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Messages - ShadowTani

#181
Yeah, the food cabinet is a mod, and having a furniture item for the animals to eat from wasn't the important part at all, the functionality of it does however matter, and I believe the food cabinet doesn't behave any differently than a stockpile (aside from being specialized for food).

What really matters, to solve the issue presented in this topic, is that the storage unit is, unlike a regular stockpile, prioritized according to which one is the most empty; this functionality would allow two or more separate areas to be stocked with food evenly.
#182
Quote from: Tynan on August 21, 2016, 10:16:24 PM
Refactor drug policies:
Every drug gets a record.
The left is a group of radio buttons for "usage" with these options: Deny, Joy only, Addict use, Scheduled
If scheduled is active, the current controls appear.
JoyGiver_SocialRelax: Generalize it to use any kind of 'joy use' allowed drug.

I hope that "usage" means you're sticking to your gun about chem interests and addicts being able to grab drugs as desired? That new layer of concern in regards to cleaning up the battlefield and getting stuff locked up before one of my more drug fascinated colonists start to dig through the corpses for loot is what made the system interesting and actually having an impact on the gameplay - even if you don't run a drug operation.

For those who want more control I much rather see a keycard door feature enabling more restricted areas instead of limiting the pawn behavior (where only colonists that you let pick up the keycards you produced being able to open those specific locked doors). That way these players won't need to lock and unlock doors manually all the time.
#183
The menu doesn't close for me when I add a medical bill... o.O Do you perhaps have mods that may cause this issue?
#184
General Discussion / Re: Stockpile logistics question
August 21, 2016, 02:50:30 PM
Welcome to the forums. :3 And yeah, your problem seems to be what eadras pointed out, there's a > arrow next to every menu object that have a sub-menu.

Looking at your pictures though, I feel I should point out that Tool Cabinets don't work with the stoves; unless you just built them for the looks that is. x3
#185
Instead of an auto-join however (really don't like those - is why I'm using a scenario with wanderer joins events disabled), maybe it would make more sense that one would get a request from such pawns to let them join - where refusing would give their relative in your colony a negative mood effect.
#186
It would be nice having a feeding tray object (maybe 1x3 or 1x2 size, kinda like the equipment rack, but for animal food) that would have the functionality that the tray with the least content would be filled first, unlike stockpiles where the closest one of the same priority level gets filled first.
#187
Quote from: Miky2911 on August 21, 2016, 08:38:59 AM
I dont like that if you smoke 10 joints is the same if you smoke 1... no multiplied effect
You don't necessarily get multiplied positive effects if you take more than one dose in real life either; same goes for other drugs, which will rather just increase the negatives and risk of overdose. Welcome to the forums btw. :3

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Tynan, found a sentence that might need to be reworked, for the Ninja Assassin background it says: "Her was often sent complete the most complex of missions" and would probably sound better if changed to: "She was often sent to complete the most complex missions"
#188
General Discussion / Re: Researching Skill Eh?
August 20, 2016, 07:52:13 PM
Still have to say it's a shame the research skill is only useful for one pawn and then becomes useless in the end-game when everything is researched. I'm hoping Tynan will eventually consider adding more "sustainable" and broader uses for it in a later patch. For example a teaching/apprentice system to have your more experienced pawns teach your less skilled pawns (which gets limited by the research/intellect skill), or maybe some repeatable research projects? Something like that.
#189
Nice, these drugs are like cheap alternatives to the pain and mood brain implants. x3 And I'm very excited to try out the deep drilling mechanism.

Only one bummer for me so far, and that is that one can't make kibble from hay anymore. Was that intended? Or an oversight when it got moved into the new plant matter group?
#190
Is your stockpiles set to be able to receive these items? And are you colonists designated haulers?
#191
If you're playing Randy then this kinda scenario isn't that uncommon from time to time, same is long periods without anything happening too.

Though honestly, these events you got where low challenge events that passes soon enough, don't give up on them. If they wipe you out it means there's something in your infrastructure that isn't accounted for. And relying entirely on turrets for defense is only going to get you so far, learn to fight strategically, you can beat a group two-three times larger than yours without losses of your own if you know how to dodge inside houses and pop out elsewhere between shots.

As for real game-trying-to-kill-you scenario's: try a chain of toxic fallout, heat wave and solar flare followed by a raid instead. ;P Entirely survive-able without save scumming, though probably not without traumatizing your monitor with a most foul and colorful language, lol.
#192
Quote from: Goldenpotatoes on August 11, 2016, 12:48:37 PM
Better yet, make it a rare chance that caravans can have 1-2 particularly nosy guests who try to 'borrow' a few items while you're busy trading with them. Alerts should work the same as above.
This is a good idea, I'd imagine this working through a kleptomaniac trait though: if a character in a friendly caravan have that trait he might try to sneak away some stuff if he comes over anything. If you notice you can order a ransack of the person. Obviously if you ransack someone without finding anything you'd lose faction points.
#193
In my experience charge rifles is the best weapons to quickly down someone rather than kill them. It have decent damage, but somehow still leave the pawn in shock most of the time (if from a single shooter) while having a low risk of damaging body parts as well. Is why I equip all my wardens with them.

But seeing some proper non-lethal weapon options in vanilla Rimworld would still be nice.
#194
I actually didn't know they could do this, I mean, grab items instead of kidnapping downed pawns; like everyone else my storage rooms are behind too many layers of defenses. I would end up fighting my colony to death before they got to that point. Only in the very beginning would they have an opportunity to do this.

So I have to give my point to the so called cat burglar scenario as well. I'm then thinking something similar to the Dwarf Fortress goblin kidnapper approach, send in some cloaked individual (semi-transparent) who can lockpick past doors (have to spend a bit of time on each door, and leaves the door open for a quick escape route). This should allow for an equal amount of opportunity for both the thief to succeed in bypassing the defenses and the player to notice the attempt.

As for announcing the attempt, I think it should go unannounced unless you have trained pets who can sniff out intruders. Otherwise the player shouldn't be notified about it before the thief have left the map.
#195
General Discussion / Re: Fertilizer pumps...
February 19, 2015, 02:45:14 PM
Yeah, I went to settle a boreal forest and totally ended up quitting a few in-game weeks later when I realized it where gone. I just don't manage to deal with having to build around all that marshland. Arid Shrubland it is then. *sigh*