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Messages - Ambaire

#1
Quote from: TheMeInTeam on July 20, 2018, 11:17:44 AM
Maybe one day using automatic hunting won't be a false choice.

Until that day we're stuck with draft hunting to be safe.


Complete agreement. Also, lol at that mod warning. Completely senseless.
#2
Yes, please.

If a lore reason is needed, consider that each type of deposit would probably give a unique radar return.
#3
Why can RimWorld livestock eat kibble? You don't feed livestock meat in real life...

https://en.wikipedia.org/wiki/Cattle_feeding
#4
If a solar flare is intense enough to shut down all power, then it's also intense enough to cause circuit overloading in the form of random voltage spikes.

I suggest that a solar flare also be an enhanced Zzzzt event. When it hits, your batteries will discharge and a number of devices will overload, explode or become damaged and require repair. If you have long, straight power conduit runs, they would resonate with the field impulse and cause additional damage.
#5
Ideas / Re: An easier way to compare objects?
July 07, 2018, 09:55:50 AM
I'm curious if the OP has ever played Eve Online. The compare tool in that game is the first thing I thought of when I saw the title.
#6
Ideas / Configurable tooltip delay
July 07, 2018, 09:39:05 AM
Let us configure the tooltip delay.

I suggest a slider with a minimum of 0ms and a maximum of 1000ms, with 100ms increments. Or possibly 50ms or even pixel increments, as below.

I prefer no tooltip delay (instant).

As it is, the unconfigurable default's slight delay means it's impossible to use the snipping tool to take snips of the game window with tooltips included, as the delay before snip selection begins is shorter than the tooltip delay.

Edit: And, for an example of how a different game (Factorio) does it: (0-500ms, pixel increments)
#7
I heard that if you put a growing zone over the area and disallow sowing, the pawns will harvest stuff when it reaches 100%.
#8
Ideas / [Forum] Allow quoting selected text
July 02, 2018, 04:07:57 PM
Mods, not sure if this is the right subforum for this or not, but I'm not seeing a better one.


How hard would it be to add this feature to the forums? Some other forums that I use allow one to select text from a post and a thing will pop-up with 'quote selected text'. This feature would save a lot of time and effort, as otherwise, one must quote the entire post and then manually pare it down to what one wants to quote, multiple times if one wants to address different parts of the same post.

Here's an example of how this works on Klei's forums, for Oxygen Not Included.
#9
Quote from: Broken Reality on July 01, 2018, 09:01:51 AM
Oh one other thing has the construction/repair priority changed? My builders would ignore anything in need of repair if there was anything queued up to build. To get them to repair I have to either forbid or cancel all construction plans. In the past I used FLuffy's work tab mod and that gave the option to set priorities for sub categories for skills ie repairing. So I could have a builder set to repair things and others left to build first. Right now I have a lot of damaged walls and things and they are insisting on replacing my stone floor with carpet rather than fix things.

It used to be repair then construct, then people complained because builders were repairing 80% walls before building new walls, so it went to construct then repair.

We really need separate repair and construct priorities in the base game.
#10
Ideas / Re: Fight Fire Area
July 01, 2018, 06:16:32 AM
Agreed. We need separate repair and firefight areas.
#11
Quote from: Serenity on June 30, 2018, 11:10:18 AM
But a trader spot is easily abused to kill traders and steal their stuff. Either by weapons fire or some sort of heat trap. Lot of people do that already - especially on ice sheets. As a mod that's perfectly fine and I really like it (in fact a post by me inspired its creation), but putting it into vanilla isn't as simple

I would assume that this trader spot would be coded to ensure that any harm of the traders while at the trader spot would result in negative faction relations. Hence, no exploit.
#12
Quote from: AileTheAlien on June 30, 2018, 10:57:22 PM
Maybe anything large enough that a pawn can't lift it, isn't movable?

Solution: Add multi-pawn hauling. Have 2+ pawns needed to move the item to the new location.
#13
Quote from: Zombull on June 30, 2018, 05:59:49 PM
Hay deteriorates way too quickly outdoors. I should be able to keep animals outdoors and feed them without the entire hay bale deteriorating before they can eat it. It should deteriorate very slowly anyway unless it's raining and having a roof over it should greatly reduce its deterioration rate.

Is this outdoor hay sitting on a constructed floor or on the ground? I grew up on a ranch with cows and stuff and we fed a lot of round/square bales to them. If a hay bale is sitting on the ground, the bottom of it will get moldy fairly quickly, especially in damp weather, even if they're covered with a tarp or whatever. Admittedly, this is on a timescale of RL months... considering a RL year is 365 days and a Rimworld year is 60 days. How quickly does the hay decay?


Quote from: Jstank on July 01, 2018, 03:42:19 AM
That doesn't make any bit of sense. If this person spent his life scavenging through wreckages to find interesting stuff, then WHY THE HELL CAN'T HE HAUL!?

There are a lot of backgrounds that disable hauling in this game and most of them don't make any lick of sense at all. Before we wrap a package on this game can we dial back the amount of disabled hauling that occurs in characters? It should really only be for health reasons that these pawns can't haul.  EX: Bad Back!

100% agreed. Way too many backgrounds that disable hauling for no logical reason.

Quote from: Tynan on July 01, 2018, 05:52:37 AM
Rename ultratech medicine -> glitterworld medicine

Thank you!
#14
Ideas / Re: Suicide mental state
June 30, 2018, 11:38:50 AM
Quote from: Adamiks on June 30, 2018, 06:15:10 AM
The counterplay is not having your colonists get an extreme mental break. Seems bullshit? It really isn't, you need a *lot* of shit going on to get to extreme mental breaks.

Eh, not really. A few days into a colony the other day, I had someone with a minor alcohol dependency join. I had no alcohol, so she went into withdrawal and the mood malus combined with the early simple living conditions meant she was in constant extreme mental break state. Ended up having to put up with that for the next 30 days or something until it finally wore off.
#15
Quote from: Sirsir on June 30, 2018, 10:41:27 AM
They walk into your rooms at night, disturbing your sleep, giving you stress, watching you lovin' like a bunch of creeps.

Agreed, this is really damn annoying. At least stop them from wandering into living areas...