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Topics - SpaceDorf

#41
Ideas / Mechanoid Based Turrets
February 20, 2017, 08:13:50 AM
Another Turret suggestion, I know,

Fighting yet another Mechanoid Attack I was kind of sad that only Miniguns drop.

What If there was a Research that let's you turn dropped Mechanoids into Turrets ?

Use the Targeting System and Weapons of them to your advantage.
Maybe the first Tech-Levels aren't even save for you because they still attack every human in sight ..

But in exchange you get blaster and inferno turrets, maybe even scyther blade melee turrets ..

*shivers in anticipation*

oh also turrets need an actual weapon to be build should totally be a vanilla thing .. and/or turret quality
#42
Ideas / Some thoughts on Item Quality and Maintenance
February 16, 2017, 11:30:52 AM
We all know that Good Quality Items usually have a longer lifespan than bad quality ones.

I don't know if this is included ingame or not, but it should. Either by giving higher quality Items more HP or by reducing the rate in which they loose HP.

And I know it is a game, but in real life weapons do not fall apart in months or even a few years.
The rifle which was issued to me, when I did my voluntary service in the german army was older than me.
And we all know the stories of inherited swords and guns ..
With proper maintenance good quality equipment should survive through a whole game ..

In fact my suspension of disbelief is really strained with the modern "throw away" approach
Rimworld uses for gear.
To truly embrace the Western and Survival feeling the game wants to convey it needs to switch from
mass production for sales to maintenance, modification and and keeping things going.

How many sci-fi stories and episodes are there about the grand massproduction of stuff ?
How many sci-fi stories, sub-stories and tropes are there about the engineer who saves the day, duct tape, the fastes junk freighter in the galaxy and the junk the hero inherited ?

This said I want to scrath the topic of Item Quality.

How many Masterworks did the real Leonardo, Michelangelo, Raphaello and Donatello produce to become renown through history ?
How many Legendary Weapons are there World Wide ? ( or per gaming world if you wish )

They Number of those Items should be drastically reduced throughout the game.
Sure a Lvl 20 Crafter should be able to produce superior items without breaking asweat, some
of them being excellent.
But beyond that .. Masterwork and Legendary should have a very low chance to come into existence. And if you try to force it, it should be by the cost of additional time and ressources .. there will be a loss until you have the perfect flawless parts down .. compare it to the progression of meals. You can have food with base ingredients but a lavish meal comes at a loss of ingredients.
#43
Ideas / UI Goodies WE really really want
February 16, 2017, 10:43:39 AM
Title says it all, so without further ado a collection of all the UI suggestions I allready made throughout the forums and came up since.

0.) Button to show Roofed Areas ( got included since first suggested )

1a.) Button to Copy Outfit setup, same for drug policies.
1b.) Save Outfits to file.
1c.) Options to assign Outfits and Drug Policies to all/multiple pawns at once ( jpinard )
1d.) Option  to assign Weapon and/or Weapon Type to pawns for automatic equipment/reequipment  ( jstank )
1e.) Option to Assign Clothing Material

2.) Merge Zone Button -> turn 2 touching stockpiles or growing zones into one.

3a.) A Button which changes a animal area into a people area and back.
3b.) A Button to Create a Copy of an Area.
3c.) Possible additional Areas for Prisoners and Visitors

4a.) A don't Harvest Option for Growing Zones ( someone else suggested this. )
4b.) Add a "Remove on Harvest " Option on to Growing Zones, so you can change to another plant without losing half or more of your growing progress. ( Aerial )
4c.) Add the "Allow Sowing" Toggle to plant pots
4d.) Add a Priority Option to Growing Zones, like the Stockpiles, to set which Zone is more important .. ( I don't care about the trees, plant food, idiot ) 

5a.) Put the Uninstall and Remove Floors Button in more Architect Menus like Cancel and Deconstruct.
5b.) Global Hotkeys for those four options.
5c.) Global Hotkeys for the Architect Submenus ( order, structure, furniture ) ( Lubricus, dsc )

6.) Give Colonists a Changeable Profession in Addition to the Backstories, like the Nickname.

7.) DO NOT REMOVE THE MESSAGE, WHEN I CLICK ON JUMP TO LOCATION .. used to be that way, I don't understand the change. ( +1 )

8.) A complete Inventory Tab of my Colony, reachable with one click.
( even in categorized mode of the side list the unmodded list of Leathers and Meats is to long to display correctly, thus unusable  ) And since it is allready in the Trade Screen and the Create Caravan Option I really don't see the problem ..

9a.) A history Log of my Colony, reachable with one click, not some weird, completely uninteresting wealth overview I don't care about.  When It's all about stories I want to recheck when and how Dave lost his pinky-toe not how much I am worth.
9b.) A Log at least for 24 hours of the short messages displayed on the top left .. because they just disappear to fast and are to important

10.) A toggle button to display Tile Info locked onto the mouse cursor ( like rooms ), so the tile info is still visible if any other menu on the left side is active. ( +1)

11.) A BIG Temperature Display for Outside and smaller ones for definable areas ( indoors, freezer .. )

12.) Add the "Build Copy" Button to Floor Blueprints
( allready build in, the additional modded floors do not support this though )

13.) Not an UI change per se, but when a research is finished and I close the message to go to the research screen. DO NOT UNPAUSE THE GAME IN THE BACKGROUND !

14.) Add a light radius to every lamp placing the construction order.

15.) Show the stacksize of an Item in it's info page. It's good to know when sending haulers, and less confusing if there are different sized stacks in a stockpile. ( DanielCoffey )

16.) An Option were players can change the color of the Planning Tool, Stockpiles and Areas ( in that order of importance )

17.) The research tree should be accessed through the research bench like the bills on the other benches. ( Lubricus )
[ +5 so awesome and simple, I am ashamed I never thought of this myself, SpaceDorf ]

18.) Show who has nightowl trait in the restrict tab ( Gendalf )

I would like for this thread to stay in the confines of improving allready implemented features,
not suggesting completely new ones, I know some of my suggestions are arguably near the borders of those confines.

I would also like to moderate the the thread and modify the main post with additional suggestions
( and name credits ) and a ( +5 / - 1 )  oppinion system to the suggestions

===== EDIT =====

fixed some typos and we are up to 18 now ..
#44
General Discussion / Prevent Hives, Filling Mined Space ?
February 09, 2017, 11:34:55 AM
Has anyone tried this yet ?

Hive Spawn is triggered by mined out spaces.
Does filling up those spaces with walls reduce this count ? 
#45
Ideas / The perfect Colony Inventory Screen
January 20, 2017, 01:51:31 PM
Hello Forum,
long time no see.

After playing A16 for a while I got my first Suggestion.

How often did you ask yourself :

How many Shotguns have I left ?
Do I have enough pants for everybody ?
Why do I have to search 5 Screens of Stockpiles ?
Why can't I have a sortable overview of the Items in my colony ?

Everybody get ready to facepalm over the simplicity.
Because we allready have this.

All we need is free access to the Trade Screen as a Tab Screen, or function of the Comms Array.

Done.
#46
Ideas / Job Descriptions
September 27, 2016, 11:10:36 AM
I suggested this in the "cheapest suggestion thread " once,
But I would really like to see it in the game.

I would like to add a "Job Description" to the pawns, that can be changed like the Nickname.
I really like the Backstories of the Pawns it gives them .. well a past live.
But it disturbed me how it is displayed in the now.
In every tab concerning pawns I see Nickname, Backstory, which sometimes looks like this :
Hauler S12 m8, Drifter  , when I code combat Skills and Job Descriptions in there.

It would look far better and be more usefull this way :
Chucky, Puppetmaker/MBr16

All it would need is a additional Box beneath the Backstory where we can enter the job description for the pawn in the colony. Quite similiar to how you can give custom job descriptions to Dwarves in Dwarf Fortress.

It replaces nothing, it disturbs nothing, but adds a new base of connection between the player and the pawns.
#47
Ideas / Hauling Priorities
September 27, 2016, 10:58:57 AM
A thing that always gets my bloodpressure rising is, when I have designated Haulers and they still ignore the important stuff and do silly stuff first.
Like hauling all the chunks out of the deepest mines, while letting the freshly harvested food rot in the rain.

Sure I can micromanage them, and I do, but I would prefer to give indirect orders that influence the general behaviour so the pawns feel smarter to me, not a bunch of losers that can't do anything without me.

Three ways how the suggestion could be implemented :

1.) The Fluffy Way : Expand the worktab so every underlying job can get its own priority. Nice to have, but actually ignores the mentioned problems, since item types don't have different jobs.

2.) The Haul Priority Way : A designation that says .. get this stuff NOW! The most  micro one, would not prefer it )

3.) The completely Different one : A Tab where the importance of item types can be configured.
It is more or less based on the Stockpile Selection Menu, but you can change the order of the items.

So I can set general priorities for stuff. First you haul the weapons, energy shields and armor, then raw food, then meals, then other cloth items, .....

4.) The conclusion that came to me while writing. Let us setup job profiles, similiar to clothes and drugs.
#48
I have several starving Boars, Alpacas and Chicken which are restricted to a zone
which includes a field of full grown Dandelions but they are not eating it.
The Chicken where in a Zone with Grass before and started starving as well ..
When I resized the zone they happily started munching on Corn and Cotton plants .. whats wrong with them ?
#49
Ideas / Visitor should help with Firefighting
September 15, 2016, 10:20:36 AM
Because that is what guests do. I will describe Visitors and Traders as equal, Passerby's are different.

The most pressing design question behind this : it breaks suspension of disbeliev that they don't.
Visitors defend themselves against their enemies allready. They eat the colonies food sometimes, and I think no colony has ever denied medical care to a visitor that got wounded while defending the colony.
So when Visitors would respect the homezone and help out with fires it would go a long way in building a connection between the player and that faction.

For last, this effects Passerby's to. The pathfinding algorithm should treat fire differently than other obstacles because it is growing fast most of the times. It would be good if the path would try to find a minimum distance of 10 tiles or more to avoid burning areas, except when firefighting or ordered to get something from there.
#50
I had this issue in 14 before but did not give it much thought, since it where only walls at this points.

In my recent 15c game a hive deleted a battery by placing a glowbulb where the battery was.
I can live with insects destroying my stuff, but just replacing it without leaving a trace or at least some resource trash, that is a bug.

I guess it is related to this one.
Also this happened beneath the 10 tiles of mountain I dug out in this game :(



https://ludeon.com/forums/index.php?topic=25638.msg260535#msg260535

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#51
I want to know how the pawns heal.
I know about the outer functions from conciousness, sight, movement, Manipulation and even blood Filtration  ( one kidney dies from sickness, two survive ) .
But what does breathing affect ? Why do wounds close and how is hit point Regeneration affected ?

If anybody knows the answers I would be happy ☺
#52
Mods / HP of Implants same as Organ ?
September 01, 2016, 07:24:35 PM
Hi,

I am writing on my mod at the moment, and I find it strange, that replaced organs have the same hp than the old organs ( eyes, ears, heart )
I defined the new organ as bodypart, similiar to the old one, but nothing changes and I don't think hediffs can change hp
#53
Hello Dear Modders,

you are great, every small Mod shows your how much you care for this game.
Every Version you update makes this game better. Because you fullfill wishes and try out
features in a Scope Ty and the Ludeon Crew could never archieve on their own time.
And every Mod that makes it into the game shows how important your work is.

I know steam may have made your live easier in some ways, but not all of us use steam
( or want to :) )
I have two simple suggestions that make our live as players easier and may
give you a rise in the use of your mods.

First : Name the topic of your mod like this :
[A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)

-> [ Version of the Game ] is a given by now
-> your name and the mods name also
-> but please put the version number of your mod and the changedate into the topic,
it makes updating so much easier.

Second : The about.xml is your best friend. Put the version of your mod there, so we can
easily compare it to the version online and at best put the link to your mod in the file,
the faster we can get new versions the better.

Third : Take some more Credit. Name the Directory of your mod after you, like this
" FluffierThanThou-RW_Manager "
Many of you modders have many mods. If you put your name or a common name in front
of your mods it is easier to see which one are there and easier to sort in the filesystem and ingame.


Thank you for reading and keep up the good work,

I love every Mod, even the ones I don't use because I know someone else loves them as much as I love the Mods I collected for me.

Sincerely,

SpaceDorf.
#54
Stories / Nobody likes Kangaroo
August 26, 2016, 08:20:20 PM
The last attack of Tribals left me with some really happy puppy.

His Name is Kangaroo.
He lies in his comfy bed in my Prison getting patched up.
The Infection in his left foot healed pretty well, and all he does is praising his gods that all his rivals died.

If he weren't a pyromaniac who dislikes women I might have recruited him just for that.
This way, lets see if he is still happy when we release him tomorrow to return to his tribe.


Really, I never saw a dude with 3 pages of dead rivals ..



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#55
I searched and did not find one of those .. but since I begin to mix modders in my head and start to forget some things are not in vanilla yet ..
here it is :

You know you installed to many mods, when

you thought the help tab was a vanilla feature. ( for a week I really did )

you have more active mods than in Skyrim ( my personal goal , still 50 to go :) )

#56
General Discussion / AI Cores where art thou
August 24, 2016, 06:31:32 AM
I always thought every Mechanoid Shippart had an AI Core.

But I had three shipparts now and none dropped one.. two of them were poison ships one a psychic.

Is this normal or is it Randy ?
#57
Ideas / Survailance and Weather Balloons
August 22, 2016, 10:53:49 AM
I would like to see some kind of passive survailance added to the game.
The colony could build a weather or spy Balloon. I mention weather because I would also like a weatherstation in the hud :)
But that is not important now.

What this addition should do is :
The colony is able to craft a balloon, from the more stable cloth ( synththread, devilstrand ) and launch it into the sky,
tethered to an anchor.
This will add following events : a pre-warning about larger attacks, the message will read now "the brainless skull pirates send a large forece, they will arrive in two days ", "traders on the horizon " and so forth ..
Also the big weather events could be forecast a bit "black clouds on the sky suggest a volcanic winter will start in 3 days "
"the clear sky all around suggest a heatwave in the next days"

which will not make anything go away but gives precious time to prepare.

as a logical side-effect all areas with open sky on the map should be revealed after the launch of the balloon.

to integrate the idea even more into the gameplay, the balloon had to be connected to a readout station, that a researcher had to actually check on, to receive the fore-cast messages.
#58
Well, what the topic said.

I know I can find some open areas with the roofing options ..
Is there something with which I could find Geysers ?
#59
General Discussion / Trade Goods in A14
August 20, 2016, 03:50:36 PM
Are there any tradegoods worth making in A14 ?

Or is Raider Christmas the only way to get goods ?
#60
General Discussion / Taming Thrumbos or Megatherium
August 15, 2016, 04:54:01 PM
Has anybody ever succesfully tamed one of those ?

I just want to know out of curiosity. I have to Megas in a enclosed area for two years now .. and still no success in taming the f....rs .
I had a similiar setup for Thrumbos in A13 until some pirate blew a hole in the wall. Also for several ingame years without success.