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Messages - ousire

Pages: [1] 2 3 ... 6
1
Ideas / Re: Re-animating ships
« on: January 24, 2016, 05:07:22 AM »
I rather like the idea of unburied corpses attracting scavengers. It'd add an encouragement to use graves or incinerators. Imagine if you had a bunch of raider corpses piled up and you got an event that spawned a ton of Wargs that were attracted to the body pile!

2
Ideas / Re: Thermal insulation
« on: January 24, 2016, 05:04:23 AM »
It's been mentioned already that the biggest heat loss that players have control over currently is doors. Doubling up walls only has so much impact, and we can't really do anything about roofs (Currently). The two best things to do to help maintain temperature are:

1) use powered doors in temperature sensitive areas. The less time a door is open, the less heat escapes.

2) create an airlock with multiple doors. In my food storage areas, I isolate the cold area with at least one door leading to a small room, with a second door leading to the main base. Ideally this'll mean that both doors wont be open at the same time, so the cold air doesn't escape outside or into the main base as much, just into the adjacent room.

3
Ideas / Re: Create A Ruin!
« on: June 16, 2015, 05:01:11 PM »
The city thing would probably work, if you made it a very small biome of it's own. That way you could see it on the map, and know to land there. Then you could make it similar to the already existing abandoned buildings, but just turn the generation of those up insanely high and have em cover the whole map screen, with some concrete streets scattered around, maybe a few doors and wires in place too.

I wonder if it's possible to mod that in? Can you mod in new biomes yet? Or control the rate of ruins generation?

4
General Discussion / Re: Make money without an artist?
« on: June 11, 2015, 04:09:32 AM »
I haven't tried out Alpha 11 yet, so I don't know if the prices have been changed since I last played, but I remember making a decent enough profit bumming craftables to traders. I just turned any skins I had from hunting animals into clothes for my colonists and had a big stock of cotton clothes laying around as I upgraded them into devilstrand gear. Devilstrand is slow growing, but cotton clothes is easy enough to make and you end up with a huge surplus of the stuff after a while.

I also had my crafters pretty much constantly pumping out stone statues and iron swords when they weren't busy with other stuff, both of which start turning a decent profit after they craft a few.

5
General Discussion / Re: Efficiency: What do you do with Colonist #3?
« on: February 12, 2015, 08:10:28 PM »
I almost always assign the best grower as a dedicated farmer and plant cutter, the best builder as a construction worker, and then whatever's left as a miner.

6
Ideas / Re: Above-ground coffins/caskets made of stuff!
« on: February 05, 2015, 10:33:02 PM »
If you copied the code for walls and furniture and such so you could make it out of wood/stone/gold/whatever, and then attached it to the code for a grave, it seems like it would be somewhat simple to add

7
General Discussion / Re: Call for public testers!
« on: February 04, 2015, 02:07:46 AM »
Sure!

8
Ideas / Re: Write an event!
« on: February 02, 2015, 09:02:03 PM »
I'm in huge support of adding new events to the game, and if I knew how to, I probably would have already made a mod that adds in several of them to the game. I've seen a few threads about adding new events to the game before in the suggestions forum, and I even made one myself.

are there any mods that focus on adding new events to the game? I may need to look into how they work and take a crack at it some time

Minami created a Custom Events mod, but it's Alpha 7:
https://ludeon.com/forums/index.php?topic=3859.0

are there any good tutorials out there for adding new events? I've not seen any

9
Ideas / Re: Heat pipes
« on: February 02, 2015, 12:18:30 AM »
How difficult might this be to add in? a conduit structure that just tries to equalize heat between any two structures you connect a heat vent to would be awesome

10
Ideas / Re: Write an event!
« on: February 02, 2015, 12:08:47 AM »
I'm in huge support of adding new events to the game, and if I knew how to, I probably would have already made a mod that adds in several of them to the game. I've seen a few threads about adding new events to the game before in the suggestions forum, and I even made one myself.

are there any mods that focus on adding new events to the game? I may need to look into how they work and take a crack at it some time

11
Wow, I've never gotten a statue that nice. I'd be too afraid to ever make a statue out of plasteel :P

12
Ideas / Re: Easy fix for efficient firefighting
« on: January 29, 2015, 05:45:25 AM »
I'd need to check the changelog to be sure but I believe a fix for firefighting is already ready for the next alpha If I remember right, pawns can overwrite other pawn's reservations when it comes to extinguishing fire. So even if colonist X is all the way across the map and running to extinguish a fire, colonist Y can beat him to the punch and put it out first

13
Ideas / Re: Trader Affinity
« on: January 29, 2015, 05:41:55 AM »
I think factions should become your new trade partners instead of random ships. We already have a comms console that lets you contact the other factions and give them silver for relationships boost, so I think it would be relatively easy to flesh out that system and integrate it with trade. Different factions could act somewhat like the various trade ships in the game, and their relationship with you would influence their prices in addition to the colonists' social skills.

Pirate factions would charge really high prices, but would offer weapons and prisoners, like military and slaver ships. Tribal factions would offer medieval weaponry and fur pelts and other 'low tech' items. And other towns would offer random assortments of goods, like general traders and exotic traders. Ships could still pass by, but they would be rarer, and would provide sources of the items that would be unrealistic to see rimworld colonists producing, rare glittertech and such.

What would be the MOST impressive was if prices could be made flexible, and factions relationships could raise or lower depending on how good of a deal you give them. Basically, if you trade with them but only give them the lowest amount of value you could get away with, they'll accept the trade but feel somewhat cheated, and would lower your relation slightly (or at least not boost it). Give them a fair deal, and it would raise relations a little. But if you give them a generous deal, it'll start to really boost relationships with them (Which would basically replace the current method of give silver to boost relations ). Higher relations would mean better prices in trade, and possibly a wider selection of goods in the future.

14
Mods / Re: [Mod Request] Doors that prisoners can open.
« on: January 28, 2015, 10:33:44 AM »
I think the best solution would be the ability to mark rooms as 'for prisoner use', and if two prisoner rooms are connected to each other, then they'll be able to freely move between the different rooms. Then you can have individual cells that connect to halls, dining areas, outdoor yards, you name it

15
Outdated / Re: [MOD] (Alpha 8) New Weather
« on: January 09, 2015, 01:38:49 AM »
Can weather events be made to be specific to only certain biomes, or seasons? And can they be made to directly effect colonist's moods?

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