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Topics - josmow

#1
Video / Rimworld Streaming W/ Modlist - A14!
April 11, 2016, 04:29:40 PM



(modlist)
*might not be up to date*
Community Core Library
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ED - Embrasures
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Colony Manager V2
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Vein miner (seems to work with A14)
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Fluffy Relations
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VeinMiner (works with a small tweak)


Steam workshop releases (too lazy to go find the links)
Fluffy's Stuffs...
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Hospitality
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Tilled Soil
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More Trade Ships
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Modular Tables
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Glitter Tech
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USCM - CORE


Chat Commands
!mods - link to here

!modlist - link to here

!profile - info about steam and stream

!time - find out what time it is for me

!uptime - find out how long i've been running

!viewers - stupid viewer count is slow...




*Still adding to the post*
#2
Ideas / non interactive joy tasks
April 21, 2015, 01:11:36 PM
I have a colonist that is bedridden due to a flu, and he has power armor (id rather he not rampage). hes now upset since he hasn't been able to fill up his joy bar. why can't we have a radio or something to create low levels of joy just by being near/in the same room as them, similar to how relaxing socially works by talking to other pawns, but its just a slow trickle of joy instead of being a task they end up performing.
#3
Ideas / Medical procedure severity check
April 18, 2015, 02:10:30 AM
raiders, captured one, the usual. he was fairly beat up due to it being a guy wielding a shiv vs someone with a shotgun, (somehow he survived the shot and kept going) so he got punched a bunch by said shotgun wielding pawn. trying to patch him up and i noticed that, for some reason. the punches were considered a higher priority on patching up, than his foot, which was blown clean off and was bleeding profusely. I would imagine a doctor would probably attempt to patch the more severe cases before a bruise..... as of writing this he has not bled out, but hes fairly close.*

*he has made a full recovery, minus a foot


**was somewhat tired, edit:
I would be impressed if as medical skill went up, doctors did things a bit more responsibly instead of patching up the lesser wounds, they would target the highest bleed rate, while a low medical skill pawn would simply patch at random. as if medical experience actually let them have knowledge of the body instead of just how to throw a bandaid onto someone faster.

#4
pretty simple to do, make a pawn do a bill that takes time, (statue,sword,etc) and change their nickname. the object's crafter identification stays the same, does not seem to stop the user from continuing their work however so its not game breaking.

note: this is for the unfinished project, not the new worker label on the bills.
#5
if you happens to leave a stack of medicine laying around in your medical ward, leave it away from a bedside, i had a pawn move the stack that was in a stockpile off the stockpile square, and place it beside it (so its now haul-able) and place the single medicine he would use for the operation on the floor, in the stockpile location, and ran off to go grab the part. another pawn runs up and replaces and stacks them neatly and all organized like. operation is done and the stack of 34 medicine i just bought disappears. (id cry for the loss of around 2k silver but i have too much anyhow) but that might be worth looking into.

* this was done with a "mod" operation, but id imagine it probably applies to all operations.
#6
Ideas / Reasonable colonists
December 16, 2014, 09:11:23 AM
A way to tell/automate your under clothed colonists to not go marching off into the winter wonderland to freeze would be great, a simple "its cold outside" button might be a bit too simple but if a colonist steps out into -20 degrees (F) and thinks *very cold* yet still trudges along without a care in the world aside from the onset of hypothermia and a (relative, i mean they are starting to freeze to death) low debuff of like -12 to their overall happiness. but a way to enable and disable this sort of thing would be useful. id rather not have a few of my colonists stuck on military duty inside the house while they could be doing other things inside. like doing my hydroponics or cooking, but instead want to go grab that one piece of metal on my 400x400 map, or clean up that piece of dirt on the floor of a cryoruin (had a thermo nearby so it claimed it -_-) same thing would appy to a battle, if you could tell your colonists to stay inside and not attempt to clean that newly applied blood splatter in your killbox, that would be great.

*i'm sure this has been said before at some point but with larger maps and temperature it became a bit more of a concern than in earlier builds*
#7
Bugs / [W|0.7.581] armor layers
October 03, 2014, 03:11:16 PM
If you attempt to equip a duster while wearing power armor it auto unequips the armor. which is understandable since the armor is large, etc. and attempting to put the power armor back on unequips the duster. so they seem to take the same equipment "slot".
however, if you have the armor vest it allows you to put on the duster, and when you put on power armor it only unequips the vest. and not the duster. I highly doubt this is intentional and is a minor bug. though the extra damage resists are nice.