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Topics - SpaceDorf

#21
After thinking about how a  mod had some stupid research requirement for its items,
I realized how powerful and central  machining is.

After slogging through bows and arrows and swords, having to rely on traders and pirate drops for halfway decent weapons,
the best defense being the turret and a killbox .. finally you get to produce your own guns and armor.

All the guns but two. And the ability to break down mechanoids.
Which makes the decision which guns to build only a matter of how much ressources I have, Instead of what can I do
and therefore my point stands that machining makes most firearms useless.

---- Interruption ----

after just checking the research tab again I realized that microelectronics is no required for machining as I thought it was ..
this makes part of my argument moot, since you can reach machining earlier than I thought
and right now I can't tell if it's a Alpha-Version thing or mod related .. my research tab is really cluttered.
but I think the point is still valid

---- End of Interruption ----

My proposal I want to discuss here is as follows.

I would prefer if the abilities of the Machining Table were a bit more spread out.
Making Pistols or Revolvers, Shotguns and Bolt-Action Rifles at the Electric Smithy ( to have a bit of difference to Tribals )

And Modern Weapons finally at the Machining Table.
Spacer Tech takes extra research anyhow.

Disassembling Weapons for Parts should also go to the Machining Table,
while disassembling Mechanoids should go to the Electric Smelter.

Before I wrote myself in another emberassing situation I checked facts :

The crematorium and the electric smelter should change places in the research list.

A Crematorium today is gas powered and reaches only about 850 °C.
While Iron has a melting point of 1150 °C and Steel of 1200 °C and above. ( making steel from iron actually creates heat up to 1600 °C and needs cooling by mixing scrap steel into it )

For future Tribal Stuff .. starting with the simple fireplace pottery and ceramics use the same temperature ranges as above ..
( and as I just relearned the technique is about 30.000 Years Old .. )

Finally Electric Smelting can create 3500 °C  .. which in my oppinion would be about right the mechanoid material plasteel, which is made to endure space and re-entering a planetary atmosphere.

So Tribals get a cheaper smelter to use all the scrap metal that is lying around, while the Electric Smelter should actually require Machining as basic research, because a sustained arc of light needs a bit of know how.

I hope no one is to confused by my rambling .. whats your oppinion on this ?
#22
A cheap strategy to deal with the outpost quest :

Drop a single pawn with lots of food,
create a restricted area for your pawn and starve them out ..
the restricted area should denie a zone of about 20 + 45 tiles around the center of the base
20 tiles is approximately the roaming radius, 45 tiles is the range of the sniper rifle ..
you can choose less, if the enemy has no snipers :-D

Meanwhile tame some caravan animals to pickup all the good stuff the enemy will drop, and build a prison to capture the exhausted enemies you would like to keep or have useful parts.
Or Mine for ressources to build pods for sending stuff home.
#23
Ideas / Caravan Travel Timer
July 20, 2017, 07:47:52 AM
What I want is just a small Number in the Pawn Bar,
which shows me how long it will take for my Caravan to reach it's target.

#24
I asked myself, while thinking on how to improve medical bills.

Because in the defs the recipies are basically identic.
Skill Required, Work Required, Ressourced Required, Output .. and so on ..

This would resolve quite a few problems in an instant :
Now you can see which skill is required for the medical bill.
Which Items you need, so you don't have to wonder why some bills never get done.
Finally you could also read the description provided for the Medical Bill.

You could set which Medicine is to be used ( overwriting the setting of the pawn )
.. which could also open the way to more complicated operations

and finally reduce the number of recipes to just a hand full .. instead of having to write an extra bill recipie for every band aid
that gets put on a knee ( slightly exagerated ) by using the inventory system. ( where most of the bodyparts are allready defined as items )

Which gives us following Recipies :
Remove/Amputate
Implant
Replace
Treat ( sickness ) - which could include/enable self-treatment at lower levels

====== EDIT ======

Forgot something :
Medical Bills get deleted on failure .. which is also pretty annoying. Which would also be better if treatet like crafting bills.
#25
Some thing I never actually cared for where Animals in Winter ..
it is a measly -5° C outside and grass is still everywhere.
Only my pets walk around with malnutrition ?
Why is grass suddenly not good enough ?
#26
Mods / Thank you, Modders.
June 20, 2017, 03:27:27 AM
Dudes and Dudettes,

you rock. You make an allready awesome game outstanding.

Just had to say it again, because your work for A17 is just amazing.
#27
General Discussion / The Promised Land
June 02, 2017, 01:45:55 PM
I finally found the holy grail of a landing spot .. at least for me.

A mountainous map with granite and limestone,
sitting atop a anciant asphalt road and a large river and five villages connected by road in the vicinity.

Seeded by the amazing : Vikky

Proof attached.

[attachment deleted by admin due to age]
#28
Ideas / Production Amount Setting
April 24, 2017, 11:02:34 AM
I would like to have an optional Setting for producing some Items in Bulk.

All production bills that produce direct results.

As seen in the attached picture, there would be some simple production buttons on the menu. The Worktime increases itself and the skill needed for the bill increases as well. Which also works as a hard limit on how many Items can be produced at once.




[attachment deleted by admin due to age]
#29
Well Topic Says it all,

just to repeat.

I have Steam and a Working account.
I don't have Rimworld on Steam nor do I want to ..

Neither do I want to start a discussion about the pro's and con's of steam.

I just want to know .. how do I get Rimworld Mods from Steam without having to install Rimworld on Steam.
#30
I wanted to start a Hardcore game, but forgot at the start.

Is there a way to change the game during play, because I really like the status so far ..
#31
I want the Repair worktype back ..

And the Skilltype / Worktype Discussion has shown, that the game would greatly benefit from a more detailed Worktype distinction.

Short Explanation Interlude - > Basically this works like Crafting, Same Skill different Worktypes.
And yes, I know and use Fluffies Worktab .. but I want something in between no control and absolute micro.

My personal Wishlist would be :

Construction into    : Construction, Deconstruction and Repair.
Grow, Plantcut into : Plant, Harvest, Woodcutting and Foraging ( maybe merge Harvest and Foraging *shrugs* )
Doctor into             : Surgery, Doctor and Nurse
Warden into           : Warden, Negotiate ( Hospitality Mod ) and Nurse
Hauling into           : Haul Food, Haul Items, Haul Bodies/Refuse and Refuel ( WHICH BELONGS RIGHT AFTER DOCTOR !! no more darkness .. power outages and remaking assloads of  bills )

This may sound a bit Dwarvy at first, but think about it .. you could actually use the simple checkbox work settings.
#32
Help / Mechanoid Grave or Building
March 28, 2017, 07:49:39 AM
Hi,

I would like to create a building, which needs a Specific Mechanoid Body as Ingredient. But can't find the right code for this ..

In lack of this a Sacrophag for Mechanoids would also work ..

My Ingredient Code so far :


  <costList>
      <MechanicalCentipede>1</MechanicalCentipede>
      <Steel>20</Steel>
      <Component>4</Component>
    </costList>



#33
Ideas / Empty Fireplace and Torches - QoL Suggestion
March 26, 2017, 11:40:52 AM
When Fireplaces and Torches go out, leave behind an unfueled building like the other fueled Buildings in game !

It is really just tribal/early - player busiwork to replace torches or the important fireplace with set up orders , especially when the torches run out at night, next to a stockpile of wood ..
#34
Ideas / Define Number of Factions at World Gen
March 24, 2017, 10:48:20 AM
I would like to have a World-Gen Option to define the Number of Factions on the Planet at Worldgen.

Sometimes I like to have a different distribution of factions on the planet.
Instead of rerolling and guessing seeds all the time, I would prefer it to set the number of factions before the World is generated.

Tribals : 2
Industrial : 0
Pirates : 5
ModFaction1 : 0
ModFaction2 : 1
....
#35
General Discussion / Best Weapon to train Shooting ?
March 15, 2017, 04:15:37 PM
What is the best Weapon to train shooting ?

Meaning the least cooldown and aim time.
#36
Help / C# Development other than Visual Studio .Net
March 14, 2017, 09:49:54 AM
Are there any other Good! C# Editors out there that are less anyoing and invasive than .Net ?

Something more lightweight with less featuritis and with a better work/loadtime balance ?
#37
Maxim 14 : "Mad Science" means never stopping to ask "what's the worst thing that could happen?"

The Seventy Maxims of Maximally Effective Mercenaries is a part of my favorite Sci-Fi Webcomic Schlock Mercenary by Howard Taylor

I always wanted to publish a mod, but I have not finished one yet, so I start this one as public project.

My goal for "Phase I : Mechanoids Madness" are Science Projects based on scavenging Mechanoid parts and use them to improve stuff throughout the colony.

On the List are :

Turrets ( boooring, but needed, based on Mechanoid Weapons )
Implants and Bodyparts ( more interesting, based on Mechanoid Body Parts )
Weapon and Armor Upgrades ( based on Mechanoid Parts and Materials )

.. and lets see where Science leads us from here.

I still wish for an Artist with some inclination towards Mechanoids.



#38
Ideas / Half Speed
March 03, 2017, 11:16:35 AM
I can't remember reading this before.

But for the sake of my sanity I would like to have a setting between normal speed and paused for micro intense combat.

8 poorly equipped tribals against 6 mechanoids is fun, but I would like to have more control. Since I have neither IEDs nor Sniper Rifles.

All I got are 2 Assault Rifles, a Uzi, shotguns pistols .. and thank armok a shield and grenades .. no emp though.
#39
Ideas / Throwing Weapons and Shields
March 03, 2017, 10:50:26 AM
Throwing Weapons and Shields should work together.

Grenades and Pilas don't have the same force behind them as Guns do,
and a Swordstrike has more kinetic energy than lobbing a grenade.

So to make shield more than a bullet sponge for unusables, make some guys more dangerous with it ..
#40
Ideas / Radioactive Materials ( Uranium )
February 21, 2017, 09:22:58 AM
Poison ships can kill the area around them.

The Crashlanding Mod has a Reactor that causes Radiation Damage ..

In my oppinion Uranium should be dangerous too.
I am to lazy to look up the real science here, so if someone is offended or knows better, please chime in.

It should just have a small radius around it, that causes radiation poisoning .. the "ore" tiles, the mined stuff and even stuff made from it,  if not proper shielded.

In addition to that I would love to see some toxic waste deposits on the planets ..
Toxic Barrels in Tombs in the Mountains,
Poisonous lakes and so on .. not many but a small chance of this happening ..

modern societies have the habit of leaving such filth around, especially after bombing themselves back into the stone-age