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Messages - Professor Cupcake

#46
Ideas / Re: "Drop and haul"/"drop in stockpile" option
January 01, 2015, 06:11:56 PM
Quote from: Shinzy on December 31, 2014, 12:51:37 PM
something like this?



Yup, but with about 100% less Comic Sans :)
#47
Ideas / Re: Useful Ships
January 01, 2015, 06:10:19 PM
+1 to the idea of moving to different world tiles.
#48
Ideas / Re: flamethrowers, aliens,and robot colonists
January 01, 2015, 06:08:01 PM
In the main menu (or the pause menu) it says "fiction primer".

Click that.

As far as your suggestion goes, I'd have to disagree with the aliens, obviously, but I would certainly like to see some of the xenohuman races in the game, and perhaps even the opti- and trans-animals. I get the feeling that the former of these will already be a planned addition, though I doubt the latter will be coming for quite a while.

Flamethrowers sound interesting. Would certainly be a good crowd control device, and is already balanced by their relatively short range.

Robot colonists is a "hell yes" from me, though I can't really decide how I'd personally like to see them. I'd use this as an excuse to look into the lore, but the lore of Rimworld allows for such variation in complexities, specifications and purposes that any form is theoretically possible.
#49
Ideas / Re: The wounded
January 01, 2015, 06:00:33 PM
Hiding the details of them certainly seems like an interesting way to remove some of the "gameyness" of the whole process. It would also be a good way of encouraging people to have decent prisoner areas, instead of maybe 1 or 2 cells maximum.

I wholeheartedly agree with the idea of a more severe mood penalty for leaving wounded, but I do feel like it shouldn't be an instant thing. I'd say it would make more sense if the penalty rose in degrees, relative to how long they've been there after the attack was repelled. So, maybe no penalty for half a day, then a -5 for a day, then a -15 for the next day, -30, -50, and so on to whatever level seems appropriate. I wouldn't say it should stack more than twice with the amount of wounded; any more and the aftermath of larger attacks would become impossible to deal with.

Quote from: RawCode on January 01, 2015, 12:52:02 AM
Save.
Check skills.
Load.
Save-scumming, huh?
Well, if you want to ruin the experience for yourself, that's your decision I guess.
#50
Ideas / Re: Lock open doors and air vents
January 01, 2015, 05:53:08 PM
+1 to both of these.

Locking doors open seems like something that should have been added when locking them at all was. I'm not entirely sure why it isn't a feature.

I pretty much rely on the existence of vents from a mod, and they fit in the game really well. They should be a part of the base game; it's definitely missing something without them.
#51
+1
Definitely feels like there needs to be more of an impact for setting low-skill workers on complex tasks (why yes, this barkeep can certainly give you open-heart surgery!).
I'd say this would have to be balanced with some form of training system, though.
#52
Ideas / Re: Skill requirements for bills
January 01, 2015, 05:47:19 PM
+1

I'd like to see a maximum skill limit for this as well, to add the option of a bench to "train" people's crafting skill on with cheaper materials.
#53
Bugs / Re: Overview bug
January 01, 2015, 05:44:25 PM
I have had this bug before as well, and restarting fixed it for me also.
#54
Any chance of making it so that colonists can shoot out through diagonal embrasures (when the two adjacent walls are solid), or is that out of the scope of a mod?
#55
Ideas / Re: Guest zones
December 31, 2014, 12:10:28 PM
+1

Damn outlanders keep eatin' on ma tables.
#56
Ideas / Re: Psychiatry and liesure
December 31, 2014, 12:08:38 PM
A simple version of this could potentially be implemented in a similar manner to how scarring works now.

If a colonist has a serious bad thought, then without relaxation or some form of treatment it could perhaps add a mental "scar", with a permanent mood negative.

Would certainly change up how you deal with the aftermath of dangerous events.

I wouldn't want an individual "scar" to have too much of an impact though, else it would make things a little too difficult. Maybe just have each one as a permanent -1, or -2 for 2 "scars", and so on.
#57
Ideas / Re: Reaction Line of Sight
December 31, 2014, 12:06:25 PM
+1 to the idea of a "gossip" system.

It might be worth making a separate thread for that.
#58
Ideas / Re: Assign specific items to specific stockpiles
December 31, 2014, 12:04:23 PM
That is my exact problem. What you just described is a workaround, and doesn't really solve the problem at all.

How would you go about sending an exact amount of items to a certain stockpile? (e.g. I want to send 2 M16's and 200 silver to the trade beacon)
This is different to just setting what is allowed in a stockpile. This is actually ordering certain items to be sent to the stockpile.
#59
Ideas / Re: "Drop and haul"/"drop in stockpile" option
December 31, 2014, 11:58:27 AM
That's not the request here.

I mean when a colonist has an item equipped and they drop it, it's just dropped where they stand, and is annoyingly set to forbidden as well.
The suggestion is to have an option when dropping to make them go to a stockpile and drop it there, to save it being left in the open for someone else to grab (and save me having to manually un-forbid it).

It's a small thing, but small things become bigger problems when it's a task that's repeated often.
#60
Ideas / Re: Level up notification
December 31, 2014, 11:54:57 AM
It'd have to be something quite subtle, but I'd have to agree this is something the game needs.