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Topics - SpaceDorf

#61
Stories / One Dedicated Hauler
August 08, 2016, 07:08:38 PM
This is the worst 4th Colonist I ever got ...

His Name is Time, and he just walked up and joined ..
As I opened the Charakter Screen I actually shouted out loud : " You have to be fucking kidding me .. "

He can't do shit ... the two jobs he is able to do are Animal Handling(4) and Art(1) without flame ..
he does not even clean .. at least he hauls ( because of mod ) ,..

at least he has one positive trait he actually benefits from ..

is there a mod to make pawns clean ?

found it ..

[attachment deleted by admin - too old]
#62
General Discussion / Area Hotkeys
August 07, 2016, 11:13:25 AM
Are there hotkeys / group keys
that make it possible to jump to preset areas ?
#63
Ideas / Change Roofs .. go the final step
August 07, 2016, 07:35:16 AM
Somehow roofing and Roomcreation seem to be off. Not really bugged per se, but the game has problems in detecting rooms,
showing roofs and following that temperature regulation.

I have two roofed over indoor farms of the same size. The walls are two thick, with two doors.

One of them suddenly plummeted to -10 degree without me changing something, while the other worked ..
half my colony nearly starved because of that, and I had to butcher most of my livestock, while I searched like crazy for a non existing leak, missing roof tile or whatever happend.

What helped was reconstructing the doors and reinstalling the heaters .. so the room was reset for the game ..

That said, I really like the fact that pawns now have actually build the roofs of their houses.

So to make an actuall suggestion :


Go the final step, make roofs equal to floors constructable out of stuff, and make it either a own category in the architect menu or put it to floors. The different materials, or even rooftypes ( solar comes to mind ) should have different strength against mortars to lure builders outside of the mountains.
I do not want to make it 3d ! I just want to order a roof to be build.

To show build roofs there should be an overlay, like the room or beauty info.
When activated you see where roofs are and which type they are, whats beneath is blocked out.
I think that sounds reasonable and fitting in the general lore and style of rimworld.


#64
Ideas / Save and Load your Current Mod Order
August 05, 2016, 09:21:18 AM
Give the Mod-Menu an option to save and load the current activated list and order.

This would make the game more user and mod friendly, because it would be easily possible to maintain
different Savegames with different mod-versions.
Testing Mods in a new world and resetting the active mods for your current savegame.
Maintaining different Mod-Trees for the Modders

I realize, even while writing, the several ways this is possible by hand, but since the game so openly supports Mods
this small addition would be nothing more than a courtesy to the players and all the awesome modders and testers out there.






I don't think this should be hard to implement,
#65
For the anti WOT Fraction here is the short version :

Myth 1 : Growing Skill affects Tree Cutting Time : Confirmed, yes it does.
Myth 2 : Growing Skill affects Tree Harvest Amount : Debunked, sadly it does not

For those who want to know more, the Idea and the Science :

The Berrybush-Growzone Thread gave me the Idea to test this one with Trees.

If you put a growzone under a tree, a Grower will come by when the Tree is fully grown and harvest it.

My point of interest there was, the grower was not able to do the Plantcutting work normally used to chop trees.
This reminded me of the question if the Growing Skill affects tree cutting time. And now I thought, why not test it.

The Experiment :

3 Pawns with Growing Skill 5, 7 and 11 were to cut down the same Pine Tree. After Each cut I reload.
Every Pawn gets to cut three times, to verify there is no random element in the wood amount.
For time measurement each pawn was drafted and put next to the tree, the game paused, the cut order was given and unpaused.

Pawn(5) : 27 Wood, 14s ;  27 Wood, 14s ; 27 Wood, 14s ( random element possibly not there )

Pawn(7) : 27 Wood, 12s; 27 Wood, 12s; 27 Wood, 12s; ( wood amount seems to be consistent but 2s faster, there is no time difference between harvesting and plant cutting  )

Pawn(11) : 27 Wood, 9s; 27 Wood, 9s; 27 Wood, 9s; ( wood amount is still consistent, again 3s faster, even if not able to cut plants )

The final result as given on top :

The wood amount harvested from a full grown tree is the same, independent of skill.
The growing Skill effects the harvest time quite obvious.
#66
Well Topic Says it all :

Whats the best Vanilla Weapon to Subdue or knock out Pawns ?

even my melee Zero guys end up just killing the enemy.

And before you ask :) No bladed Weapons where used so far. Pistols, Bows, Logs, Fists ..
#67
Stories / Silence of the Pawns
July 22, 2016, 04:38:47 PM
Holeeee Shite

Randy just blessed me with Hannibal Lecter crashlanding in my colony.

He goes by the alias of Keisuke Miranda and
is a 50 year old male actor.

His Traits are:
too smart
cannibal
beautiful

Skills
social    14 with passion
cooking 3 with high passion

#68
Well, Like the Topic said make Randy more creepy with him laughing at you



or pondering where he will put this




all in good old !!FUN!!

that I only wanted to hint at the true character of randy ;)

The truth about Randy is still :



#69
General Discussion / No Nuzzling in A14c ?!?
July 22, 2016, 12:38:30 PM
Before I report a non existing Bug.

Has anyone else experienced that animals are no longer nuzzling colonists ?
#70
Ideas / I want more "Weird and Spacey" Stuff
July 21, 2016, 02:23:24 PM
Hiho.

I hope the Topic says it all. For now I have no real suggestion on how to do that, so these are welcome,
but I am a little bit sad about the number of Earth Critters that swarm my map at the moment.

I know that the backstory says most of the worlds were Terraformed or Earthlike from the start at some point but still I would love more Alien-Feely animals and stuff. While the new additions of torches and dried meat really add to the lost and stranded feeling it feels more and more like planecrash in russia than being in space.

I really love the spelopedes, the boomrats, muffalos, thrumbos, the glowing mushroom mod, everything that has a "not quite like earth" feeling that made Rimworld special. With all the "normal" animals it feels more and more like another Dwarf Fortress Clone.

I want for Rimworld to have its own lore and stuff. Unique stuff. Remember the Tiberium-Trees ? Weird Ray Guns from Fallout and X-Com ? The Strohl Amunitions Plasma Cannon from Schlock Mercenary ?
Old School Sci-Fi Blobmonsters .. not Modern Day US Marines with Tom Clancy Detail Arsenal vs. Blue Native Aliens who are more human than humans .. still the animals where cool .. similiar but not quite there ..

I hope by now you get my meaning :)
#71
Ideas / On Medicine and Vaccines
July 20, 2016, 09:30:08 AM
I often hear the cry for the research options to Vaccines and Instanst Healing Methods.
Which I believe are as unrealistic as the "Cure for 'Plotdevice' in one Hour with one Injection"-Episodes.

Compared to real life and the Manpower and the required Tech there are behind a Vaccine, a Treatment or evan a Cure go into the Millions  ( remember contrary to TV-Talk those are/can be different things )
and every strain of mutated "super-scare"-flu needs its own vaccine and why there is no cure/vaccine for the common cold.
( until maybe white-cell nanobots )

To ease this down / gamify it just revisit the stuff thats allready there.

Herbal Medicine
Normal Medicine ( normal in Rimworld means industrial to early space age )
Glitterworld Medicine ( of the chart space age, star trek, nanotech and beyond )

I see those packages as one military/ambulance grade sealed set of tools, vaccines, antibiotics and whatnot.
Once opened the unused rest gets unusable for "not getting accounting headaches"-reasons.

So if you really want Vaccines in the Game just make Immunities to sickness stick with the Pawn for a few month/years
and give a treatment ability to the medical tab which uses up one medicine and make the Pawn Immune against one sickness for one season / year ..

-- EDIT --

I forgot the fun part.

Most Vaccines have side effects and/or show the same effects up to a full outbreak of the vaccinated illness
#72
Ideas / Hunting Spot Workshop
May 15, 2016, 09:18:53 AM
Hidiho y'all

I suggest that hunting becomes a workshop task.

Create a workshop like the Crafting Spot where you can configere the Hunting Jobs.

All questions and wishes I read and thought of myself would be easily adressed with allready given and known solutions

You can set the hunting range, skill, times and the basis of my suggestion the types of animals you want to hunt.

Thats the main thing I would like. A option where you can define which animals your hunter should go after, instead of selecting the animals one by one.

-------- EDIT ---------

the same thing could go for taming, but in that case I actually prefer the per animal approach :)