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Messages - UrbanBourbon

#241
General Discussion / Re: animal overpopulation
March 13, 2014, 03:39:03 AM
Never mind. I had forgotten that there are severe performance problems related to the animals trying to get to the food that's in an inaccessible area, such as your food storage. Sigh.
EDIT: Never mind, again. My performance problems were related to my colony being walled off, not the animals... I think.
#242
General Discussion / Re: animal overpopulation
March 12, 2014, 05:20:06 PM
Oh my G... So, to cause everlasting animal starvation, one could... one could fill the whole desert with concrete. No more grass = no more food for animals = no more animals. It'd be automated meat production, since animals do spawn, but they would die off due to starvation. Holy sh... But maybe I should just barricade my settlement inside the mountain, behind a 20-block wide layer of stone wall. Potato diet FTW?

HEY OP. What difficulty are you playing on? Are you using any mods?
#243
Ideas / Re: Colonists need to relax
March 11, 2014, 04:21:42 PM
Quote from: colonistPally on March 11, 2014, 12:27:48 AM
"Homicidal" defined by Merriam-Webster as, "ho�mi�cid�al adjective \ˌh�-mə-ˈsī-dəl, ˌhō-\ : likely to kill someone : of or relating to murder."

A drummed up, abused, and manipulated word by the media to incite and project fear towards legitimate law-abiding citizens. Having a gun doesn't make you automatically shoot people or kill yourself. And who is defined as "crazy" since there isn't a clinical psychologist or otherwise a psychological counselor in the colony? Plus there isn't an attribute in this game called "homicidal." What you said is deeply disturbing and offensive... I am sickened by it.


When he said "crazy people" he meant "colonists who had turned hostile and were already carrying a gun".
#244
Ideas / Re: Fire Extinguisher Research
March 11, 2014, 04:06:04 PM
Quote from: emraldilian on March 11, 2014, 12:59:02 AM
One thing I've noticed on the topic of fires is that I can't get a colonist to extinguish another outside of their homezone, so they just have to burn until I can carry them back.
Pause and draw some home zone over the burning colonist. Assign someone to put out the fire on him. Unpause. Bothersome? Yes. Better than watching him burn? Yes... probably.

Quote from: emraldilian on March 11, 2014, 12:59:02 AM
A lot of my big buildings go down because my colonists can't reach the fire in the middle of it, I've even had a fire from a stray bolt in a dry storm slowly destroy my steam generator.
Sounds like you have to work on your designs then! :D Focus on the fire safety and accessibility as well. I think of it as one of the gameplay elements.
#245
Ideas / Re: Your Cheapest Ideas
March 11, 2014, 03:49:08 PM
Battery displays need to include a timer that shows how long it takes before the said battery is depleted if used at a current rate.
#246
Ideas / Sheltered life for the colony of pacifists.
March 10, 2014, 08:09:40 AM
I know that might sound outrageous but hear me out. 'Pacifist', in this case, is a relative term, since raider attacks cannot be prevented. Violence is inevitable in RimWorld. But as it stands, the colonists cannot put up much automated defences. I'm fascinated with the idea that all combat could be resolved outside the view of colonists... and that the mess created by the said combat could be cleaned automatically as well. Perhaps we need cleaner robots on top of more resilient automated defences? A robot would not be demoralized by the sight of a field of mutilated corpses.


Can you imagine it? It's almost like a setup from Fallout.


A vault full of civilized and enlightened people, living their lives in the modern and brightly lit underground shelter. Smooth jazz plays through the hallway loudspeakers, occasionally interrupted by various pleasant announcements. The vault's inhabitants are care-free and happy. Their days consist mostly of socializing, occasionally tending to the crops. Indeed they have to do gardening a lot, since they're all vegetarians. These people are researchers and psychologists. Professional chefs and artists. Engineers and craftsmen. They all loathe violence. It churns their stomach. Firearms are banned in this settlement. They're aware of the outside dangers - The bandits, or the desperate souls who just seek food or shelter, but they've chosen to resort to violence in order to have it.

Every now and then a random solitary traveler might pass through the vault territory, oblivious to the surveillance drones and cameras, hidden all over the rocky mountainous environment, filled with tiny nooks and crannies, perfect for concealed surveillance equipment. Trespassers will not be shot. Trespassers will be watched. If a trespasser looks promising, he or she should be... detained. Conversion and assimilation should be attempted. "We can talk about this", some say. "We WILL talk about this", is what a good overseer says. Seemingly worthy additions to the colony should be captured and... persuated... into joining. One can learn a lot from a random passer-by just by observing them. You watch how they walk, how they look around. You identify their gear. Those are the first stages. Then you send a drone after them. At first you try to stay hidden. Observe when the candidate seemingly notices the drone. Once the drone is spotted by the candidate, you observe their behavior. Is there imminent aggression, or is there avoidance or counter-observation? Does the candidate attempt to communicate? Does the candidate show signs of intelligence or cooperation? Will the candidate attempt to ignore the drone and move along? The more cautious, peaceful, communicative and intelligent the subject seems, the harder you should try to detain them and have them join your settlement. It is up to your discretion what to do if the subject shows aggression towards the drone. After all, the subject cannot know who or what is controlling the drone, or if the drone is even controlled by any human. Nevertheless, even in the case of aggression, the subject may have recently gone through a traumatic event, and underneath the hostile initial behaviour, might very well reside a kind person, full of productivity potential. You should always do your best to find out the truth, because when it comes to humans, first impressions can be so very deceiving. A doctor can be a passive sociopath just as well as a deranged killer can be a victim of a recent tragedy, driven temporarily insane by his or her loss.

Speaking of losses, the greatest loss happens when a human lets go of his humanity and permanently succumbs to animalistic anti-social behavior. Out here we simply refer to these people as raiders. They cannot be talked to, since they won't listen. They only understand various applications of force. Defensive measures are necessary, and among your first tasks as an overseer, you should assign your engineers and aspiring inventors to come up with technological solutions to isolate your colonists from these barbarians, permanently. Thick walls, doors and strong passcodes, are among the passive methods. Active methods should involve firearm platforms (both stationary and mobile), electrified doors or floors, and entrance chambers with special ventilation shafts, to deliver various gasseous agents into these chambers, to neutralize any persistent intruding forces. I'll leave it up to you to decide whether they should be lethal or non-lethal gasses. At any rate, it is mandatory that you do not expose your colonists to violence. Even a single colonist going through PTSD can be catastrophic for the entire colony. To know about death occurring is one thing. To see footage of it, or to witness it first-hand, are entirely different things, not to mention forcing a non-violent person to commit acts of brutal violence against his or her own will. The mental health professionals in your team are therefore invaluable, and your priority should be to have all the other colonists protect them, and not the other way around, even if the aptitude test results show that your therapist is more suited for active defensive tasks and high-stress situations.


#247
Ideas / Re: Change to Blight
March 10, 2014, 06:12:08 AM
Insecticide should be a thing. Refined from cactuses or agaves, perhaps. Or bought from farming merchants directly. Deployed by growers, insecticide should increase the plant cultivation time but it should lessen the chance and damage done by blights.

Edit:
Here's what I was thinking:
Step 1. Sow seeds
Step 2. Deploy insecticide (takes equal amount of time as Step 1)
Step 3. [plant growth]
Step 4. Harvest

Optionally, prolonged rains could wash away the insecticide, creating the need to renew it. All this would keep growers quite busy and further encourage moving your farming operation indoors. Perhaps insecticide or fertilizer could come with hit points, and for every hour a fertilized tile is exposed to rain, its hit points would drop. Also a successful harvest should remove some of the insecticide as well.
#248
Ideas / Re: Colonists need to relax
March 08, 2014, 05:01:53 AM
I wish that instead of attempting to leave or resorting to violence, the first thing that an upset colonist should try would be to sleep or eat. Resting should also provide a nice chunk of happiness, but not beyond a certain point. Sleeping should not make anyone euphoric. If no food or proper resting areas are available, then rampage. It'd be exceedingly amusing if a colonist would first act normal, but he'd quietly grab some food and a weapon and then casually walk towards the edge of the map in attempt to leave. The player should at that point just get a simple notification "Wilkins has deserted the colony".
#249
Ideas / Re: Fire Extinguisher Research
March 08, 2014, 04:44:12 AM
I fantasize of fire extinguisher frequently in RimWorld.

Either that or Tynan needs to rework the extinguishing logic. Colonists have a bad tendency to walk away from partially extinguished fires. The 'home zone' system also creates an additional issue, since fires can spread outside home zones. I think that colonists that are assigned as firefighters, should just keep on trampling fires as long as there is a burning tile next to the one they're extinguishing currently. Much simpler, much more effective. Pathing distance checks should also be implemented, so that they always go for the nearest fire, and not for the fire that's burning behind the wall.

Fires also always consist of several burning tiles, so the game should also consider a group of burning adjacent tiles as a single fire, and as long as one fire is even at least partially in the home zone, colonists should focus on putting out that fire (group of burning tiles), even if it goes outside home zone.

Perhaps then we wouldn't be asking for fire extinguishers.
#250
Ideas / Re: Meals will be stackable?
March 08, 2014, 04:34:03 AM
Meals going bad was a bad move. It breaks the consistency, since raw ingredients do not go bad. That, and because meals have a timer, they cannot be stacked. Why shouldn't the cooks be able to craft delicious MREs, meals with a shelflife of years? Delicious MRE.... what a fantasy. But that's what sci-fi means - Science. Fiction.
#251
No! YOU do the math! You! ... Uhhh. I don't know. Tables, however, take less space, so they have that going for them, which is nice.
#252
General Discussion / Re: Random "Raider" Randy
March 02, 2014, 02:19:49 PM
- Randy should rain guns and medkits from the sky as well, on top of metal and food. And all the other items.
- Meteor rains. Cause small 3x3 size explosions randomly on the map.
- Big meteor strike. A little larger and deadlier single explosion randomly on the map.
- Get attacked by a large group of hungry unarmed raiders. Kill them or hold them off and wait for them to die of hunger.
- Multiple random events combined, for example, hungry raiders first, followed by a stampeding herd of enraged muffalos.
- Large map-wide wildfires that sweep the entire map from east to west, for example. Or north to south. You get the idea.
- Boomrat mating season. Male boomrats assault other male boomrats... and squirrels. This chaos should cause multiple small fires as a result.
- Tremors, with the resulting small cave-ins.
- Get an exceptionally talented incapacitated colonist as a drop from the sky.
- Badly cooked food / diseased plants. A colonist loses hitpoints and a high score skill suffers as a result.
- Struck by inspiration. A random colonist gets a large boost to a random skill, possibly developing a passion for it as well.
- Weapon jams.
- Insomnia. A random colonist requires no sleep for a few days. Halved learning speed, halved food requirement, halved healing speed.
- Critical turret malfunction. Turrets start firing on the colonists and buildings for a short period of time. In that order.
#253
Bugs / Re: Slowly losing Exp while doing the work.
February 28, 2014, 09:52:15 AM
Quote from: Tynan on February 27, 2014, 10:18:09 PM
There's a bug where cooking meals doesn't raise cooking skills.
I'm guessing this applies to Crafting as well? Doing stonecutting does nothing to my colonist who supposedly has a "burning" passion for it (2 flame icons).


Quote from: Tynan on February 27, 2014, 10:18:09 PM
All skills degrade over time above level 10.
Noooo! Ahem... What are the specifics of this mechanism? As in what's the rate of skill loss? And do skills degrade faster the higher the skill level is?
And more importantly, is it possibly to mod it all off?
#254
Ideas / Re: Your Cheapest Ideas
February 28, 2014, 09:44:54 AM
- Tie learning speed to age
- Tie movement speed to age