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Messages - mlzovozlm

#1
Ideas / beggar quest should just act like trading
August 23, 2021, 11:03:53 AM
late game, the beggar quests can be extremely annoying when the pawns have to haul dozens of stacks to the beggars, who very likely at that point, prefer to stand at the edge of the map next to a random deepdrill site, instead of the real base
says they need 7k silvers, that means 14 round trips of a pawn hauling stacks of 500 silvers -_- or the entire base hauling the silvers to random critical stockpile of silver closeby then let a pawn do the handing over
the silver should just magically disappear like when trading
#2
Ideas / Re: Finding other factions' relics (Ideology)
August 12, 2021, 11:53:45 PM
why would the player's religion relics be on a random ass planet that their pawns fell into to begin with ¯\_(ツ)_/¯
and clarifying who the relics belong to is not something hard, different quest wordings, highlighting, etc, all those jazz
#3
Ideas / Finding other factions' relics (Ideology)
August 11, 2021, 04:59:35 AM
since there're questlines to find your own relics, what about finding other factions'?
you can help finding the relics then give them the relics to increase relation, or 'betray' them at the end and keep the relics - or hand over to their enemies, to increase 'prestige', or whatever, maybe getting even more friendly and getting even more gifts from enemies of the faction whose relics you own

basically, more quest chains, with different flavors/routes, plus faction interactions.
#4
Ideas / unloading spot
August 09, 2021, 05:31:00 AM
it's simple ¯\_(ツ)_/¯ animals with stuff on them after caravan returns got parked to a spot just like when the caravan is formed, instead of pawns having to walk back and forth the pen(s) at the edge of the base to gt the items
#5
or have a setting on clothing/armor bills for whether to dye it or not, similar to the set quality, hp, do to x ones
say if you tick (x) [dye after done if material available] then select the color, the bill would take 5 more work unit, and 1 dye as additional material 
#6
this happened to me a few times already
the donkeys/horses decided they want to have a little nap on ancient complex maps, so when i have to manually march the pawns out at the map edge, *buzzzz* [caravan lost] 🤬
and there's no way for you to wake them up aside from stabbing them
---
so...pack animals, especially the pen ones should wake up and go off into world map if no other pawn is in the map,
or there should be an option/order for the pawn to wake them up without stabbing them, and the map should remain should you dont notice the animals went to sleep and left with all the pawns,until a pawn re-enter and wake them up
or a pawn leaving the map should trigger the animals towake up, then leave as per usual like when they're awake
#7
everything was normal in .3080, but i just got a herd of muffalos went on revenge after i go to .3083

instead of walk over the barricades, the muffalos just bashed on the barricades and got shot to dead

modlist just in case:
Common Sense
Allow Tool
Cleaning Priority
Heat Map (Continued)

Medical Tab
ColoredMoodBar
Show Draftees Weapon
Relation Tab
Dubs Mint Minimap
Replace Stuff
PawnTargetFix
Quality Colors
Bionic Icons
Defense Positions
No Job Authors
Work Tab
NoLazyDoctor
LWM's Deep Storage
[KV] Save Storage, Outfit, Crafting, Drug, & Operation Settings
Injured Carry
Wall Light
*RimHUD
Search and Destroy
#8
the archonexus ending isnt really 'religious victory' since it can pretty much have nothing to do with your base's belief(s), aside from that, it's pretty grindy if you really play to reach it. The 'theme' also differs from the usual 'struggle to defend' with the 3 old ones
how about an ending in which you convert all the other factions to your ideology by having quests to attack and capture each faction's leader. After you capture them, you've to convert them to your religion then release them back so they slowly convert their beliefs to yours.
During the time the leader is imprisoned, you'll be constantly attacked

That way, there's still the usual action-filled periods, it's still differ from previous ship endings, and it's more 'religious victory'   
#9
holding ritual outdoor whenever there's a thunderstorm happens for mood buff 🤔
#10
Quote
How do you know those materials have not changed ownership?
even pawns change ownership in Rimworld ( ̄y▽, ̄)╭ try selling base in Ideology and you see ex-pawns coming back as slaves, prisoners, pirates, with different ideoligion occasionally
#11
the neural charger is always 'in use' because they're always charging up to full until the pawns can use them
if there're extra laying around not used, then you can just turn them off
the biosculpt's tuning takes so long that you just have to build 1 for every single pawn, and because it's so, you can just turn them off when you dont use them too, no point waiting 60 days to reset the tuning plus 60 days of mood debuff
#12
tldr: pawns should get nutrient paste from dispenser for their inventory, not just for when they want to eat

pawns currently dont go to dispenser to get nutrient paste for their inventory
what it leads to is that if i play a transhumanist base, with only nutrient paste + survival meal, the pawn will go to take the survival meal, which i want to keep in reserve for caravanning. Not efficient use of nutrition
i can of course, disable survival meal from policy too, however, that'd mean manually figuring out who to go on caravan, then switch them to a separate food policy which covers package meal.
Meanwhile, overyone else on a no-package policy at home wont be having any meal in their inventory - a good thing since they'll not ever eat without table, but a bad thing because they no longer have emergency meal and also waste a lot of time to get food from dispenser.
If i decide to enable simple/fine/lavish meals, those're of higher priority than nutrient paste, which leads to the dispenser being useless, and well, why use simple meal when nutrient paste is just much much superior in a transhumanist base?


 
#13
if a bunch of ducks or chickens join the colony, it's extremely annoying having the pawns taking >10 round trips just to take them all into the pens, even if you already ordered for all of the animals to be slaughtered, because leading animals to pen takes priority over killing them
you're lucky if those ducks bunch up in a corner close enough that the pawns wraggle multiple of them at once
pen animals upon joining should make their way up to the pen by themselves even if the pen is not enclosed, they can then wander everywhere if they want to
#14
im on my 2nd base but there're still notification about rituals that only exist on the 1st base
obviously no one is upset about it not being held but being noticed about it is just weird

edit: actually, never mind, it's another ritual with the same name, though eventhough there's a christmas ritual in the ideoligion, there's no [christmas tree] in ritual building list - there's no 'hey you need a christmas tree for this ritual to be eligible' when the ideoligion go created
#15
Ideas / Archonexus Quest vs Raider meme problem
July 28, 2021, 04:44:26 AM
so i sold my 1st base and made myself another set of memes, 1 of which is Raider
this is where it becomes annoying, they get a bunch of mood debuff right from day 1, -13 from not raiding, together with a bunch of others like change desire :|
all of them on extreme mental break right off the bat, and the generated work sites are impossible to raid since they're generated with the last base's wealth/pop count in mind, nothing a team of 5 can safely deal with for the moodlets