could also be given to the original ground-penetrating scanner.

- Make bigger, more intricate NPC/enemy colonies and camps. As they are now, they seem rather tiny and disappointing.

- Make an NPC less likely to start a social fight after they're arrested for it, or add a small buff to other colonists when an arrest is made for a fight (to encourage enforcing the law in your settlement).

- Add underground areas. Rimworld is based solely on a flat map currently, and randomly generated underground maps, similar to small maps you find while caravanning, could be a great addition. They could be populated by bug hives, ancient rusted mechanoids, or troglodyte mutants.

- Add a "Victory!" mood buff when the colonists fend off a raid/siege, or destroy a raider outpost. Colonists should feel good about winning and/or defending their home.

- Add a "nemesis" system. This would involve enemy NPCs (or animals) escaping from a fight and retreating off the map, only to have them possibly return in a later raid with a "nemesis" buff, which could add damage/armor/etc, and offer better equipment or rewards for killing or capturing them. Killing or capturing them could also net a mood buff.

- Trees, mountains, and foliage should have snow on their art after it snows. A snowy field with perfectly green trees looks odd.

- Extend the time it takes for "guilty" to wear off, and/or reduce the "someone was executed" moodlet. If a raider tried to attack the base, they should be able to be executed with little to no remorse, especially in a harsh environment like Rimworld. If the player can't recruit them or keep them around, they shouldn't get a debuff for executing them. The only other alternative would be to simply not capture downed enemies and let them die out in the field, which seems crueler than executing them.

- Smoothing floors/walls takes far too long. I've literally never bothered with smoothing rocky surfaces, because it's far quicker to just lay wood floors over it.
#3
Ideas / Dubski's Jumbo List: Electric Boogaloo
March 03, 2020, 12:44:33 AM
Now that Royalty is public, I'm safe to post my idea thread once again. Note that the following is an unorganized mess and is intimidating in length (twas spawned by taking random notes whilst playing Rimworld), so be warned!

If you agree, disagree, or want to add more to any point of mine, feel free to contribute! Tempering this list can only make these points more useful.

Here are what I consider ideas of higher importance:

- Specialized limbs like field hand and drill arm should list in the info card that the limb becomes 50% less efficient.

- Failing an installation of a bionic part shouldn't automatically destroy the bionic part. Reducing the part's HP by ~50-75% (so that it would be destroyed if failed again) would be more fair.

- "Doctor Needed" quests, where the primary goal is to treat a sick pawn of their ailments (removing a carcinoma, treating asthma, tending an infection). Reward can be scaled to the success of the treatment given.

- Current outdoor temperature, listed on the right, would better serve the player if it was accompanied by (Chilly), (Freezing), (Hot), etc. under it, depending on the temperature. This would give the player easy to understand information at a glance on whether or not to adjust colony temperature.

- Add a placeable "no-go zone" area that applies to all colonists and colony animals, and keeps them from entering a certain area. This would be more convenient than messing with their allowed areas, because colonists and animals can only have one current allowed area. A general purpose "don't go here" area would be far more helpful. This is especially helpful given that mech clusters are now prevalent.

- "Hungry Varmints" event. A group of rats or other pest animals spawn in your refrigerator, and begin eating your food.

- Allow pawns to automatically be queued multiple objects at a time when constructing, cutting plants, and deconstructing, similar to how queuing floor cleaning works (where the game selects multiple spots to clean). You can only queue the aforementioned tasks one at a time, and it's very tedious to have to micromanage pawns this way, especially when dealing with blighted crops.

- Extreme weather shouldn't evaporate crops. The plants should permanently stop growing, but the crops on the plant that have already grown shouldn't instantly turn to dust because there's a nip in the air. I also believe that extreme weather that would normally kill plants should instead wear their health down, rather than, for example, causing a 150-health corn stalk to instantly disappear with no damage displayed on the plant. Seeing the plants health drop could be an indicator to the player that the current weather isn't hospitable to the plant, and they should act accordingly.

- Add more instances of ancient shrine-like structures. A very fun aspect of Rimworld is opening up ancient dangers, but you'll only get 1-2 of these in a playthrough (unless you make a second colony, but I believe Rimworld wasn't designed for that). Having an "ancient danger found" event, or having a long-range mineral scanner detect it, would give more reason to go on expeditions, add more interesting combat scenarios, and would present more chances to grab rare items and capture pawns.

- Make it easier to continue playing on a map after all pawns have died. If you decide to keep playing, you're stuck waiting for a wanderer to join. If it also triggers a raid, and the pawn you get sucks and you don't want them, it means an automatic save reload, since the raiders will simply light your uninhabited settlement on fire. A few ideas to fix this are allowing another pre-game pawn selection process to occur if your previous pawns are all dead, and prevent raiders from lighting buildings on fire if you have no living pawns whatsoever. Otherwise, there's very little incentive to stick with a map that has been pawn-wiped, and it's a hassle to keep playing.

- Rework Overhead Mountain tiles. They're by far my biggest gripe with Rimworld. They primarily seem to exist to punish mountain base players, and aside from cabin fever, are the only challenge (and an obtuse one, in my opinion). In mountainous maps where there is more mountain than actual land, you have very few options when choosing a location for your base. There are other ways to bring challenge to mountain bases rather than saying "insects spawn here forever", such as a Blight-style mold that spreads fast, affects colonist health, and needs cleanup is one example. Another solution would be to lower the amount of Overhead Mountain tiles that spawn on the outermost edges of hills/mountains, so light digging to expand your colony won't forever be a spawn point for insects.

- Doctors should never prioritize anything over doctoring when their priority is set to 1. I've seen my doctors eat, sleep, do joy activities, etc. when there is a patient bleeding out on the operating table. Also, tending to all patients first should take priority over feeding a patient. Doctors should wake up if a hurt pawn enters a hospital bed, and treat them. This would cut out a lot of unnecessary micromanaging.

- Animals that hunt your pawns or colony animals won't be shot by turrets.

- Pawns having a tantrum shouldn't be able to detonate chemfuel/shells/etc by punching them. Even an enraged person would know not to kick things that could explode and kill them.

- Colonists stop halfway through their work to return to the colony to eat, due to them not grabbing a meal, which wastes a lot of time. This is especially so on larger maps.

- Add "Medical Tab" (a mod by Fluffy) to the main release. The tab works flawlessly, and is a huge help. I don't see why Rimworld wouldn't already have it or a similar feature.

- Rework or remove "ate without table". Pawns often don't eat at the colony table to begin with. In my opinion, tables should add a +3 to eating a meal at a table, rather than giving the pawn a -3 when not eating at one.

- Option to spay/neuter animals. Constantly having to micromanage their newborns that only eat your food is a drag if you don't want them, and you'll have to wait for a trader or trade ship to get rid of them. The only other solution is to kill animals by gender, which is a waste.

- Animals during "animal revenge" should lose their manhunter status after downing/killing the pawn that triggered the event. It doesn't make sense that they would attack the hunter and then decide to bumrush the colony without any sense of self-preservation.

- Pawns shouldn't be instantly killed when their liver is removed/destroyed. A person can survive 6-12 months without their liver in real life, so instant death due to liver removal doesn't make much sense.

- "Replace with" command. Say I want to replace my walls for my fridge. Currently, it wastes time having a pawn walk to it, deconstruct the wall, and then me having to micromanage them to pick up resources, then walk back to build a new wall, all while my food is rotting. Having a "replace with" command would tell them to grab the necessary items, go to the thing being replaced, deconstruct it, then proceed to build the structure that is replacing it.

- You should be able to prioritize an NPC to sleep or "take a nap". Too many times I've seen an NPC exhausted, but still continue to work, even if they don't have an action prioritized for them. Currently there is no way to tell an NPC to go to bed and fix this, other than micromanaging their schedule, which is a nuisance.

- NPCs shouldn't drop the item they're hauling when re-prioritized to a different action. For example, a doctor holding medicine will drop their medicine when prioritized to a different patient, or a pawn hauling wood will drop the wood they're carrying when prioritized to pick up more wood. Pawns should factor in the item they're holding when performing an action instead of dropping it, instead of ignoring the fact that they have the resource right in their hands.

- Animals should stay put when being trained or tamed. Same for prisoner colonists when being recruited. Animals or prisoners walking around aimlessly while they are being handled wastes time.
#4
Quote from: Sabaku on February 24, 2020, 06:23:06 PM
I am sending someone to the scanner to search for mines. He/She finishing searching but nothing highlighting. I am using Advanced Bionics and prepare carefully mods.

Ground Penetrating Scanner has been reworked, it now requires a Researching pawn to man the scanner, which will periodically reveal random underground minables around the map. It does take a while, but you can do it indefinitely.
#5
General Discussion / Re: Turret changes
February 24, 2020, 04:23:58 PM
I gave a small amount of pushback to Tynan on the turret nerf when it was first being floated in the 1.1/Royalty beta. Part of my pushback was to keep autocannons from being obsolete in comparison to four mini-turrets (they take up the same amount of space, but ACs performed less in comparison).

Personally I'd still push for turrets to be buffed slightly. Tynan stated it was to discourage the player from turtling in their base, and put more emphasis on your pawns defending the colony, but turrets still feel pretty weak currently.
#6
Quote from: UltimateTobi on February 17, 2020, 03:43:11 PM
- I don't understand what you mean by "split tribes"; they already are split in Gentle and Rough; like Civil and Rough Outlander Unions.

He just added a perma-bad tribe faction, so even if you make friends with everyone else, it's not only space pirates that raid you.
#7
Ideas / Re: "Last Stand" event.
September 11, 2019, 04:51:54 PM
Quote from: Kirby23590 on September 11, 2019, 06:19:23 AM
Quote from: Grubfist on September 09, 2019, 08:35:22 PM
"Running on Adrenaline" or possibly "Fight or Flight," giving you the option of using a pawn til they keel over and likely die or having a better shot at getting them out.

Does this mod called Adrenaline! count?

Its pretty close, though it seems a little general purpose. It may or may not fulfill the "heroic" quality of my idea. But I can see Rimworld using an adrenaline system (or something like it), as long as it doesn't break combat and throw everything out of whack.
#8
Ideas / "Last Stand" event.
September 08, 2019, 04:12:56 PM
Recently got back into Rimworld, and it occurred to me - where are the events that make pawns truly heroic, and give meaning to their heroism when they're heavily injured or killed? Rimworld is a story generator, and it really makes sense that heroics would be a big part of that, but there's not much apart from what the player pieces together themselves.

Normally I'd include this idea in my annual huge list of suggested changes, but I think this one is good enough for its own thread. I've been thinking of a "Last Stand" event, where if a pawn takes heavy damage that would normally knock them out or kill them, they continue fighting for a set amount of time before succumbing, and they gain a temporary bonus to Shooting and Melee during this time. This can easily create a heroic scene where a single pawn bravely guns down raiders despite being heavily injured, or even sacrifices themselves to save the colony, and would overall bring more story-based meaning to the death of a pawn (because pawn death in Rimworld often times just feels entirely meaningless, which is bad for a story generator game).

What are your thoughts? I think this idea could easily find its way into Rimworld, and would really surprise players when it happens.
#9
Ideas / Re: What Rimworld still needs
January 09, 2019, 09:39:41 PM
One quick thing, I'm starting to think Toxic Fallout is too brutal. The fact that you have to keep your colonists under a roof (or risk permanent damage) is one thing, but the fact it kills ALL animals on the map and makes them unbutcherable is too much, since you then have to wait for the fallout to pass and THEN wait for animals to show up again. Every time I've had toxic fallout during early/mid game, my colony has always either starved outright, or lacked food and therefore went crazy. Plus all I want to do when the alert appears is to stop playing, because it's just a hassle rather than a challenge. Not good.
#10
Ideas / Re: What Rimworld still needs
January 04, 2019, 08:58:26 PM
The following are what I deem to be "minor" suggestions. Not as pressing as the above post, but still very much worth considering.

- Add a structure to allow for an open animal pasture that prevents large animals from crossing (but not pawns), like a rural barbed wire fence.

- Seems that too many prisoner rescue events involve colonists I've banished (who came from refugee events, of which I banished because they're a crap pawn). Also prisoner rescue events are already too risky, and I hardly ever partake because you don't know what pawn you'll get, and caravanning makes it even deadlier.

- Lancers take off limbs too easily. Charge lances pop lungs and kidneys like no one's business, even with good armor.

- Sowing healroot takes too long. Healroot used to be faster before a 1.0 unstable update. Now it takes an unreasonable amount of time to begin growing an essential item. Healroot should also have a requirement of around 7 skill, rather than 8, to sow.

- Animal corpses/skeletons last too long on the map.

- "Lizard skin" should be renamed to "Reptile skin".

- "Sandstorm" event. Applies only to Arid Shrubland/Desert/etc. A weather event similar to a flashstorm, it covers the map in a sandstorm, lowering the sight capability of everything not under a roof. Leaves sand on unroofed locations. Could also possibly reveal mining nodes or items underneath the sand (aka spawning them on sand tiles).

- Barbed-wire fences. Medium-cost trap that lowers movement speed more than sandbags (but lacking projectile protection). May require steel upkeep every few months as the wires rust. Could also be prevented from being built adjacent to walls so that they're less useful for killboxes.

- New raid type: War Beasts. Pirates and Tribals should be able to tame wild animals and use them as cannon fodder. War beasts could include tamed rhinos, elephants, megasloths, bears, cougars, panthers, wargs, wolves, emus, boars, and maybe even thrumbos when raiding. It would make raids more interesting, especially tribal raids.

- New raid type: Bunker Buster. This would involve raiders bringing in a slow-moving tractor-like machine which can do massive "melee" damage to structures, and would primarily be used to break through perimeter walls. Would have high armor and a huge health pool. Could possibly be susceptible to explosives and molotovs.

- (Possibly fixed) Ending ship sequence, in it's current state, is absolutely not worth the time or the hassle. Thread here: https://ludeon.com/forums/index.php?topic=42507.0

- "Thief" event. A pawn enters your colony at night to steal items from your storage. Can slip past turrets and defenses, and must be killed or arrested, else you lose the items.

- Allow pawns with guns to fire at close range. Removing this feature is just silly, since there was already touch accuracy involved with firearms. This also makes it almost impossible for non-melee pawns to fight off animals that try to hunt them (manhunter or otherwise).

- (Possibly fixed) Replacing barrels on turrets should cost less. 200 steel for a new sniper turret barrel every 40 shots seems rather steep.

- Randomly generated camps, structures, or abandoned caches that are discovered (rarely) while caravaning. Could contain valuable items, an injured recruitable pawn, or enemies. Something to make caravanning more exciting.

- Randomized and/or better rewards from fallen ships. Steel, components, and one advanced component aren't much of a reward, especially concerning how much trouble fighting mechanoids outside your base can be.

- (Possibly fixed) Social fights, especially with colonists that aren't armed, shouldn't result in destroyed limbs. Broken (and fixable) fingers maybe, but not digits being torn off.

- (BUG) Colonists shouldn't have the option to use a neurotrainer if the associated skill is disabled for them.

- Allow pawns to attempt to snap people out of mental breaks (based on their Social skill). May risk Berserking the pawn, but has a lower chance of doing so when arresting them to snap them out of it.

- Add painkillers that can be crafted at a drug lab, to help with pain (there is currently no option to deal with pain other than a painstopper).

- Buff penoxcycline or switch up its effect. One Penox per colonist per five days, and you don't even know if using it even blocked a disease? It doesn't seem worth the trouble of making unless you're in the jungle.

- Add a late-game multivitamin to automatically boost NPC immunity by 5-10%, or further increase immunity% gain. Would be much more useful than penox.

- (Possibly fixed) Outdoor temperature should rise/fall with the weather, i.e. temperature drops slightly during rain or fog, depending on the biome and time of day.

- Add a "study" option for pawns, or a study bench, which would keep them stationary, sacrificing work they could be doing for accelerated EXP gain in a skill of the player's choice. This would, for example, help train a pawn who is terrible at shooting, but you don't want to risk them getting mauled by wild animals or shot up by raiders.

- Disable "Fire!" alerts when its raining. They're a pointless nuisance, since the fire will go out anyway due to the rain.

- Different stages of Torso Frailty/Hearing Loss/Bad Back/etc. Seems silly that, for example, someone's Moving and Manipulation permanently drops by 30% in one second. It should be more like artery blockages, where it develops in stages.

- Add a 1x1 "short range mineral detector" that can show whether or not mountains or large hills on the map have ore inside them. Similar to a ground-penetrating scanner, but for minables above ground or inside mountains.

- Fire extinguisher item. Would be a better alternative to Fire Poppers, and would allow a pawn to do more than just kick the flames.

- Arresting someone (say, for starting fires or binging) removes the pawn from their previous bed's ownership. This results in their significant other getting a mood debuff because they're not sleeping with them anymore, and you'll have to constantly check the Needs tab and micromanage the pawn back to the correct bed after they're freed.

- Categorize wounds/dismemberments by the limb they're attached to, and not sort by the type of dismemberment. Its slightly confusing to see "left finger, right finger, left femur, right shoulder". A menu with a body silhouette showing what limbs are missing would also be helpful.

- Bigger, more intricate NPC/enemy colonies and camps. As they are now, they seem tiny and disappointing.

- Faction "capitals". Each faction should have a larger, better defended location to serve as their capital, with better trade options and better fortifications. Destroying it could affect morale for every other faction, yield many rewards, and in a few days time, another capital on the world map could be designated for that faction.

- Make an NPC less likely to start a social fight after they're arrested for it, or add a small buff to other colonists when an arrest is made for a fight (to encourage enforcing the law in your settlement).

- Add more traps besides deadfall and IED. The variety of traps currently in Rimworld seems really underwhelming. Some ideas are pitfall traps and moats (adding a speed penalty similar to sandbags), bear traps, or swinging log traps.

- More combat-based challenges in Rimworld. This could be a variety of things, like answering calls for help from friendly factions (i.e. helping break a siege on their camp, attacking a huge mechanoid/bug hive that has spawned on the world map, etc.). Besides animals, mechanoids, and raids, combat events in Rimworld aren't utilized as much as they could be.

- Underground maps. Rimworld is based solely on a flat map currently. Why not add a smaller, more condensed underground map where more treasures can be found? They could even be populated by bug hives, ancient rusted mechanoids, or troglodyte mutants. Caves spawning in mountains doesn't really accomplish this.

- Add a short "Victory!" mood buff when the colonists fend off a raid/siege, or destroy a raider outpost. Colonists should feel good about winning and/or defending their home.

- Nemesis system. This would involve enemy NPCs (or animals) escaping from a fight and retreating off the map, only to have them return a few months later with a "nemesis" buff, which could add damage/armor/etc, and offer better equipment or rewards for killing or capturing them. Killing or capturing them could also net a mood buff.

- Trees, mountains, and foliage should gather snow after it snows. A snowy field with perfectly green trees looks odd.
#11
Ideas / What Rimworld still needs
January 04, 2019, 08:57:47 PM
I've documented what I've thought to be necessary changes to Rimworld, having put in over 700 hours. I've been meaning to take the most important of my suggested changes and make a more refined thread, so here we go. Note the following isn't very organized and there's quite a lot to it - you've been warned.

- Make "Overhead Mountain" removable. By far my biggest gripe with Rimworld. If you can mine out the entire base of a "mountain", then it's not a mountain. Plus "Overhead Mountain" forever means that hives can spawn there, regardless of whether or not your base is inside or near a mountain. In mountainous maps where there is more mountain than actual land, you have very few options when choosing a location for your base. Digging out a base is just too risky and unreliable, and that should not be the case. There are other ways to bring challenge to mountain bases rather than saying "lol insects spawn there now".

- Nerf Muscle Parasites by removing or reworking specifically the tiredness debuff, which throws the pawn entirely out of whack and forces you to do annoying micromanaging of their schedule. Muscle Parasites consistently put pawns in Extreme Break risk range.

- Doctors should never prioritize anything over doctoring when their priority is set to 1. I've seen my doctors eat, sleep, do joy activities, etc. when there is a patient bleeding on the operating table. Also, tending to all patients first should take priority over feeding a patient. They should also wake up if a hurt pawn enters a hospital bed and treat them. This would cut out a lot of uneccessary micromanaging.

- Pawn schedules in the Restrict tab should not take precedent during a dangerous event or if the pawn has grievous wounds. I've seen my own pawn, who had his arm freshly shot off, doing Joy activities instead of going to a hospital bed to get treated, even with Patient and Bedrest set to 1.

- Pawns with cooking disabled shouldn't be able to have Gourmand trait.

- A pawn's trading effectiveness should appear in the shopping tab (as a percent value or some other indicator).

- Plans for laying conduits are often overlapped and deleted by other structures built on the same tile, i.e. I build a wall and then a conduit, and building the wall deletes the conduit plans.

- Mini turrets should not have minimum range. Autocannons and uranium slug turrets already have a large minimum range, and mini-turrets only keep their usefulness by protecting the more expensive turrets when melee enemies closed the distance. This also means a mini-turret cannot fire back once an nemy is in melee range.

"Jealous" trait should be reworked. If two pawns have Jealous, then a ton of micromanaging is required to make them happy (this is unless Jealous pawns aren't jealous of other jealous pawn's rooms).

- Smoothing floors/walls takes far too long. I almost never smooth rocky surfaces because it's far quicker to just lay wood floors over it.

- Text alerts at the top left of the screen (like animal revenge chance notifcations) overlap the Wildlife tab. Every time you have to wait for the text to disappear in order to select hunt or tame on animals near the top of the list.

- Animal revenge interrupts hunting. I've seen numerous times where a pawn triggers an animal revenge, they kill the animal, then move on to hunt another animal, while leaving the body to rot outside.

- Allow pawns to at least partially haul. Non-hauling pawns have significantly less value, and hunter or cooking pawns who have hauling disabled will still haul animals they kill, but not when you manually tell them to, which doesn't make sense.

- Work priority categories should be adjustable. For example, Art should not be higher priority than cleaning or hauling.

- Trait: Bisexual. This likely has been discussed before, but bisexual pawns currently don't exist. Gay seems like a rare trait, and the one gay pawn you have will not find a lover unless you somehow find another pawn with Gay and is the same gender. Bisexual can fix this and add more variety.

- Trait: Backpacker. Increases pawn carrying capacity when Hauling and caravanning.

- (BUG) Animals that hunt your pawns or colony animals won't be shot by turrets until your pawn damages them.

- Retool pawns running when on fire. One of my pawns caught fire, jumped out from our column of sandbags and literally ran 24 tiles straight at two Lancers, only to have their head blown off.

- "Given Up" doesn't give you enough time to arrest the pawn, especially on larger maps. Pawns just get to leave and you can't do anything about it, especially if your base is near the edge of the map.

- Pawns having a tantrum shouldn't be able to detonate chemfuel/shells/etc by punching them. Even an enraged person would know not to kick things that could explode and kill them.

- (BUG) Colonists constantly stopping construction before completion (deep drills, generators, etc.) to do other things like eat or sleep.

- Cold snaps/cold weather shouldn't evaporate the harvestable resources on plants. The plants should die, i.e. the plant would permanently stop growing and its art would change, but the vegetables that have already grown shouldn't just instantly turn to dust because there's a nip in the air.

- Trait: Outdoorsman. Less mood debuff from being rained on + less movement penalty through swamps/rivers/snow/etc.

- (BUG) Colonists don't rest when they have a life-threatening condition if there are no medical beds (but have regular beds).

- Poison ships should create a green fog (or just take the snow effect and make it green) so the player can see how far the gas has gone.

- Add "Medical Tab" by Fluffy to the main release. The tab works flawlessly, and is a huge help.

- Buff to address "joy deprived" when raiding an enemy base. Raids are more important than playing horseshoes. Also applies to mining trips (i.e. after using the long-range mineral detector).

- Rework or remove "ate without table". Firstly, too many NPCs just forget there's a table(s) available to them, and also, why would someone IRL be sad they ate without one? Doesn't make sense.

- Brawler trait is a ham-fisted way of forcing the player to use a melee-only pawn. "Favored weapon" traits would be better than Brawler trait.

- Friendly fire should be retooled. Ridiculous amounts of friendly fire incidents occur even when they reasonably wouldn't. And here is an example of how poorly friendly fire works:
https://www.reddit.com/r/RimWorld/comments/6y1y1y/yet_another_reason_why_friendly_fire_has_to_go/

- Add market value filter for smithing, destroying, etc. For example, I could set weapons to be smelted, but only if they are lower than a price that I set in the menu. This way I could destroy cheap objects and save space in the immediate.

- Option to spay/neuter animals. Constantly having to micro their newborns that only eat your food is a drag if you don't want them.

- "Doctor needed" event. Thread explaining it can be found here: https://www.reddit.com/r/RimWorld/comments/6lgqb5/doctor_needed_event_allies_with_ailments_come_to/. Seems to be very well received!

- Animals put into a frenzy due to the "revenge" event should lose their "manhunter" status after downing/killing the pawn that triggered the event. Doesn't make sense that they attack the hunter and then decide to bumrush the colony without any sense of self-preservation.

- Craftables to solve currently unsolvable medical wounds: torn off noses, broken ribs, fractured pelvis/radius/etc. Splints could help a few of these. Plastic surgery would be required for the rest.

- (BUG) Allow pawns to release a sleeping prisoner. If they're currently sleeping, you have to undesignate their bed as a prisoner bed in order to wake them up, and then be allowed to release them.

- Swap the "master" column and the animal follow options column in the Animals tab. Currently, the animal follow options are right next to animal training (making it seem like they're a part of animal training), and that makes it confusing. Having them to the right of the "masters" column would be less confusing. Just a minor aesthetic change for newer players.

- Other faction types besides tribal, outlander, and pirate. Tribals have low tech but high numbers. Outlanders/pirates have medium tech and medium numbers. Why not have an NPC faction (besides Mechanoids) that have low numbers but higher tech? Android/cyborgs or interstellar private military corporations come to mind.

- (BUG) (Possibly fixed?) Colonists won't stay in their hospital bed, even when prioritized and with Patient and Bedrest set to 1. I've seen one get out of bed to change clothes and then not return to bed, even when they have a severe illness. Pawns should also never get out of a hospital bed if prioritized to stay there and are wounded/sick.

- No instant death when a colonist's liver is destroyed/removed. A person can survive about a year without their liver in real life, so instant death due to liver removal doesn't make much sense.

- Work stations should list what skill they require at a glance, for convenience. Machining tables and component assembly benches should say "smithing" right when you click them, drug labs should say "crafting", etc.

- Ability to set a "firefighting" zone. There are some areas that I don't want to designate as a Home zone (colonists would waste time cleaning it), but I WOULD want them to fight a fire there, if there was one.

- "Replace with" command. Say I want to replace my walls for my fridge. Currently it wastes time having a pawn walk to it, deconstruct the wall, and then me having to micromanage them to pick up resources, then walk back to build a new wall; all while my food is rotting. Having a "replace with" command would tell them to grab the necessary items, go to the thing being replaced, deconstruct it, then proceed to build the structure that is replacing it.

- Combine "colored lights" with "microelectronics". Colored lights is only aesthetic and doesn't seem important enough to be its own research item.

- Reduce the time it takes for moisture pumps to increase their radius. They currently run at the speed of smell (1 year to fully convert). Bridges make it slightly less of a problem, but 1 year still seems too long.

- Add an option to allow pawns to turn stone ground into farmable earth. I'm constantly being forced to work around stone ground when planting, and this would fix that entirely. You could also allow fertile ground to be dug up and moved, to be placed over other spots on the ground.

- Setting IEDs next to a crashed ship part should not alert the mechanoids within. How is it that colonists can literally rub their faces on the ship and not cause a mechanoid attack, but the second they build something next to it, all hell breaks loose? IEDs are meant for strategic placement. It effectively makes IEDs vs crashed ships useless, since you can't place them adjacently to said ship to go off when the mechanoids come out. You can also have a pawn haul explosive shells around the ship to be set off with an explosive, and the mechanoids don't care prior to the resulting explosions.

- Increase the detection radius for fire poppers to go off. It seems very wasteful to have to build so many fire poppers to defend a wall or building from potential fire. It should have a 1x1 or 2x2 detection radius, instead of triggering only when fire touches the popper itself. I've never used fire poppers because of this.

- You should be able to prioritize an NPC to sleep. Too many times I've seen an NPC exhausted, but still continue to work, even if they don't have an action prioritized for them. Currently there is no way to tell an NPC to go to bed and fix this.

- NPCs should not drop the item they're hauling when re-prioritized to a different action. For example, a doctor holding medicine will drop their medicine when prioritized to a different patient, or a pawn hauling wood will drop the wood when prioritized to pick up more wood. Pawns should also factor in the item they're holding when performing an action instead of dropping it, or ignoring the fact that they have the resource right in their hands.

- Nerf or remove prisoner execution mood debuff, or extend the time it takes for "guilty" to wear off. If they tried to attack the base, they should be able to be executed with little to no remorse, especially in a harsh environment like Rimworld. If the player can't recruit them or keep them around, they shouldn't get a debuff for executing them. The only other alternative would be to simply not capture downed enemies and let them die out in the field, which seems more cruel than executing them.

- Show NPC skill efficiency percentages next to "overview" stats. NPC efficiency should be there at a glance instead of having to hover over their stats every time. For example, instead of Manipulation just saying "poor", it should say 45% right next to "poor". This would make managing and prioritizing NPCs easier.

- Show skill efficiency with "overview" stats calculated in. Currently I've had to judge an NPCs skill in cooking/crafting/etc by their respective skill level, but their stats like sight, smell, hearing, manipulation, etc. are all factored in to their success rate of that skill. The game doesn't show this on the character page. Currently you can only guesstimate or have to tab out to the wiki to figure it out.

- Fix pod launching. NPCs are massively inefficient at loading pods, because some will load their pod, and then themselves, and just sit there when other pods need help being loaded. NPCs should help each other load all the pods in the launch group and then load themselves in last. This would make it much more efficient, and eliminate the problem of pod loading taking exponentially longer to finish up (the same can be said for forming caravans as well). EDIT: This may have been fixed - let me know if it has.

- NPCs should not shoot "Berserk" NPCs. 9 times out of 10 you want to beat them over the head and send them to the hospital, not riddle them full of bullets, which have a higher chance of permanent damage or death.

- Animals should stay put when being trained or tamed. Same for prisoner colonists. Animals or prisoners walking around aimlessly while they are being handled wastes time.
#12
Quote from: zizard on August 07, 2018, 10:47:53 PM
I just turn off bedrest.

Y'know I never considered doing this. I assume that pawns heal faster when having bed rest though, right?
#13
Quote from: Koek on August 07, 2018, 05:26:00 PM
Impressive list, but

Quote- (BUG) Colonists constantly stopping construction before completion (deep drills, generators, etc.) to do other things like eat or sleep.

Have you ever built a marble royal bed?

Cheers :)

edit: My point is, that's not a bug.

Yeah maybe not a bug. Though there are few structures in Rimworld that really take that long - I'm talking faster structures like deep drills, walls, etc. I'd understand if colonists took a break to build big structures, but it is quite annoying to have to micromanage a pawn to finish the 99% complete structure because they got ADD and left to play poker.
#14
How do I enable the fun points graph + the rest of it?
#15
Quote from: Tynan on August 07, 2018, 06:04:04 AM
Thanks for taking the time to write Dubs.

Any time. Hope it helps! If you need more info or elaboration, let me know.