Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - ousire

#16
Ideas / Re: Biomes
January 09, 2015, 01:18:18 AM
Having a map made entirely of smallish and medium sized islands seems pretty awesome but the biggest issue is how do you handle things like movement between islands? If you can't travel from island X to island Y, you're going to be severely limited.

Also, what about when you get raided, or when people travel or visit? How will travelers get from one side of the map to the other, and how will raiders reach your base? What about the air drop of supplies, what if they land in the water?

For a map like that to work we would first need the ability for colonists to swim from island to island (Perhaps risking hypothermia and sickness in the process), or to build boats or bridges.
#17
I'm not sure exactly how the heat works in the game naturally, but perhaps the air ducts could act as super insulated walls that only interact with the vents? I know that heat is naturally slowly lost through rooms and whenever doors open. If heating ducts had almost zero heat loss and only allowed heat to transfer normally to other ducts or to vents, you could use them to channel heat around the base and only release it into your rooms where they're needed.
#18
Ideas / Re: Parka = winter cold is meaningless
January 06, 2015, 07:41:59 PM
The biggest problem I see with the idea of colonists automatically equipping and unequipping clothes based on temperature is if they can't find anything in a nearby area. For example, if the outdoors is freezing, and there is no parka nearby, will they go outside anyways to try and walk to the nearest warm clothes, and risk freezing on the trip and back? Or what about your food storage? Now that we have to worry about food spoiling we usually have food storage chilled to near freezing or below. Will our chefs and hunters try to equip warm clothes every time they enter the cooler to grab food, and then unequip it as soon as they walk back to the kitchen?

I think the cleanest solution would be the ability to add a 'temperature zone' to our list of settable zones. All of your heated houses you could mark as 'dress cooler' and pawns will unequip warm clothes inside (Adding in some 'coat rack' equipment racks may be good). When they leave to go back outside, they'll automatically equip whatever they had back on. This would prevent colonists from burning up indoors, while still being insulated outdoors, and you can avoid the issue of them trying to constantly dress or undress when they enter your food locker.
#19
General Discussion / Re: social experiment
January 06, 2015, 07:24:03 PM
Is this referring to a succession game, or to the idea of multiple people using the same seed/colonists and seeing how the colony evolves differently? Giving a handful of people the same starting save (So they all are in the same spot, same colonists, same AI) would be pretty interesting to see as well!
#20
Ideas / Re: Alcohol
January 03, 2015, 06:06:56 PM
Alcohol could always be used as a crafting ingredient for making medicines. Currently we just grow plants and harvest it into medicine. But if we could combine alcohol and cloth and herbs to make medicine kits, that would be quite useful!

It could be a new crafting table, a medicine cabinet or pharmaceutical lab or something. Like how we can cook 3 tiers of food, we should be able to craft the three tiers of medicine too, with respectively high enough skill levels in crafting (And doctoring?).
#21
Ideas / Re: Clean Area
January 03, 2015, 06:02:49 PM
I'd like the ability to set cleaning /no cleaning regions like we can currently set home regions and roof/no roof regions. It's a pain in the rear when your colonists decide that the best place to clean is to go sweep the dirt in the woods where an animal died. I'd like to tell them to just not bother cleaning there while still leaving it in my home region, so it can be dirty yet they'll still bother to put out fires.
#22
General Discussion / Re: Exotic goods trader & weapons?
January 03, 2015, 05:54:12 PM
I really need to invest more heavily into crafting weapons and clothes, it seems like it's the best way to make money now. It seems like it's hard to get enough resources to be sustainable though
#23
General Discussion / Best tool for hunting?
January 01, 2015, 12:04:51 AM
Now that Alpha 8 is out, the wiki seems to be out of date on weapons: http://rimworldwiki.com/wiki/Weapons

My question for everyone is, what weapon/s is the best for hunting animals with? So far I've been using spears that my colonists craft, but I'm unsure if things like maces or swords would be better, and they all take so long to craft I don't want to make one of each to test them.
#24
Ideas / Re: New random event suggestions
December 17, 2014, 09:07:48 AM
I posted a thread about this sort of idea quite a while back (All the way in alpha 2!) suggesting new events.

here's the thread, I won't copy the suggestions over since it'd be a rather huge post.
#25
So, basically a very invasive weed that slows movement and eats other plants around it? Sounds neat!
#26
Thanks for the table! It's great getting to get some actual stats to compare against each other for the lamps. I love the sound of the outdoor lamps covering so much space. You'd just need one or two to light up your whole outer area!

You appear to be missing a few energy stats for some of the lamps though :p
#27
I'd love it. It should just be a button that you can click that says something like "Copy settings from. . . " And then you click on another stock pile. Bam, settings copied.

Or maybe the ability to save a few preset stockpiles. Could something like that be set up with mods? Make a new stockpile and you could just select from a drop down menu what kind you want. I'd like one for raw resources, trade goods, prisoners, butchery, etc.
#28
I'm really glad to see something that adds in outdoor lights! It's annoying that even the growing lamps have issues in the rain, so my colonies always end up so gloomy looking at night.

Could we please get a list or table of the different lights and their construction/power cost?
#29
General Discussion / Re: i dont know if i like this...
October 05, 2014, 12:47:34 AM
Quote from: Tynan on October 05, 2014, 12:34:05 AM
Quote from: Fruit loops on October 04, 2014, 10:29:47 PM
Its basically a tradition now, 1 kidney, 1 lung and if they are useless two eyes and a heart
every prisoner I get first thing I do is check the traits, if the mental break threshold is upped or he/she has a negative affect; out with the heart
I don't know if I like that aspect of getting ridiculous amounts of money for a kidney or lung
all the while the prisoner still is alive and has no grudge against you
at least get a negative effect if your a prisoner and you have a organ removed  + I'm pretty sure you would die with only 1 lung

Hmm, this is actually a good point. I'll have to consider the mood effects of having organs harvested.

I guess it's really context-sensitive though. Though perhaps if they're a prisoner I can assume that they're not happy about it.

Is there some way to tie it into the prisoner's loyalty and personality? Like, if they're totally dedicated to the colony, they won't care very much because it's for the greater good or something (I doubt they'd ever like it) But if they're in a terrible mood, or a prisoner or a pessimist or something, they'd resent the decision.

(Also, unrelated, but things like cancer should be in the game, forcing you to remove organs to save their life and such :P)
#30
General Discussion / Re: Call for public testers (Alpha 7)
September 22, 2014, 07:25:17 PM
Awesome! : O Would love to give it a look