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Messages - Benny the Icepick

#16
Ideas / Flora Behaviors
April 17, 2015, 12:16:19 PM
I recognize that there's a lot of issue over Tynan's decision (now reversed) to prevent colonists from sowing trees.  To me it brings up a larger issue about agriculture in the game: different plants should be better suited to different biomes.

Just as colonists need to adjust their wardrobe to be comfortable in multiple seasons, shouldn't their choice of what to plant be influenced by the local climate? 

Biome type, annual rainfall, and soil type should factor into how quickly each plant grows, how much food it yields, and how resistant it is to blight.  You wouldn't be able to grow rice in a desert (not as easily, anyways) or Cecropia trees in a tundra.  Diversifying the hardiness of a plant based on where its grown would add greater variety to the gameplay, in my opinion.  I'd be curious to hear of anyone else's take.
#17
No one - not even Tynan - is asking the really important question: did the doctor at least wash his hands before treating the patient?
#18
General Discussion / Re: Mundane wildlife?
April 08, 2015, 03:41:11 PM
Quote from: RayvenQ on April 07, 2015, 05:57:46 PM
Tortoise with minature mortar or sentry mounted on its shell....

Or at least a shark with a friggin' laaaaaser beam on its forehead.
#19
In the early game, it's really tough - when you have only three people to get everything done, I find myself overriding the scheduled jobs and forcing colonists to prioritize specific tasks. 

As the colony grows, though, I can specialize.  I try to have one or two people who prioritize cooking over everything else (and no one else allowed to cook), and the same for doctoring.  If I have particularly useless colonists - either incapable of many tasks or not very skilled in many tasks - they tend to be my dedicated haulers, cleaners, and growers.

Towards the later game, my colonists develop expertise in their particular skills, which is good and bad - the things they do they do VERY well, but they then become more or less invaluable, and it's incredibly painful to lose one, as no one else comes close to their aptitude.
#20
General Discussion / Re: Time Tables
March 27, 2015, 06:41:53 PM
I assume there will be negative mood effects for people who don't get as much sleep or play time as they'd like.  I wonder, will the same happen to people who get put on the night shift?

This could lend itself to some new personality traits, like "Light sleeper," "Nocturnal," "Easily distracted," etc.
#21
Ideas / Re: Select zone colour
March 23, 2015, 01:49:59 PM
Seems like a simple enough request, and certainly useful.  The color could be selected in the same dialog you use to rename the stockpile.
#22
Quote from: skullywag on March 20, 2015, 01:18:58 PM
I read that and said to myself "what would be involved in modding a bouncy castle?".....
So (yes ive seriously given this thought) if you make a building as a pawn container (like the crypto casket) and then use the draw method to animate  the same colonist over the building. Bar the animation bit it should actually be pretty simple.
If you're seriously considering this (and you totally should), I say the easiest way is to follow the crypto casket's lead and "hide" the colonist within the bouncy castle.  When someone is occupying the castle, maybe it jiggles, maybe it has some music notes, and selecting it shows that a person is inside it so they can still be issued commands.

Or (and I say this with no knowledge of how things are drawn or programmed) find a way to take the image of the pawn as he or she sleeps (i.e. from the shoulders up) and incorporate that graphic into the castle.

And finally, this: http://formalsweatpants.com/comic/the-castle/
#23
I had the same idea!

More discussion on this topic here:
https://ludeon.com/forums/index.php?topic=9173.msg90904
#24
Quote from: SSS on March 19, 2015, 10:17:48 PM
One lighting strike and BOOM, there went your field
That's exactly why I think having it grow wild would be so much fun.  Random explosions, rampaging wildfires, and converting a muffalo into barbecued bits in one puff of smoke!

Of course, would your colonists know well enough to avoid them in determining their paths across the map?  Would their "growing" skill be the deciding factor in whether they steer clear?  When one goes off, would they then alert other colonists, "Don't whiz on the explosive fruit"?
#25
I imagine with the new "joy/fun" mechanics coming in Alpha 10, this will be a big deal.

"Today is Keuneke's birthday!"
::prioritize jumping in bouncy castle::
#26
I wanted to brush the dust and cobwebs off this long-dead topic because I just read through the LSRB for the first time in a long while.  I came across the boomfruit entry as well and though, "This would be cool!"

Can you imagine a growing area for boomfruit?  Once planted, the fruits become increasingly volatile (and increasingly dangerous) to anyone passing by.  Good for dissuading invaders, sure, but once they reach full maturity they explode in a fiery mess, wreaking havoc on livestock, colonists, and raiders alike, starting fires and damaging nearby structures.

I can't quite figure out the mechanics of deliberately raised boomfruit myself; anything I can come up with in my head is either extremely overpowered or not worth planting.  Of course, if it grew in the wild and were prolific across the map, it could make for some interesting events.
#27
Tynan, man, you're amazing.

Not only do you pose a question to your users, you don't even flinch when the discussion veers wildly off-topic, and you even work to incorporate suggestions that would entail no small amount of overhaul to a core component of both game mechanics and user interface.

Rimworld has come so far since I started playing a year ago.  Thanks for your willingness to let your fans help shape the game.
#28
It might be easiest if "strip corpse" were incorporated as a front end action prior hauling that corpse.  As in, a colonist preparing to haul a corpse would automatically strip it before it's moved.
#29
General Discussion / Re: Rimworld not responding
March 13, 2015, 12:35:33 PM
Have you tried using a computer?  I tried to download Rimworld on my toaster oven once, but all I got was burnt bread.
#30
General Discussion / Re: Bows: The Antichrist?
March 12, 2015, 10:42:36 AM
Quote from: Mikhail Reign on March 10, 2015, 01:17:38 AM
Maybe the raiders use these arrows?
https://www.youtube.com/watch?v=9wXxPZUDqAQ
I was really hoping you were referencing the UHF parody: https://www.youtube.com/watch?v=9SW7-8C8kL4
but the original will do.