Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - MrWiggles

#91
Ideas / Re: Gas Masks
June 12, 2015, 07:13:38 AM
If the solution was trivial, wouldnt it be implemented?

Or more aptly, if the proposed solution was trivial and fun wouldnt it have been implemented? Are we now assuming that the Dev is incompetent?

Assuming the Dev is competent.
Then this isn't a hard inference.
If it was trivial, but removed, then it must have detracted from the game greater then the two new events.
If it was fun, but none trival, then its been pushed back for a future release, as there are none obvious problems that stand in its implementation.
Though please go on, about new events you havent played and how their disastrous. Shame on Tyrion for experimenting.
#92
Ideas / Re: Your Cheapest Ideas
June 12, 2015, 07:09:00 AM
Quote from: sparda666 on June 12, 2015, 01:19:09 AM
Please allow something like shift click or ctrl click when you are setting allowed zones to flood-fill a room. This would make it much easier and convenient (this code is already used to draw rooms or cooler/heater/vent areas).
Yea, but sadly, its not its own function, but instead trapped side the temperature class. (I dont really know where its organized.)
#93
Ideas / Re: Gas Masks
June 12, 2015, 07:00:14 AM
I dont get this kind of suggestion. It doesn't seem surprising, or obscure, add on for the two new atmosphere based events that gas masks could be helpful.

So like... Tyron, and the testers that were already play this must be aware of it.

So whats the point of the suggestion?
#94
Ideas / Re: Your Cheapest Ideas
June 06, 2015, 09:53:18 PM
Quote from: Wild Card on June 05, 2015, 04:35:41 PM
True but its just alpha 10. From what i gather Tynan`s recipe for success is making many iteration, u know like improving on what u already have bit by bit. adding more stuff, improving that and so on and so forth
So if it would get implemented (the stacking of more stuff i mean) yes it would be ugly and cumbersome for a few alphas but eventually if will get fleshed out nicely i think ( again we`re just in alpha 10 )
Also my point of view is only valid if this is something that could be added. if it`s not feasible,  well than it wont get added
This thread is for your cheapest ideas! And anything that would require more then one pass to get it into a suitable state, is not a 'cheapest idea'.
#95
Ideas / Re: Your Cheapest Ideas
June 05, 2015, 04:28:48 AM
Quote from: Technical Ben on June 04, 2015, 03:53:43 PM
Animal Husbandry. I assume an area check if another is close by. Would spawn a new animal of the same kind, but with random or mixed variety of the parents. To reduce CPU load, could also have breeding seasons so only checks certain times. That and limit the search to when there is another creature in the same zone perhaps? Or just have a timer where it searches out a mate after a specific time (least CPU intensive of the ideas).
The problem that prevent this from being simple, is the barn. You need a place to store animals when its cold. That might even require new art. You'll also need new plant to grow to produce feed for them.

The other problem that would make this not cheap, is that it would most defiantly require new UI screen.
Quote from: Wild Card on June 04, 2015, 03:32:42 PM
Could they not be sorted by type and quality simultaneously? like 5 terrible t shirts 5 shod pistols etc. ?
Just asking because if this is hard to implement than it defies the point of the thread
Have you seen the trade screen and clothes? Thats it doing grouping as much as possible.
It is not pretty!
#96
Well honestly, there a whole slew of stuff that the Dev can do with prisoners, and it would be a valid route.

Like why not make work gangs, why not accept prisoners from out side sources for monies?
#97
Ideas / Re: Crematoriums
May 31, 2015, 07:04:20 PM
Well, your historical information on funeral pyres is a wiii bit spotty. The whole boat thing, being put on wood pile, while they did happen, didnt cremate the corpse. Its was more of an honor thing. For the boat thing, it just sank into the body of water but funeral pyre, they still had to bury the remains. The pyre was done as a funeral services and honoring the dead.

As for burning witches... that didnt really happen. I think there was one or two cases where it did happen, but by and large it didnt happen.

And you're talking about getting something to 1.8k fahrenheit, is going to require feeding the fire rather aggressively. That means bellows. But the colonists are capable of making fans... so then just make fans and that use electricity. 
#98
Ideas / Re: Crematoriums
May 31, 2015, 02:56:29 AM
It couldnt escape using electricity if you're using wood anyway. To get fire, with wood fuel, hot enough, it would require bellows. And why would the colonist ever want to use bellows when they can just make a fan?
#99
Ideas / Re: Your Cheapest Ideas
May 31, 2015, 02:48:59 AM
Pirates demanding tribute. Probably not a cheap idea, as you need to figure out what partially paid tributes are, and what category of tributes are and what a good time frames are, from generous to bleeding you dry.
#100
General Discussion / Re: Why XML instead of JSON?
May 31, 2015, 02:24:41 AM
This question just boils down to, "Why aren't your preferences my preferences?"
#101
Z-Levels could be pretty interesting for Rimworld. Making 3d structures, just greatly expands what you can do with the tools already in place.

And babies and preggers, are just part of simulating life that the game is already doing. Its doubtful any colony would be ran long enough to have any of the kids reach age of maturty, but thats never been a real problem for say, Dwarf Fortress. I was shocked when I had a dog die of old age, and I like it when my dorfs have kids.
#102
General Discussion / Re: RimWorld change log
May 31, 2015, 01:48:34 AM
I'd be happy with a path cost adjustments. I want my citizens to stop using the primary freezer as a short cut. Just like opens the doors way more then what it ought to experience.
#103
Ideas / Re: Trade Overhaul
May 06, 2015, 02:36:18 PM
Reconfiguring how items rest on the ground, is probably no small feet. DF has to constantly tinker with stacking issues. Its why coins are a no no, as the dorfs brains just can't handle them very well.
#104
Well, to be fair, thats a simple outward issue. We have no idea, how complex it would be to actually issue that change.
#105
Cant eat organs.