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Messages - Razul Antiwield

#1
Ideas / Faction leader additions
December 24, 2017, 08:48:52 PM
Faction leaders feel really dumbed-down to me. They don't really serve any purpose, and while you can kill or capture them, they're no different from any other hostile pawn. Here's my suggestions to make them have more significance:

  • Killing a faction leader results in a relationship penalty with said faction, perhaps in the area of -25. The same penalty is incurred if a faction leader is sold into slavery.
  • Releasing a faction leader results in a relationship gain of around +25. Like usual, you cannot improve relations with a pirate faction.
  • When holding a faction leader prisoner, the faction may contact you offering a ransom payment. It may be in silver or items.
  • When a faction leader is being kept prisoner, the faction may attempt to mount a rescue mission. They will flee once the leader is broken out of prison, and are less likely to flee when sustaining heavy casualties.
  • Faction leaders have superior equipment and skills to their regular pawn counterparts. They are the leader of their faction after all.
#2
Ideas / Radius for sunlamp blueprints
December 17, 2017, 03:38:15 AM
I don't know if this is just me, but I find it rather irritating that sunlamp blueprints don't display their radius when selected. This means that when placing multiple lamps, one has to select the sunlamp from the furniture category and hover it next to your sunlamp to see its radius once built. This becomes particularly annoying when you have to place a large quantity of sunlamps. Adding the radius to sunlamp blueprints would make farming slightly more enjoyable and less monotonous.
#3
Bugs / Animals will sleep in beds in prisons
December 17, 2017, 03:19:32 AM
This may not so much be a bug but rather an oversight. Colony animals seem to not care if an animal bed is in a room set for prisoners. This may in some instances be dangerous for the animal if the prisoner happens to go berserk.

Steps to reproduce:
1. Spawn a tame animal and a room with a colonist bed and animal bed. Ensure that there are no other animal beds available.
2. Set the colonist bed to 'for prisoners'.
3. Once the animal is fatigued, it will sleep in the prison animal bed.
#4
Ideas / Re: Your Cheapest Ideas
November 04, 2017, 03:46:08 AM
It would probably be a good idea to allow players to prioritize putting out fires even if they aren't in your home area. This is particularly annoying when a wildfire is encroaching on your base but you have to include it in your home area to put it out.
#5
Ideas / Re: Your Cheapest Ideas
October 27, 2017, 03:19:31 AM
I find it somewhat irritating that you don't know when your colonists are going to marry. It would be nice if the date was added to the engagement notification and perhaps to the social panel under the colonist's fiance.
#6
Pirate trader came along, but they are not willing to take my beer. Any reason why?
#7
Bugs / Re: Doctors prioritize wounds illogically.
July 08, 2016, 03:56:39 AM
Quote from: hwfanatic on July 07, 2016, 04:13:21 AM
Seems logical enough that doctors should prioritise treating most serious wounds first. But then again, you can prevent most infections by cleaning all the blood in the room.
Didn't know that. My colony is drenched in blood, and is causing all my colonists to go berserk every few minutes, but I have much more important things for them to do (like treating the wounds that they receive when they go berserk), so they never get around to it.
#8
Bugs / Re: Doctors prioritize wounds illogically.
July 06, 2016, 09:18:23 PM
Quote from: Tacopaco on July 06, 2016, 07:29:06 AM
This seems like more of a suggestion
Yeah, it is. *Excuse about being tired here*
#9
I have had a colonist go on an alcohol binge mental breakdown, but for most of the time they were just relaxing socially. They only ever drank one beer.

Binge drinking typically involves drinking eight units or over for men or six units or over for women in a very short space of time, about an hour. Obviously we can't incorporate this into the game because it isn't possible for a colonist to drink beer that quickly. In Rimworld a binge should consist of about five drinks, perhaps?
#10
Bugs / Doctors prioritize wounds illogically.
July 06, 2016, 12:56:15 AM
Many times now I have had someone get stabbed, shot, dismembered, infected etc. but the doctors still treat wounds such as bruises and shredding first. Doctors need better prioritization as to what is the most important wound to treat. Sometimes this is an actual issue, too, as a patient might have a whole lot of bruising but also an untreated infection which needs to be treated ASAP or the patient will not be able to develop an immunity fast enough.
#11
Quote from: Shurp on July 03, 2016, 08:37:24 AM
Beer is a great way to keep your colonists happy.

But if you really want to keep your colonists from drinking it, mark it "forbidden" with your Q key.  (erm, Q key on my keymap, may be different on yours)

Yeah, I know, but I don't particularly want to forbid every pile of beer whenever they are made. Should be made an option to forbid a stockpile, so that the colonists can put things into it, but can't take anything out.
#12
I have started growing pine trees now, and I have mostly finished a storehouse for all my hops. I have removed my sun lamps, and now actually have enough power to last the entire night. I never realized that sun lamps took up that much power. Now I just need a trader to come along...

Edit: Just experienced the first major raid in my game. I offered safety to a person, and they bought some twenty tribes people with them. Simultaneously, I was attacked by pirates, who caused one casualty and they burned my entire crop of hops, and the storehouse.

Edit: Any way to make my colonists not drink the beer? I need to sell it, not waste it on them.
#13
Quote from: Shurp on July 02, 2016, 08:26:34 AM
OK, nevermind, the save *does* load, it's just that mediafire.com is an evil site.  Don't use that in the future.

OK, first thought, what in god's name are you doing with all that power?  Sunlamps outside?  That's wasteful beyond my wildest dreams.

Secondly, why are your colonists walking around with second-hand weapons?  Manufacture some real weapons with your machining table. 

Thirdly, you have incapacitated colonists missing legs.  Peg legs would be helpful.

Fourth, don't grow corn in gravel.  The fertility penalty is doubled or worse.  Grow potatoes instead.

Fifth: build a stockpile indoors.  Your stuff is disintegrating in the sun.

Lastly... how do you defend all this from raiders???


  • I intend to make all of my crops hydroponic once I have the components. My map is all out, so I have to wait for a trader to come along, which for me seems to be forever. In all this time I have only had three space traders come by, and few caravans.
  • Yeah, I was wondering why corn took so bloody long to grow.
  • I am spending all my silver on components and steel at the moment, so I can't save up for much else. I am going to sell all my devilstrand once it is grown, and so that I don't lose half my harvest, my hops too. I don't have any wood for a brewery, as you have probably noticed.
  • I have not gotten any real raids for my whole game. I would probably fall against a major attack. I will build more turrets.
#14
General Discussion / Suggestions for my save game?
July 02, 2016, 07:24:21 AM
I am going alright in my save, but I feel as if I am quite behind after being on this world for nearly one hundred days.

I have uploaded my save file to Mediafire, what suggestions can you guys give?
http://www.mediafire.com/download/a0bnkcuq3fa8vbh/Extra+cools.rws
Also, I have heard that if you place solar generators in the path of wind generators you won't lose any efficiency. Can anyone confirm this?
#15
Ideas / Re: Your Cheapest Ideas
January 04, 2016, 07:34:49 AM
This is not really that easy to make (I think anyway) but would be incredibly useful. Using a bug tracker. A good example is Mantis. People can post bug reports there, so that you don't have to go through all these threads on the forums. I have posted a fair few reports myself on the Prison Architect Mantis bug tracker, and a good amount of bugs have been fixed through it. It is probably wise to make it that you have to be a forum user for X amount of time before you are allowed to post bugs.