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Messages - SpaceDorf

#3946
Ideas / Re: Why no trade post?
July 26, 2016, 09:09:19 AM
Quote from: Shian on July 25, 2016, 07:11:40 PM
Oh, look! Even better!
Bought a new hen only to have it be dropped outside where it got attacked and eaten by a wild fox almost immediately. By the time I even gave the order to go kill the fox it was dead.
Why did the drop ship not drop it in the orbital station area?! It's wide open, only a few stacks of junk lying around.

Why is the stuff I trade for constantly getting taken away?

Bad Luck :)

It does not have to be a special trade post, but I support the Idea of setting a visitor area,
if traders don't hang around in the kill zone they lead their muffalos to my farming area where they eat the crops,


there are so many social mods out there, why not set a visitor area in which visitors of the colony will stay.

you can design your trading post for yourself, beds, stables, even offer awesome food and your colonists could mingle with
the visitors.
Family members could actually talk to each other, the traders could tell stories about the rest of the world ..
in such small comunities a visiting trader is actually a big event. Which could also give you social points with the faction
#3947
Ideas / Re: Give the ability to set what pets eat
July 26, 2016, 08:59:13 AM
Maybe even a hopper like building,
food bowls for cats and dog  and troughs for the bigger animal.

and when those are not maintained, yes the go searching for food the should not eat.
#3948
Ideas / Re: Prepare Carefully integration
July 26, 2016, 08:53:36 AM
Yep. The Name of the scenario is also easy.

Settlers

They actually arrived where they wanted to go :)
#3949
Ideas / Re: Events Log
July 26, 2016, 08:46:05 AM
Quote from: b0rsuk on July 25, 2016, 05:07:04 PM
Quote from: Shinzy on July 22, 2016, 10:03:17 AM
The history tab used to put any major events in there (like attacks and colonist deaths and so)
not sure why it isn't a thing anymore

Tynan said in a forum for testers that there was too much to display in there and it as getting cluttered. I think it's a flawed argument, I made digital nautical charts and they deal with information flood by letting you enable/disable layers. Finally, alpha14 was missing half of the events and event logging would make it much easier to detect such regressions in future.

Yes. And I don't want it on the history graph, because I don't want to go hunting for dots on a line.
What I want, is a simple scroll down list of all the events / notices that get posted on the main screen for me to look up.

Sorted by ingame date, colorcoded like the messages ( red, blue, white )
Bonus point for filters and a search option :)

Nothing more. But nothing less.
#3950
Ideas / Re: Your Cheapest Ideas
July 26, 2016, 08:34:06 AM
Quote from: bechtoldj on July 25, 2016, 02:48:19 PM
Add bullet casings as a left over graphic on the ground after a fight. It could be cleaned up just like vomit, blood, dirt, ect.
It would add a cool effect to demonstrate the fierceness of the fight and just add a bit more realism to the combat.

+1 I like this one :)
#3951
Off-Topic / Re: Count to 9000 before Tynan posts!
July 25, 2016, 06:09:18 AM
3
9
2
8
#3952
Off-Topic / Re: Count to 9000 before Tynan posts!
July 25, 2016, 02:08:07 AM
3924 ?
#3953
Quote from: Chibiabos on July 15, 2016, 12:44:12 AM
Looking at the Steam EA page for Rimworld, it says it will unlock "in approximately" 12 hours.  Its currently 20 minutes to 10 p.m. here in Pacific time, so that would put its unlock at around 10 a.m. Pacific time/1 p.m. Eastern or 5 p.m. GMT.

I don't know if we'll get e-mails with our keys at the exact same time, or maybe just before, or maybe just after.


HOLY CRAP !!! Chibi, you nearly gave me a heart attack.
I have steam, but I don't use it very much and it took me a while to figure out you mean Early Access.

Please refrain from using EA in conjunctere with games I love.
#3954
I have not looked on the map, but elevation should effect the average temperatures, higher up means colder on the average.



QuoteIn alpha 13 the poison ship killed my hydroponic farms!
I don“t know how you are making food without hydroponic in a toxic fallout setting!

Greenhouses should help..
#3955
Off-Topic / Re: Count to 9000 before Tynan posts!
July 24, 2016, 05:51:13 PM
3922

Quote from: milon on July 24, 2016, 03:47:46 PM
3921

Quote from: Tacopaco on July 24, 2016, 10:21:13 AM
3917
i think we're all starting to go a bit mad...

Starting? Who's starting?

*points and shouts*
She did, She did *cough* I mean he did. He did.
#3956
Ideas / Re: Your Cheapest Ideas
July 24, 2016, 05:45:41 PM
Quote from: thuban on July 24, 2016, 03:34:27 PM
A "funny" trait, to help thoes poor ugly guys not to be rejected.

How about a Emphatic trait as counterpart to abbrasive ?

The Pawn says nice things to others that make them feel better.
Also Wardens should be able to do the Cheer-Up Work like Doctors, but not only on Patients but also on soft-breakdowns and
other bad mood condition, act as the Colonies Therapist.
I mean if the guy can talk a lunatic murdering hobo into joining the colony ..
#3957
Ideas / Re: New Map Idea
July 24, 2016, 02:46:05 PM
Quote from: Peterowsky on July 24, 2016, 02:12:40 PM
I don't think that these should be a separate map, but rather an underground areas achievable by digging down. Like, if you dig down you might come across a cave or a cave system. I do like your creativity and ideas though, especially with the creatures.

Sorry to shut down your Idea, but Tynan has stated several times that there will be no Z-Axis.


On the other hand I love the Idea of caves and a cave colony. ( +1 for that )
Maybe you should update your Topic that it includes caves.

And I support every Idea that brings new weird stuff to Rimworld. ( +1 for every weird creature or plant :)

The ingame implementation would not be too hard, you just need to crank the mountainous areas to eleven with only a few access points to the outside ( meaning the surface ). Hidden areas are allready in the game, just give them a added cavern generator.
The fun part is that undiscovered locations should still be accessible by outsiders. Meaning if you have not discovered the second or third entry to the cave system which is connected to your colony you don't see the badguys coming.

Also small caves would improve all other maptypes in making them the preferred homes for some predators ( hibernating bears and other critters ) which they will defend ferociously.


Also there should be cave-ins which could be caused by .. whatever .. I have no real knowledge in mountaineering, spelunking
or underground construction.
#3958
Ideas / Re: Your Cheapest Ideas
July 24, 2016, 02:20:28 PM
Two small Suggestions :

Give a priority option to workbenches like storage zones allready have.
So I can make some things more important than others.

Second stolen and maybe repeated from Havan_IronOak

QuoteAllow Power Switching as part of a task. Even my best cooks leave the stove on overnight. And does the Fueled Smithy really need to be lit when not in use?

Modified to : Please give powered workbench a conserve power option to turn them on/off before tasks
this should be offset by some extra time used to power up the workbench.

Or waste power to conserve time.

Quote from: Mendel on July 24, 2016, 02:09:36 PM
tldr: if job produces raw material, check if the raw material is needed by the same pawn in his next job before hauling it to a stockpile.

Split cooking work into butchering and cooking works.

When doing Job 1 that produces raw material A, do not haul raw material A into stockpile if you immediately need raw material A in job 2 that the same pawn is set to do next. instead haul raw material directly to where it is needed.

example1: pawn is butchering an animal (job 1) and cooking simple meal (job 2). Do not haul the raw meat to food stockpile between these job steps.

example2: pawn is chopping down a wood and after that he is going to make a wooden stool. do not haul the wood to stockpile between these jobs.

follow up idea: Set a pawn as a stockpile

butcher  should be giving raw meats directly to cook when two different persons are doing these job steps.
wood chopper should bring wood directly to place where another pawn is building something that requires a lot of wood

Some of your concerns can be adressed by setting the job to drop the ressources on the floor instead of bringing them to the optimal stockpile.
Especially in food production its optimal to set up the butchers and stoves next to each other in a cooled and enclosed area
with the stockpiles directly next to them.


#3959
Ideas / Re: Frequent Suggestions Topic!
July 24, 2016, 02:06:03 PM
Quote from: Havan_IronOak on June 29, 2016, 11:05:03 AM

B) Decrease the number of "Chronic" conditions or allow cures for them. I've got several asthmatics and a few people with brain and stomach parasites  that I'd really love to fix but haven't found a way (yet.)

C) Allow Power Switching as part of a task. Even my best cooks leave the stove on overnight. And does the Fueled Smithy really need to be lit when not in use?

D) Allow storage zones to optionally specify quality thresholds. I'd like to stock a weapons locker with superior or masterwork weapons while relegating the lesser quality weapons to my "trade zone."  Several releases ago there was mod that did that but I haven't seen an up to date one in a few releases.

I only noticed in between, that I am not in the Small Suggestion Topic, but a few quick answers.

D allready is implemented.

C I don't think fuel is used when the fueled worksation is not in use

B asthma can be cured by putting new lungs in the pawn.
#3960
Ideas / Re: Berserk!
July 24, 2016, 01:56:34 PM
Quote from: Boston on July 22, 2016, 06:57:09 AM

3) I agree with you with regards to multiple people sleeping in the same room. In fact, it wasn't common for people outside of the very wealthy to get separate sleeping quarters until the 1800s/1900s. However, the more serious debuff is in the form of "disturbed sleep", as that one stacks for each pawn moving around.


Oh, I noticed for myself you can avoid the disturbed sleep debuff in a large sleeping area by placing the beds far anough apart
I have not figured out the best distance yet, but I think 4 tiles is enough to not disturb the sleeper.