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Messages - Ashe

#1
Ideas / Re: Your Cheapest Ideas
May 03, 2019, 05:44:17 PM
Changing the message given for when you get faction rep for healing a guest/releasing a prisoner from "x left the map healthy" to something more like "x left the map alive", as in my experience they don't really need to be healthy at all, just able to hobble themselves off the map, so giving that message and saying healthy is a bit misleading if the first time you did have them at full health and use that message to inform how long you keep prisoners etc to get the rep.
#2
Looking at the research tree, I noticed two strange inconsistencies when playing a tribal game.
The first being Sterile Tiles, which doesn't seem to have a particular reason to be post electronics research. I also find it strange that you can make sterile tiles before regular metal tiles, if you research it before Smithing. Because of this, I think Sterile Tiles should have Smithing as its prerequisite instead of Electronics.
The second was Packaged Survival Meals, which for some reason requires not only Electronics but also Nutrient Paste to research, despite not needing either to actually make them (because of fueled stoves). Thus, I think it should have neither as a prerequisite, and could then be researched immediately for any faction (of course, it already is for arrivals regardless).
#3
Ideas / Re: Your Cheapest Ideas
April 27, 2019, 08:11:22 AM
I would really appreciate it if vents and coolers that were places vertically were changed to 'connect' with wall textures. They look really strange and unappealing as it is. A quick-n-dirty example of what I mean is attached.

[attachment deleted due to age]
#4
Ideas / Re: Your Cheapest Ideas
April 21, 2019, 08:37:14 AM
Also, add a toggle on transport pod launchers to automatically rebuild the pod when it's launched.
#5
Some may disagree, but I personally think that generating pawns with a trait pool that includes so many purely negative traits results in all but a few of them being not only unattractive, but also boring. I believe the game would be a lot more interesting, and I would consider it personally more fun, if the the majority of traits that currently are purely or mostly a negative effect on the pawn were reworked into traits that are a tradeoff. A good example of what I mean are Bloodlust (a lot of positives weighted by a large negative) and Neurotic/Very Neurotic (a 1 for 1 tradeoff). Here are my ideas for how the problematic traits could be dealt with:

Abrasive - As well as the existing slight/insult increases, Abrasive pawns would now be more likely to make romance attempts, for better or for worse, with an increase to the chance that these attempts succeed (as it could be seen as courageous by the one being romanced).

Annoying Voice - Two pawns with this trait will feel a connection with each other, instead getting an inverse +25 positive relationship bonus.

Body Purist (and Transhumanist) - No longer consider prosthetics (that is, parts worse than their natural counterpart), a machine part for the purposes of both Body Purist's penalty and Transhumanist's bonus. The fact that a Body Purist will feel that they're a spooky robot monster or a Transhumanist will feel like their machine body is becoming more complete when you install a cochlear implant on them is not only silly but not particularly balanced either. Not to mention, a Body Purist being upset that they're having arms at all in prosthetic form as opposed to stumps from being in an explosion is infuriating, and makes the current Body Purist one of the traits I refuse to have in my colony. If it were changed so that only bionics applied these penalties/bonuses, it would be much more palatable. There could also potentially be a small mood bonus of say, +4 for Body Purists who don't have any bionic parts to mirror Transhumanist and make it further less of an issue.

Chemical Fascination - Chemical Interest does what this trait does much better, so I suggest removing it. I'm well aware that there are plenty of people who OD from binging drugs in real life and that this trait is perfectly realistic, but it's just not fun and is a complete nightmare to have in a colony.

Chemical Interest - Despite my previous comment, this trait could also use some work. I suggest axing the 'ignores drug policy' part of this trait, and only have that when they go on binges or are addicted to something (I'm not sure if this is how it works already or not though). I also think both given the downside of random drug binges and the description of this perk that they should mechanically receive more of a benefit from pleasurable drugs. Perhaps, they could get 150% of the mood benefit that a normal pawn would receive from taking pleasurable drugs.

Creepy Breathing - Same as Annoying Voice (but for two pawns with this trait instead of course).

Depressive and Pessimist - Since there are purely positive versions of these traits, I think these are OK to keep as they are, though I would not turn my nose at the removal of all of them.

Gay - A most controversial trait indeed, and one that I too don't believe needs to be a trait. If this was handled with a variable (hidden or visible I'm not sure, but either work), it would be much better, especially if there were more options than straight/gay (the Psychology mod does this well).

Gourmand - The hunger rate difference for the Cooking skill increase was fine. Why make them have forced binges on top of that? I personally don't believe that's necessary.

Jealous - The Greedy trait does this much better by giving them a mood bonus when the perceived problem is resolved, so this trait isn't necessary. (I may have these the wrong way around, so if that's the case, vice/versa haha)

Misandrist/Misogynist - A +10 or +15 mood bonus for pawns of the same gender as the pawn with this trait would balance these out in my opinion, and I think they should be mutually exclusive (as funny as it is when you see a pawn with both).

Nervous/Volatile - Similar to Depressive and Pessimist, since it's an inverse version of a positive trait, it's less of an issue, but in this case I certainly see no reason to have them, especially so with the existence of Neurotic/Very Neurotic that achieve what Nervous/Volatile set out to do but with a balancing measure. I'd also prefer an inverse version (slower working but lower mental break %s) to the positive counterparts, but that is of course less of an issue. I don't have the same problem with Lazy/Slothful (and by extension Hard Worker/Industrious) as they have an interesting social interaction by way of the 'hard worker vs lazy' penalty.

Pyromaniac - The one anyone reading this was expecting most I'd assume. It may surprise you that I think the solution is easy though. I believe that Pyromaniacs should receive the catharsis mood buff regardless of if their firestarting spree was caused by low mood or just because they wanted to, and that they chance that they go on a firestarting spree should be 0% if their mood is maxed.

Sickly - The trait you'd never take on in a jungle environment, Sickly is perhaps the biggest offender to me, since self-tending is less effective than having another doctor (even of slightly less skill) patch them up. This means that the paltry bonus to Medicine that the trait grants hardly makes a difference to how annoying the trait will be to deal with. I personally see no reason for this trait to exist at all, but if it did, then having it be a reversal of Super-Immune and granting slower immunity gain speed would be far, far less egregious (since at least that way the pawn would die off quicker, haha).

Staggeringly Ugly - As with both Annoying Voice and Creepy Breathing, a similar social change could work here. Pawns with this trait should receive no social penalty (if the pawn they're socially interacting with is Ugly) or +20 (if the pawn they're socially interacting with is Staggeringly Ugly). I also think the Beautiful trait should function similarly with Pretty/Beautiful pawns (since stereotypically attractive people tend to be competitive with one another).

Ugly - Very similar to the above there should be no social penalty (if the pawn they're socially interacting with is Staggeringly Ugly) or +20 (if the pawn they're socially interacting with is Ugly), and that the Pretty trait should function similarly.

Teetotaler - This is the least offensive negative trait to me, but if any love was needed for it, a small mood bonus, '+3 - Clean' that occurred if they had taken no alcohol or pleasurable drugs in a certain amount of time (30 days or a year maybe?) would be nice to have. I'm not sure if this is the case already, but if not, having Teetotalers never start with an addiction when they first appear would be a nice touch too.

Wimp - To help this trait in the way I can think of, it would need a little bit of a thematic change. The description of the trait would become something like "[pawn] doesn't have the thickest skin, so prefers to stay out of the way to avoid being hurt.", and it would give a small (10% maybe?) increase to the range of weapons that use the shooting skill, as well as the existing penalty. Additionally, even though the two traits aren't mechanically opposing, having this trait appear with Tough seems really odd to me thematically, so perhaps that shouldn't occur, but it isn't exactly an issue.

Anywho, that's all the traits I wanted to cover, so if you have any questions/comments/concerns feel free to voice them below.
#6
Ideas / Re: Your Cheapest Ideas
April 21, 2019, 05:03:18 AM
Prevent skill decay from occurring when the pawn has worked on a task using that skill in the last 8 hours. Losing a skill level overnight when a pawn is already doing one skill and only that skill all day is super frustrating.
#7
Ideas / Re: Suggestion
April 20, 2019, 12:33:38 AM
Seems like you'd want to look into mods to achieve most of this as I doubt it would get implemented into the base game. I believe there is already a mod that lets you hack mechanoids and control them iirc.
#8
Go into the options and adjust the maximum number of colonies if you want to. This will allow you to settle new colonies on other tiles that will function simultaneously to your old one(s). Note that it's not balanced at will makes certain things (hunting and mining generally) a lot easier and more plentiful. If you want more than 5, I believe you can edit the number in:
QuoteC:\Users\[YOUR USERNAME]\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\Prefs.xml
On the line that says:
Quote<maxNumberOfPlayerSettlements>1</maxNumberOfPlayerSettlements>
#9
I've also experienced this when sending one of my pawns on a solo caravan and getting ambushed, having them die in the process.
#10
There's no message for tree sowing if there is a roof over the area. It only notifies you when you change the growing type to a tree if a roof is there, but if you put the growing zone in, changed it to a tree type and then roofed it, right clicking it does/shows nothing.
#11
Ideas / Zoning should not effect manual tasks
April 13, 2019, 11:53:24 AM
If you're like me, you've probably had a moment where you want a pawn to do something *just* outside the zone you've set for them, and have to go switch off their zoning to have them do the task you've set out for them. That's why I think it would be a better idea if manual tasks would ignore zoning, but still give notice to the fact that it is outside their zone. So instead of a 'Can't do x (Outside of y Zone)' you would get a 'Do x (outside of y Zone)' type message.
#12
Prisoners do have the same options as colonists for food restrictions in their health tab Prolbo.
But on the general topic, +1 to this idea, noticed this yesterday and thought it was a little strange.
#13
Ideas / Rework the 'Wanderer Joins' event
April 12, 2019, 07:28:07 AM
I'm sure quite a few of you out there can relate to the annoyance of someone deciding that they can just force themselves into your colony, causing a -3 thought on all pawns for banishing them when they are 9/10 times completely useless and not worth increasing raid difficulty for. It's not a particularly large penalty to deal with, but annoying all the same. I'm aware that you can disable the event in the scenario editor, which I have done, but it still seems odd and unrealistic to have your entire colony get upset over the banishment of someone who forced themselves into the colony. It is my suggestion that the event be reworked into 'Wanderer Offers To Join', being similar to the 'Refugee Chased' event, minus the part of them being chased, where you are given the opportunity to let them join or refuse them.
#14
If possible, I think the ability to toggle the eating of meals made with insect/human meat in the food restrictions menu would be great addition to the game, especially in colonies with cannibals but not exclusively made up of them. Attached is an example of how this could look.

[attachment deleted due to age]