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Messages - Vagabond

#46
Ideas / Re: Thin wall to separate rooms
February 25, 2016, 03:40:10 PM
In order to make this work completely with all objects, wouldn't tiles need to be broken up into four parts? Otherwise It'd just give the illusion that it was a smaller wall, while still taking up a whole tile.

I like the idea of breaking each tile into four. Most walls aren't as thick as they are represented in game. This would allow us to build structures out of thinner walls, while saving full four tile (current one tile) walls to actual walls meant to be barriers or defensive fortifications. Like a wall you'd have outside a city. Not the ones you build your house out of.

I don't know how much work this would take though.
#47
Ideas / Re: Equipment set
February 24, 2016, 01:19:44 PM
I'd argue proper storage of equippables should eliminate deterioration completely - deterioration should be slowed globally. I love durability and the requirement of maintenance, but things just go to fast. I work construction, landscaping, and commercial moving - I still have two pairs of jeans and a pair of dickies that I had when I was in high school; I'm twenty seven now. Mind you, the jeans are Duluth, but still.
#48
Ideas / Re: Idears, Dreams?
February 24, 2016, 01:05:14 PM
QuoteI wish do have Levels in Hight, like basements or a Tunnel, or Towers build off the ground or walkways on walls, and Ledders, Stairways, maybe trapdoors. The building system is great and should be used as befor only into the ground and up in the Air.

Z Levels are something that most sane people want. Sadly, from what I've gathered it'd require a lot of extra work.

QuoteThen when you finished the game and start an new one you should be able to take all colonist into the new colony.

There is a Stargate mod that does this. If you are familiar with the move "Stargate" or the T.V show "Stargate SG-1", then you might like it.

QuoteAnd ammo must be crafted for each shoot even for the turrets, accept for laser turrets.

There are a lot of casual player's who've balked at the notion of ammunition requirements, much to my dismay.

QuoteCraft more items like good weapons, pistols, Rifels, lasers, Maybe laser Turrets, drinking bottles(reusedable), dinning stuff, like a fork, and knifes, and many more.
some funny stuff like a treatmill for humans or animals to make eletrecity.

The Hardcore SK modpack adds a lot of this in one easy package. Including the aforementioned Stargate mod.

Quotemaybe if you finished the sector you can vitist the next with choosen colonist and leave in the direktion you settle next, and maybe later trade with each other.

See Stargate above - but be mindful that many people seem hellbent on this being a tactical combat game with colony sim elements, not a colony sim with tactical combat. I.e: People most enjoy creating ingenious ways of abusing the AI with "killboxes".

Quotesomekind off water system: if its raining you should haul (snow)water in tanks maybe underground in rooms and pump into toliets, drinking maschines, and the dirt water can be used as fertilizer, or re used and cleaned or sell. maybe some kind of firefighter system with pipes in walls and maybe some kind off tsunami, or the oposit dry...

Water is something I've lobbied to make important.

QuoteComoflage if raiders come they can pass you unnotice, if you comoflage your entrance maybe they dont find you but they come back to search.

I made a suggestion in the past to take this a step further with a full LoS/FoW system.

Quotesome kind off attacking system where you visist other colonys go out with a tank like vehicle with x amount off space to take loot or prisoners back home.

Another good idea - ideally I would take this with a simulated population system for enemy factions.

Quote from: jzero on February 23, 2016, 10:08:51 PM
And I would normally assault you over your grammar but I am pretty sure that you meant you didn't speak English well so I won't

You. I really hope that was a joke and you wouldn't really be a dick to someone who wasn't as capable of a writer as others. Regardless if they are native English speakers or not, that is neither polite or necessary - especially if you can still understand what they are getting at. Furthermore, you neglected key points of punctuation in your post. Something that I would argue is just as important as grammar.

Cheers,
Michael
#49
Ideas / Re: Equipment set
February 24, 2016, 12:34:00 PM
A locker system that stores a colonist's two alternate outfits.

When enlisted colonists scramble to their lockers and equip their battle outfits. When turned off, they go their their lockers and equip their civilian outfits. A colonist can be selected and directed to their lockers at any time to manually select an outfit.

A colonist that takes a hunter task will automatically go and equip their battle outfit, and when they are done with the task equip their colonist outfit.
#50
Ideas / Re: A way to make water work
February 18, 2016, 03:16:09 PM
Hello,

Prison Architect, a game that has a very similar look and even feel to Rimworld, has water pumps and pipes.

I agree that water should play an important role in gameplay.

Showers
Toilets
Water pump; placed next to a source of water (A la Sim Farm)
Water Well
Water trough; collects rainwater for animals to drink from
Water Barrel; collects rainwater for colonists to drink from
Vapor Condenser; Collects water from the air
Pipes; Large (carrying water across distances) and small (connecting to objects)
Canal; Large (Carrying water across distances) and small (farming irrigation)
Water Treatment Unit; makes water potable
Water Recycler; Shower to toilet, toilet to fields.
Pool; recreation
#51
Mods / Re: [Mod Request] Backgrounds
February 16, 2016, 10:53:16 AM
Fluffy,

I mean, there doesn't need to be I suppose. It just seems like there is no rhyme or reason to the values attributed to a background. When a background about a researcher offers more shooting than a trained soldier....all the while they also have a high medicine and research skill...

That just seems off to me is all.

Cheers,
Michael
#52
Ideas / Re: Hunting Mechanics and Animals
February 16, 2016, 10:47:48 AM
Quote from: thedee05 on February 13, 2016, 06:10:08 PM
I posted some of these ideas before but playing the game as long as I have I feel that some of my old ideas need revised. Some of these could be difficulty level based or the amounts change as the story progresses.

  • Add Camouflage / Ghillie suit clothing. Camouflage for specific Biomes types can be made or purchased. Jungle Camo doesn't work in the desert.
  • Hunting reduces animal numbers and/or respawn rates. Requiring managed hunting practices.
  • Animals avoid colonists, visitors and raiders. Camouflaged colonists can wait for animals or wait for animals being pushed by other colonists.
  • Animals run from gun shots.
  • Add Birds.
  • Bird watching becomes a joy event.
  • Birds eat crops.
  • Add scarecrows to protect crops. Clothes, wood, hay and hat required to build. Effective radius like a turret.
  • Flock or animal migration events could have huge amounts of animals coming or going. destroying crops or bringing predators. 
  • Carrion birds and other animals eat the dead or dying animals, downed colonists and raiders included.
  • Large animals cannot inhabit the same position. Large groups of animals will sometimes look like one animal.
  • Add wildebeest like migration for different animals. Huge numbers appearing on the map and running for a straight line to the other side of the map.  Migrations and stampedes turn earth making it fertile but destroying any plants in the path. This could include destroying machines like turrets, solar panels, and other
  • Over farmed soil can go bad.
  • Large Animals leave things to make land fertile.

All awesome suggestions to aid in the simulation of wildlife and agriculture. Nice suggestions dude.

Quote from: Klitri on February 15, 2016, 04:14:23 PM
Awful

What a rude and inconsiderate schlemiel. Try being constructive next time, hm? No one likes trolls.

o7,
Michael
#53
Mods / Re: [mod request] small jobs for prisoners
February 16, 2016, 10:36:43 AM
Quote from: Skissor on February 16, 2016, 08:58:06 AM
Quote from: Z0MBIE2 on February 15, 2016, 09:03:42 PM
The point of the mod is to make prisoners slaves though, as they won't do anything currently. Colonists aren't really slaves even restricted into areas.

Yes.... I was just pointing out that OP is making a fuss out of something that has an easy solution in-game.

Except there isn't an easy solution in-game for what he wants. Dress it up as slavery, or as penal labor. Fact is, the prisoner system is severely lacking in depth. Tell us, what makes more sense:

A) Recruiting psychopaths who just finished trying to rape and pillage your settlement with no provocation.

or

B) Keeping them incarcerated except when you wish to use them for penal labor.

Historically, people who up and try to destroy everything you hold dear tend to end up dead or imprisoned awaiting death. Otherwise, the people that defeated them take them as slaves or keep them for penal labor until they've served a just amount of time for their crimes. Hell, modern prisons use prisoners for penal labor. They even let the well-behaved ones out to do certain tasks.

Don't remember if it was you or someone equally uninformed, but what are the first things that come to mind when you think of working slaves or penal labor? Mining. Quarrying. Farming. Stamping license plates. Moving stuff from one place to another (Hauling).

So yeah, whoever said it doesn't make sense should play less video games and finish high school - paying particular attention to their history class. You obviously aren't American, else you'd know that African Americans were used as slaved in the United States during the 18th and 19th century. Guess what, they were used for mining, and hauling stuff, and farming. . .

I fear for our youth. The education system in place in America is most certainly in decline.

Good Day,
Michael
#54
Mods / Re: Request - Animal food
February 16, 2016, 08:32:49 AM
Britnoth,

You're being quite cancerous. It is people like you that ruin the spirit of requests and suggestions. People don't need to be demeaned or flamed for their ideas. If you don't like the idea, that's fine. If people are suggesting it for the main game, it certainly is something to lobby for or against as a main feature. For a mod...Really? If someone decides to mod it in, how would this affect you at all? Lobbying against a mod suggestion is kinda silly bro.

Personally, I think it would be a cool idea to be able to restrict animal groups to certain types of food. The bigger problem with animals is what they can haul - I don't see a dog having the ability to keep a prison tray of food on the tray while transporting it anywhere...Nor do I think fido should be able to carrying around boxes.

Cheers,
Michael
#55
Mods / Re: [mod request] small jobs for prisoners
February 16, 2016, 08:22:10 AM
Interesting. . .

Slavers and Prison Improvement mod seem to have been going in the right direction to bringing the features of Prison Architect over to Rimworld.

So it is certainly possible. I do see it distracting from the rest of the game - maybe it shouldn't be a mod, but a feature of vanilla.

As I mentioned before, with the possibility of violence within the colony in the upcoming Alpha 13, this might be something worthwhile to consider - When a colonist acts out or has a mental break, they can be locked up safely until they come to their senses. Enemies whom are captured can be put to use via penal labor, because that makes more sense then recruiting every tom, dick, and harry who tries to besiege your colony to eat their faces off.

Cheers,
Michael
#56
Mods / Re: [mod request] small jobs for prisoners
February 15, 2016, 09:31:50 PM
I vote Prison Architect as a feature, which would be better than the game. . . Prison Architect is just prison stuff...so it'd be fun to have prison architect in rimworld as a feature because rimworld also has rimworld stuff. Plus, you can work prisoners...let them have a mental break...throw them in solitary till they recover...then repeat. With relationships being expanded upon and the possibility for colonist to commit crimes, you can lock them up for X amount of time. . .
#57
Ideas / Re: [Feature Change] Incapable of. . .
February 15, 2016, 04:19:18 PM
Zombie2,

Precisely what I am getting at. The work speed and skill gain penalty are ever constant, but the mood debuff stacks each time they do the task associated to the dislike.

Cheers,
Michael
#58
Mods / Re: A Real Life Mod
February 15, 2016, 02:41:49 PM
Hello,

With the upcoming features in Alpha 13, a list full of things I suggested in the past, and things people vehemently rallied against, why are children not the next logical step? Whether modded or vanilla.

Which brings me to something else I suggested... Wait for it... Wait for it...

Abstract Time Scale + Reproduction

Quote##Time and Aging##

Time: Each day could abstractly represent three months, given real life times on construction and production. The length of a day might need adjusting. A 24 hour clock could have somewhere around 30 seconds to a minute being the length of a game hour. Leasure time would fit in here, basically the way it worked in diggles was when you clicked on a dwarf it had a little clock in the corner with two moveable hands. The hands would be manipulated to decide what hour they start work and what hour they end work. During the time they were off the clock, they would build relationships, eat, sleep, and do little fun things(Added since I first made this suggestion).

Aging: Basically there would be eight age categories, each with interesting aspects. The base time is the standard length of time they are in that age group, the extra day is a "late development" factor. For example: Crawlers have a base time of one day. So they will always be in that stage for at least one day. After that day, the game will "roll" with a 25% chance at a second day. If they get that second day, the third day will be rolled with a 15% chance of them getting it; alternatively it could simply be an RNG, where it will just pick a number from one to three.

Aging could look like this:

Infant
-Infants are unable to do anything; they simply stay swaddled on their mother, which precludes the mother from certain activities.
-Base time, two days. One extra day possible at: 25% chance (Alternative: RNG, 1-2)

Crawler
-Crawlers do nothing but get under other colonist's feet.  X% chance of a dwarf tripping over a crawler when passing.
-Base time, one day. Two extra days possible at: 25/15% chances. (Alternative: RNG, 1-3)

Walker
-Walkers tend to wander off from the home-zone, possibly endangering themselves.
-25% chance to do a light hauling task.
-Base time, five days. Four extra days possible at: 25/20/15/10% chances. (Alternative: RNG 5-9)

Talker
-Talkers talk. A lot. X% chance to distract another Colonist from their task.
-50% chance to do a light hauling task.
-Base time, twelve days. Four extra days possible at: 25/20/15/10% chances. (Alternative: RNG, 12-16)

Helper
-Helpers try to emulate the adults. They can do simple tasks like fetching pails of water.
-Can do a light hauling task, and 25% chance to do a medium hauling task.
-Base time, twenty days. Eight extra days possible at: 50/45/40/35/30/25/20/15% chances. (Alternative: RNG, 20-28)

Worker
-Workers start really helping the colony.
-Can do light/medium hauling tasks, and 50% chance to do a heavy hauling task.
-Leave their parent's home.
-Base time, twenty days. Twelve extra day possible at: 75/70/65/60/55/50/45/40/35/30/25/20% Chances. (Alternative: RNG, 20-32)

Breeder
-Able to marry; Each colonist requires a piece of jewelry. There must be an available Private Quarters with a double bed.
-Married Breeders can have children. Pregnancy lasts 3 days.
-Can do light/medium/heavy hauling tasks.
-Become Elders at two hundred days old.

Elder
-No longer work themselves, but instead "Mentor" other colonists, it increases that colonists skill gain and increases production speed. It is much more effective than the "Aid" feature, which allows two colonists to work on a single task to help a less skilled person benefit from a more skilled worker.
-Has a 75%/50%/25% chance to do a light/medium/heavy hauling task.
-After they are 240 days old, they have an accumulative 5% chance per day to pass away
#59
Mods / Re: [Mod Request] Backgrounds
February 15, 2016, 02:27:07 PM
Fluffy,

Basically, there are a lot of backgrounds that aren't referenced neutrally by {Name}, {HE}, {HIS}, {HECAP}, and {HISCAP}. This limits their availability in spawning, but also for the purposes of making colonists via EdB's Prepare Carefully.

Furthermore, there is a distinct lack of balance in the advantages and disadvantages of backgrounds, making some either overpowered or entirely useless. What I meant by a point buy systems was creating a method in which to ensure backgrounds are balanced.

As an example: A childhood background has 10 points, while an adult background has 20 points. "Work disabilities" provide extra points, the amount dependent on the disability.

Cheers,
Michael
#60
Ideas / [Feature Change] Traits
February 15, 2016, 02:00:48 PM
Hello,

With the upcoming alterations to relationships in Alpha 13 I find myself thinking of a way to provide a "relationship web" type of thing to aid in determining how colonists decide if they like each other or not. Skimming through my old suggestions I found that I already had the idea before. I want to put it forward for people to see again.

Traits

Traits are used to define the personality of each character and how they interact with one another. There are four categories of traits: Physical, Mental, Social, and Interests; each character has one of each. Certain traits are incompatible with other traits or backgrounds. Each trait has at least one trait it reacts positively to, at least one trait it reacts negatively to, and at least one trait it reacts neutrally to. A trait need not react the same way another trait reacts to it. Traits can affect relationship levels through proximity, proximity during work, proximity during free time, and conversations.

Physical
-Traits that affect a colonist's muscular strength, finesse, and physical resilience. Affects relationships through proximity.

Example: Body Builder- Physical fitness is like religion to [Character Name], [he/she] spends an hour a day doing a  grueling workout. (Ignoring work, [he/she] works out for an hour, but can haul twice as much as other colonists and deals extra damage in melee combat; receives a negative moodlet if prevented from [his/her] workout)

Social
-Traits that determine a colonist's presence, charisma, and composure. Affects relationships through conversations.

Example: Pacifist Convert- An enlightening moment of self reflection made [Character's Name] decide to lay down his arms and take up rhetoric ((Ranged + melee)/2 added to social. Social made available if otherwise disabled, and ranged and melee made unavailable.)

Mental
-Traits that affect a colonist's ability to process information, responsiveness to things perceived, and mental fortitude. Affects relationships through proximity during work and conversation.

Example: Genius Recluse- [Character Name] is a genius in [his/her] field, but is anti-social. ([Character Name] receives a work speed modifier and x amount of skill points in either researching, medicine, art, or crafting; whichever is highest.)

Interests
-Traits that determine what colonists particularly enjoy or dislike in regards to activities or even foods; things that aren't related to experience based skills. Affects relationships through proximity during free time and conversation.

Example: Video Gamer- [Character Name] love playing video games, and would do only that if [he/she] could, as such, "easy" food has always been a must. ( Will spend every minute he has to spare playing video games, negative moodlet if he doesn't have access to games; [he/she] treats lavish meals as simple, and simple meals as lavish)

Colonist have one trait from each category as a way to help flesh out their personalities. Colonists will like or dislike each other based on their traits. Compatible traits will yield positive relationship gain, incompatible traits will yield negative relationship gain, and of course some traits don't have any impact on each other.

As examples:

The body builder trait would react badly to a "Couchpotatoe"  trait.
but positively to a "Yoga Girl" trait.
and neutrally to a "Survivalist" trait.

The Pacifist Convert would react badly to a "warmonger" trait.
but positively to a "Zen Gardener" trait.
and neutrally to a "Lawmaker" trait.

The Genius Recluse would react badly to a "Resident Gossiper" trait.
but positively to a "Talented Writer" trait.
and neutrally to a "Inquisitive Mute" trait.

The Video Gamer would react badly to a "Sarkeesian Follower" trait. >.>;
but positively to a "Game Developer" trait.
and neutrally to a "Discordant Blogger (A.k.a Troll)"

As an addendum, I think the examples I provided show how we can make traits that add interesting elements to game play.

Cheers,
Michael