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 - Toragor

#1
Quote from: muahah on December 28, 2017, 11:43:14 AM
1.) Animal rights

It just doesn't seem ok when someone because of bad mood starts randomly slaughter or beat up their own pets and animals. Who supports cruelty against animals? What does that teach to kids who play this game? I play this game in hard mode and it is supposed to be harsh survival game, but sometimes that gore and blood lust is just too much to comprehend. I'm not even huge about animal rights, nor vegan. I don't understand what could be any human reason and thinking to ever beat up or slaughter animals for fun or stress release? Even more, in real life if there is survival situation those pets and animals should be even more cherished as they are huge part of survival. Now I'm thinking about those distant, very poor, dirty countries where pets are kept chained as slaves, starved and beaten up daily just because their owners don't even have 2 class education. This is one of my favorite games from it's start, but for now I don't think that I will keep any animals in my colony.

I understand that creators wanted to make this game even harder to play, but how about these other options?
* When pets and house animals are treated bad (for example starvation, very dirty environment for long time etc.) then they could randomly leave map, rather than being lost by that random slaughtering or beating. Sometimes in player map randomly joins new ''free'' pack of pets. That could be one of reasons why they left their previous owners in search for better life. Threat those pets good or they will leave you.
* If pets or animals are hit or someone attempts to slaughter them, then they could at least try to save themselves by running away similar as wild animals do when they are hunted.
* Person in bad mood does not do more than one hit to any animal. Hitting animals because of bad mood adds negative regret and shame to their mood.



2.) Age limits for love and marriage

Some might say that love doesn't have limits, but still it is too weird when 80 year old goes with teenager.
* Maybe add in game love relationship limits as ''too old'', '' too young''. They can be best friends, but don't cross love relationship line. Maybe even add little plus for love relationship if their both age is somewhat same. Similar as it would be in real life (at least for vast majority).

Thank you!

Dude we have the possibility to harvest organs from people and let them bleed out or starve to death. Where is your complain about human rights there? Killing animals is not meant for fun, but as a type of mental breakdown. You know there are deranged people torturing animals, this is simulating that. But okay lets change it to "oh wait i'm mentally breaking down and going crazy, however I will obey animal rights and only start insulting fellow colonists in a politically correct manner instead" Breaking down means you are out of control of your actions, doing things you might not do on a clear mind. Who knows maybe that colonists has some deep subconscious animal aversions causing it. Btw. I simply arrested the colonist that was about to harm animals. Problem solved.
#2
Ideas / Re: Forming a Caravan needs fixing
December 25, 2017, 09:21:59 AM
I whole heartedly support the suggestions of OP, also this post could use a bump. I just had the situation of an overwhelming raid, while most of my colonists were on a world map mission. I decided to use my remaining colonists to save the most valuable items, the prisoners and animals and just flee my base. IT WAS NOT POSSIBLE. My 5 colonists were wasting all the precious time waiting for the god damn last chicken to arrive at the freaking gathering spot before they started to continue gathering the items and resources. When they started, the enemy was already over the walls. And when the first animal got shot the caravan assembling got canceled, thanks for that .... Now I don't want this to be instant, but they easily could have finished the assembly in time if they wouldn't need to wait for every damn animal to arrive. Just let them touch the animals, then go straight for picking up prisoners and resources. I am forced to save only 2 animals now to restart the population later In order to be able to flee the map.
#3
Outdated / Re: [A16] Camping Stuff v0.2.3
November 19, 2017, 07:35:07 AM
Any chance you can update it again for B18?
#4
Help / Re: No Incidents
July 16, 2017, 12:52:50 PM
Quote from: gajop on July 13, 2017, 01:13:19 AM
I started a new colony.

Lol same. Did you by any chance had the mod colony leadership installed? I am suspecting that one to be the culprit, since its not triggering anymore since A17. Had it removed before i started a new colony, and the issue didn't reappear.
#5
Help / Re: No Incidents
July 11, 2017, 05:31:35 PM
Where you able to solve that issue? I am having the same error message every tick. I also moved my colony once, but i don't know when it started. What mods are you using? Its still playable for me, but i'm concerned it might stop events from triggering. What does the dev tool "future incidences" do? does it list what has been planed for the future, or is it defining incidents for the future when pressing it? i would like to test incidents triggering somehow without waiting 1 ingame month.
#6
Some visitors are not really taking care of their needs. Sometimes they just lay in their visitor beds although they are not sleeping anymore, but at the same time they are totally joy deprived. Last time a group of 4 (with 2 of them not caring for their joy-need) left with a faction relation of -30 (!) ... although charmed by my colonist and there were joy possibilities around. One even had a chess table in his room but didn't use it. But usually they use objects around the base. How am I supposed to do to make them happy this way? -30 is really ungrateful for getting free shelter in a hostile world on the rimworlds. how is that value calculated?  If that goes on I'm getting at war with them. One time they also went berserk.

Also there is not much one can do for a "brawler has ranged weapon" -20 mood drop (or similar mood negatives). Its rather unfair if that gives me a bad hospitality / negative relation with a faction.

Non the less I applaud and thank you for your work, giving the visitors some meaning.
#7
Ok I have a problem. I rescued a visitor after a scyther attack, poor guy lost a leg, but now I am not able to opperate him to give him a peg leg, since no guests have the operation tab under health. So now Im stuck with him in the medbay. Only way to get rid of him is to successfully recruit or kill him ... I thought it was possible to operate guests in vanilla. has this been disabled by this mod?
#8
Ideas / Re: New Factions
September 29, 2015, 02:59:27 PM
As far as I understood from the Fiction primer https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub Glitterworlds would not exist on the rim worlds (far end of the spiral star system - where we are ingame).
"Towards the galactic core, stars are closer together and travel is easier. These systems tend to be better-developed socially and technologically because they can communicate and enrich each other through trade. Away from the galactic core are the rim worlds, which float distant from each other. Their isolation makes them poor and socially unstable. ..."

But you could definitely find a medieval civilization, this I would dig.
#9
Ideas / Re: Stealth Mechanics
September 29, 2015, 02:50:32 PM
Could possibly be done by fog of war and viewing cones. Also adding cameras and motion sensors for additional "viewing cones".
#10
It depends on how the trader is actually designed. Is it a real person/crew visiting you in their ship? Or is it an autonomous drone, flying from planet to planet looking for radio broadcasts, haggling and sending stuff down by some fixed program? I always thought it must be something of the later, that would also explain these random cargo drops from time to time ... some trader drones malfunctioned and crashed to the planet. If the first design would be the case you could get off that planet very quickly, very early.
#11
Ideas / Re: Hotels
September 28, 2015, 04:26:18 PM
Thanks mate, now I don't have to suggest this myself. Had the same idea for a hotel ... The game gets a bit dull in the late game, when your base is fully grown, not so much to do, except dealing with some hostile events.

Quote from: LordUbik on September 22, 2015, 02:39:13 PM
Well, a nice idea but... not for my taste. This sistem would be nice but maybe for another game. I don't see it fitting very well with the rimworld theme. Something like going from "survival on an harsh planet full of dangers" to "theme hotel"...
It makes a lot of sense especially for the late game to have something like this. The game is very much survival at the beginning true, but after a few years your colony will be so stable that you are even overproducing most of your stuff, food, clothes etc.. Your colony would be a save haven for travelers, who are trying to survive on a dangerous planet, why not use your fully grown base for a price. And visitors don't serve much purpose atm anyways. As OP suggested some of them could be chased by pirates without you knowing, pulling some raiders towards you, killing your visitors.

Additionally to a hotel you could get emergency calls on the radio, to accept a bunch of wounded people. Become something like a wasteland hospital, a good Samaritan. They would offer you money (silver) or other things as gratitude when you help them, which you could accept or decline for a faction relation boost. Some of those calls could also be setups to get in your base.

For the late game after you have become strong and stable, it would make sense to have the option to become some sort of institute ... a hotel, hospital, trade outpost, "manufacturer under contract" etc. Because at that point its not so much about survival anymore and we need new challenges.