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Messages - Listy

#121
Ideas / stockpile Checkbox: Trade items
July 14, 2016, 06:09:23 AM
Before hand trading was easy, everything under a beacon was for sale. Now with ground caravans its a lot harder to filter, as everything in your inventory is listed. Even the items you want to keep, this massively increases the micro management of the already clunky trade screen.

So why not in the stockpile have a trade-able/not for sale checkbox, which means only items in stockpiles marked for sale appear in the trade window.
#122
General Discussion / Re: What will you farm in A14?
July 13, 2016, 07:23:34 AM
Quote from: Shurp on July 13, 2016, 07:01:01 AM
Slaughter from a safe distance with a rifle.  Or maybe build an automatic slaughter pen with fire suppression equipment.

I have it all planned. I just hope Boomalope meat and hide is worth it for exporting.
#123
General Discussion / Re: What will you farm in A14?
July 13, 2016, 04:14:25 AM
Boomalpoes

Oh yes, I can see it now "Tales of a Rimworld Boomalope farmer", an epic two entry series, right up until the Boomalope farmer decides to slaughter his first animal.
#124
Quote from: Crowbar Felt on July 07, 2016, 03:57:54 PM


A few days in. McGee just wants some.
(Even though Ali's lover is Will.)
Threesome?

Looks like he's got my success rate when I was a lad.
#125
Quote from: Flying Rockbass on July 05, 2016, 07:04:22 AM
That can't help, because when a pawn/pet goes for an item (let's say a meal) that meal gets forbidden of interaction. So Your cook will not put a meal in the stack if a pawn/pet is going for that stack.

If you can adress that problem, I believe that the itens will always stack. Since this is a core code, don't know how moddable it is.

But the Idea of cleaners stacking what it needs to be stacked is amazing, and it will work wonders. I'd go for that

Isn't there some code that ignores the locked status for fires? I remember how it'd used to be when you had a colonist walk from the other side of the map to put out a fire while you had three people sitting around it unable to deal with the fire because it was locked.

Same thing only with meals and food items?
#126
Ideas / Re: Stone Quarry
July 06, 2016, 02:10:09 AM
Quote from: JimmyAgnt007 on July 05, 2016, 12:01:26 PM
Quote from: Tynan on July 02, 2016, 06:58:34 PM
I've been thinking of a way to mine minerals from the ground. Because mineral exhaustion in long games is a real problem.

Such an addition could involve the generation of stone.  In between veins of metal.

Ahhh, I'm too late, where's that from?
#127
Ideas / Re: Stone Quarry
July 05, 2016, 07:45:22 AM
Quote from: Havan_IronOak on July 05, 2016, 07:25:59 AM
Check out the Industrialization mod. It has quarries https://ludeon.com/forums/index.php?topic=8902

Its also a Mod. I tend to not play with mods. Sorry.
#128
Ideas / Stone Quarry
July 05, 2016, 02:33:46 AM
I like a lot of others play the long game, and recently there's been some talk in General discussion about maps being all mined, with at least two threads mentioning it.
Once the map is all mined out it causes problems, for example you can't replace any stone blocks you're using for construction, this limits building.

So obviously the answer is a "Quarry" like structure. While I use the term Quarry, I suspect "mine" might be a better description, but we'll come to that in a moment.

What, is it?
Have it as a large multi-space object, such as a geothermal generator. For balance place it on the top level of tech research, and yes I can see it breaking down. These could be explained by needing the technology for mining and life support down the shaft, and a air circulation system or lighting breaking down.
If you call it a "Automated Mine/underground Quarry" and have one colonist need to operate it from the surface like a work bench.

What, does it do?
Every so often, as long as its being worked by someone with the mining job, it will chuck out a random type of stone chunk. Now here's the bit about Mine/Quarry.
You could also rarely have it generate a random mineble resource, in random quantity. And here's where you have to decide what the name is, to avoid confusion. If its just producing stone blocks then its a "Quarry", if it has a chance to produce resources then its a "Mine"
The later option also has the advantage of providing some resources that are very hard to get hold of in decent amounts, such as Uranium. These are normally impossible to use just because they're so rare to obtain. Even if you buy every fragment you can form traders it still takes ages to get a usable amount. Have you ever tried amassing the amount of Gold needed for a giant sculpture? I managed it once, back when it was only orbital traders, and they're more likely to carry gold in large amounts. I'd hate to try it these days.
You could also tie the chance of resources or speed of production to the mining skill of the colonist. Because at the moment the mining stat is pretty useless.

#129
General Discussion / Re: Late Game Economy
July 02, 2016, 07:32:26 AM
Quote from: Rim soldier on July 02, 2016, 06:30:00 AM
So I am about 5 years into my most recrnt colony and i have basicaly striped the map bare of steel/platesteel (ect). I have been able to keep going ok by selling beer and buying the steel I need but that dosnt leave any money left for emergencies (such as a colonist needing a bionic arm/transplant). So what should i do to make my economy better?

Mass produce corn, then flog it to Bulk goods traders. Also be happy when ever someone drop pod assaults your map. Free Steel!

I'd love to have crafting for the late game, IE power armour and weapons, but have you seen the cost of components. Its punitively high.
#130
Quote from: Captain Sho on April 12, 2016, 01:53:22 AM
This is something has always bugged me about this game. This game takes place in literally the middle of no where, yet people still refuse to do certain tasks even if their life depended on it. I don't care if you are a pop idol, you are gonna haul that blood rock. I think just giving them mood debuffs would make more sense in most cases rather than making them unable to do said task altogether.

I did try to solve that once. A noble and his two loyal retainers crash. the Colony was set up as Bed closets and Paste dispensers for the peons, and only nobles who got captured were allowed to join the high class luxury of the rest of the colony.
Even banned the serfs from the nobles area by using zones. The nobles, of course would get the run of the colony and would fight.

I wanted to see how long it'd take before the general uprising from the commies (Mass berserk results). However the Alpha changed so that colony got retired.
#131
Quote from: sadpickle on June 30, 2016, 02:05:56 PM
Do colonists ever die of old age? I know they randomly get a birthday event that impacts their health.

I've seen animals die of heart attacks, but despite playing long games (10+ years) I've never had it happen to a colonist, of course the fact one never takes a old colonist might contribute to it.

As I said earlier I think Glitterworld meds are the key to fixing the ageist players, and the utter uselessness of Glitterworld meds. Make them rarer and cost a hell of a lot more.
One use cures all health defects with the colonist, including maybe being able to re-grow toes and noses. Including shattered bones, and scratches.
But this is a one use job, and provides no immunity. That way on the colonists next birthday the conditions might well come flooding back.

It actually fits the background as well, as far as I can see.
#132
Quote from: b0rsuk on June 30, 2016, 04:30:45 AM
People used to avoid old colonist like a plague, and that was the remedy.

Still do I'm afraid.
Anyone over 60 is too much of a risk due to dementia and Bad back and old wounds. I can train skill points, but I can't fix those. Not even with Glitterworld meds. which I still think should be a Cure EVERYTHING one shot use for one person. Of course on their next birthday those problems might re-appear.
#133
Quote from: Locklave on June 22, 2016, 01:57:46 PM
Ate off the ground -4

I'll admit, that one does bug me a bit. Only a slight bit though.

Colonists self inflict it on themselves, and there's no way of preventing it, unless you build furniture across the entire map. I do, some times, feel like yelling "have you never heard of a picnic?"

I get why its in there, to force new colonies to have a table, otherwise you know full well the majority of players wouldn't bother.
Maybe it can be done like the "Need something comfortable" thought? Where you get a negative mood for only having stools, but if you build some cloth chairs that negative thought goes away?
#134
General Discussion / Re: Defense tactics
June 29, 2016, 04:53:32 AM
A thought just occurred to me today.

Trigger happy colonists with a T-9 (That's the "Incendiary launcher" to the newbies)...

Doesn't matter if you can't hit the target, and more flame rounds going down range is better. I had good results with Grenade throwing trigger happy colonists, back when the weapon rack was a great barricade.
#135
General Discussion / Re: What the hell is this?!
June 27, 2016, 05:17:24 AM
This has been raised as an issue, at mid to low colony life the GM throws a stupid amount of illness at you.

Good news however!
1: As the colony ages it seems to return to normal levels.
2: Tynan has agreed, or at least I remember reading somewhere he has, its a bit of a buzz kill, and its meant to be getting rebalanced in the next big patch.