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Messages - kingtyris

#166
Ideas / Re: Roads for faster travel
September 21, 2014, 02:50:30 PM
This is already somewhat achievable. I build stone tile floors along any pathway I think my colonists might use often, which grant them %100 walk speed. It isn't much of an improvement over the I think %93 speed most outdoor ground grants, but its just a little something I do for fun more than anything. On maps this size, I don't really see the point in dedicated purpose built roads.
#167
Ideas / Re: Your Cheapest Ideas
September 21, 2014, 02:40:59 PM
Also, please rebalanced the warden job so that wardens prioritize feeding and caring for prisoners over socializing and trying to convert them. I've had prisoners starve to death right after a friendly chat.

Speaking of food and starvation, please have settlers prioritize the harvesting and hauling of foodstuffs over most other tasks once the Low Food or at least Starvation status is triggered. My settlers starve to death while they lay down floor tiles I forgot to cancel X(
#168
Ideas / Re: Rainfall and plant growth?
September 20, 2014, 01:39:51 AM
Quote from: Mystic on September 19, 2014, 05:27:51 PM
Quote from: Tynan on September 19, 2014, 03:20:47 PM
It doesn't affect plant growth.

Just because having it do so would require another big system to track moisture per-square. It would have to be saved/loaded, updated, etc... The ecology is unstable enough without adding another factor in.

I was merely thinking of this being a straightforward, global scaling factor for the growth rate of any plant life that is classified as "outdoors", based on how long it had been since the last rain event, just stored as a global timestamp value.  I thought that the "roof" mechanic might provide an easy, ready-made statistic to make the determination of what plant squares are "outdoors" and hence affected by this scaling factor (a statistic which would be entirely appropriate in this case, since the presence or absence of a roof is primarily what determines the effect of rainfall on the ground underneath).  But if you say that this would need to be handled separately for each square, then of course there may be more going on underneath the hood with plant growth rates than I would have guessed.

Oh well, it was just my Rimworld thought for the day.  :)

This guy. He makes a good case.
#169
Ideas / Re: Sandstone and Glass
September 19, 2014, 01:39:08 AM
I really like this idea. Early windows could be little more then a hole in the wall with some shutters, while after you are able to produce glass you unlock better glass windows.
#170
This, this, so much this. My colonists need to stop killing themselves through stupidity.
#171
Ideas / Re: temperature
September 19, 2014, 01:32:05 AM
I would love to see this. I like the idea of arid or frigid biomes necessitating different methods of heating or cooling your living space. And tying the decay speed of food items to the temperature, so that I can make a climate control cooled room and use it as a refrigerator!
#172
General Discussion / Re: Alpha Seven
September 18, 2014, 11:32:05 PM
Seems like it will be soon. The changelog is showing less new content and more bugfixes and balancing.
#173
Ideas / Re: Your Cheapest Ideas
September 18, 2014, 11:15:37 PM
Some of these may be repeats, but oh well, they must just be good ideas if so.

-Tranq gun. Short range, high chance of incapacitating target
-Tranq rifle. Tranq gun with longer range, but MUCH slower rate of fire.
-Metal doors/gates. Very strong, but slow to pass through and don't conduct.
-Raiders that target open supply dumps and make off with your resources
-Tools and equipable items that provide a buff to a related skill or skills, also increase the odds of the colonist prioritizing related tasks. So, a hammer would provide +1 to construction, and the colonist would choose to build structures more often, etc.
-Lightning rods. Expensive, but during thunderstorms lightening strikes will be biased toward occurring closer to the rods.
-Colonists prioritize their own vital needs over other tasks. No hauling supplies to a construction half way across the map when you are urgently hungry exhausted and nearing a mental break. Or rushing to repair a turret under a hail of fire from attacking mechanoids.
-When mining, deposits have a small random chance to drop silver instead of metal.
-Medipods. Unlock after researching cryopods. Work like medical beds with a much higher chance for speedy and complete recovery.
-Half sized solar cells. Good for tight areas with low energy needs.
#174
Bugs / Sound cuts out.
September 18, 2014, 11:10:29 PM
This has happened to me at least twice. I'm not sure if it is related, but the second time I noticed was right after an autosave. I had to restart the game. Hope this helps.