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Messages - blub01

#16
Ideas / Re: Fireproof suits and portable extinguishers
October 13, 2016, 07:06:00 AM
Quote from: asquirrel on October 12, 2016, 08:53:04 AM
Fireproof suits and portable extinguishers. 

Man do we need them.  Think boomalope explosions, flash fires, and centipede inferno cannons.  Nothing worse than seeing your pawn on fire and not being able to put him out when you right click on him.  You could try and arrest him but you want to put the fire out.  And sometimes when you are able to, that pawn catches on fire.  Or worse, seeing great gear on the ground from enemy pawns going up in flames and you can't stamp the fire out. Or your crops and stockpile going up in flames.  Oh the pain, the pain.

you can already do that - but only in the home area. so you need to make the place where the thing you want to extinguish is your home area, extinguish it, and clear the home area again.
#17
Ideas / Re: Your Cheapest Ideas
September 25, 2016, 04:50:38 AM
Quote from: Kewkky on September 24, 2016, 07:35:40 PM
So I know that the perma-death game type saves whenever you quit, but that leaves the game mode prone to abuse by people just alt+f4'ing out of the game whenever something bad happens. How about keeping the "save upon quit" mode, but changing it so that once you load it, it also deletes the save file? It won't stop people from making copies of the save file and putting it into another folder, but it'll definitely lower the amount of people abusing the system as well as keep it feeling as a real perma-death mode. If a player's batteries die or they lose electricity, so be it. They chose perma-death mode knowing what the consequences could be.

that would delete the save should the game crash. bad idea. maybe just do very frequent autosaves.
#18
Ideas / Re: Your Cheapest Ideas
September 23, 2016, 09:08:27 AM
Quote from: MikeLemmer on September 23, 2016, 04:38:19 AM
Quote from: Supert on September 22, 2016, 07:14:40 PM
Doctors should start treating from bleeding wounds.

+1

It's frustrating when I have to wait for them to treat a dozen bruises before getting around to the sucking chest wound.

As an appendeum, can you code it so they don't use medkits on non-infectious wounds? Whatever benefit treating bruises with medicine has isn't worth the expended medicine.

bruises can get infected, I believe. just not if you treat them at all.
#19
Ideas / Re: Your Cheapest Ideas
September 19, 2016, 10:42:09 AM
Quote from: nata6662 on September 19, 2016, 10:01:29 AM
Even using hotkeys is kinda inconvenient ex.If I want to do 'plan' and moving around the map with WASDkeys at the same time. WSAD and K,I keys are inconveniently far each other and need to change the position of my left hand.

you can use MMB to move the view, too.
#20
Ideas / Re: Your Cheapest Ideas
September 18, 2016, 11:50:00 AM
Quote from: 1BadPanda on September 17, 2016, 11:35:28 PM
Would it be easy to have the material count of architect jobs listed with the types you can build? 

Example: I want to build a wall but don't know what type of stone blocks I have.  Have the count listed next to each wall type when selecting?

there's a list of everything you have in the top right. just use that.

Quote from: Pyrite on September 18, 2016, 11:44:00 AM
Can you have "Save" and "Load" for mods. I like switching between mods and it's hard to remember which ones I used. Like "Prepare Carefully" instead of saving starting colonists, we could save mods.

so, you mean presets?
#21
Ideas / Re: Your Cheapest Ideas
September 14, 2016, 07:50:56 AM
Quote from: MikeLemmer on September 14, 2016, 02:45:18 AM
Quote from: Shaz on September 13, 2016, 11:20:11 AM
Colonists automatically turn off work devices (smelting, cremation, tailoring, etc.) when they stop using them and turn them on again when they use them.
(even turned off devices bills are active, unless colonists are told not to interact with the object or power is off)

Yeah, that's... a tad nuts. Only reason I can think of for it is to gauge total power consumption.

I'd also tack onto that having Sunlamps automatically turn off/on at the appropriate times. I hate having to remember to turn them off/on each day to conserve energy.

there's a mod that adds timed automatic switches (or at least there was). you could try that until this is fixed.
#22
Ideas / Re: Your Cheapest Ideas
September 13, 2016, 10:18:35 AM
Quote from: Stonefang on September 11, 2016, 11:57:50 PM
I have a suggestion is it possible set up rimworld on ios because im alway at work and don't have time to play it on my computer and my phone is 24/7 with me every day so i was wonder is it possible???

yeah, that's not cheap, so you should probably make a separate thread for that.
#23
Ideas / Re: Your Cheapest Ideas
September 11, 2016, 08:03:45 AM
Quote from: Trenix on September 11, 2016, 02:07:41 AM
Colonists should be forced to move away from thrown grenades without us having to micromanage it.

but it should be possible to toggle. one of the issues with the whole draft system is that you can't really tell colonists NOT to do something.
#24
Quote from: Makko on September 09, 2016, 10:24:31 PM
I don't understand what you mean.

I'm saying when put in the bin they don't turn into compost.

-------

In other news, smelting steel is apparently a high priority crafting job, not a smithing one???

It's extremely hard to get pawns to chop wood planks/kindling or to work at the petrochemical plant.

They really want to smelt metal all day long and then maybe make some glass frames. Rather annoying.

Meanwhile Butchering and Smelting Steel seem to chain together, one order to prioritize (when the work tab shows a different task should take precedence) will result in the pawn performing the task for an extend period of time over and over again, why is this?

that's the real challenge in hardcore sk: managing your bills so that your colonists craft just what you need of one thing, and then immediately move on to the next.
#25
Quote from: Marduk on September 09, 2016, 12:15:10 PM
Quote from: Makko on September 09, 2016, 01:31:06 AM
The "Fleas!" / Mosquito / Fly events where they spawn in a random bedroom are really not fun.

Every time they happen you have to pause your game and play pixel hunt for the little tiny speck that is an enemy bug, if you don't do this someone gets an awful disease, if you do do this, 100% of the time nothing happens.

It adds nothing to the game but a repetitive chore.

(I guess you could say that for a lot of things, so I'll explain: it's just a menial task that has to be done randomly with no chance outcomes, you either play pixel hunter and nobody gets sick, or you don't play pixel hunter and someone gets sick. )
Screw pixel hunting, i just drag the hunt order tool over my base to show them to me.

reducing it from a repetitive chore to a nonissue. even better.
#26
Ideas / Re: Your Cheapest Ideas
September 08, 2016, 09:33:36 PM
Quote from: Boba Phat on September 08, 2016, 07:36:32 PM
If you have an AI core, you can "promise cake" to a colonist which will give a temporary mood buff which will eventually wear off and give an even worse mood debuff when the colonist realizes the cake is a lie.  A way to sort of borrow against mood tomorrow to deal with a critical mood problem today.

that. that is an awesome reference right there.
#27
potatos work, as long as you have, like, 300 seeds or so. even then, it's difficult. I find it somewhat annoying that no scenarios start you off with seeds, anyway. like, yeah, let's make a survival kit with food and medicine, but don't pack seeds to survive a bit longer? seems stupid to me. also, limitations on some of the crops available just like in vanilla are a bit dumb in my opinion. like, with most plants you just need a goddamn manual, really, that fits on a single page. rice isn't that hard to grow, for example, yet you need research for it, making it impossible to start with something that actually grows quickly.
#28
Ideas / Re: Your Cheapest Ideas
September 07, 2016, 09:51:14 AM
Quote from: baegle on September 07, 2016, 12:31:34 AM
Some of these items have been said before. I think these are simple fixes that eliminate WTF moments and major frustrations with the arbitrary randomness.


  • Everyone is capable of firefighting. How is this even a thing? Drop the "incapable of firefighting" feature from everywhere. Even pyromaniacs. Yeah, they love to see fire. They don't love to see their family burn to death.
  • Why oh why are there so many eclipses in a single calendar year and why oh why do they blot out the sun for soooooo long. You have solar flares. You have ZZZTT events. Why do you need so many eclipses. It doesn't even make sense!
  • Small animals should have damage/injury caps on what they can deal. A full grown human cannot be torn to death by a fox.
  • Really, really, really need to get rid of boomrats. There's nothing interesting about them that boomalopes don't provide. But pretty much every time I get a manhunter pack of boomrats it's game over for me. I have lost no less than 10 colonists to boomrat manhunter packs. The randomness of the game is cool and all, but this particular aspect isn't fun. It's not interesting. It's just a source of frustration.

some people just fear fire so much they get petrified or whatever. in that context, it makes sense.

solar panels are a much more steady power source than wind turbines, which are practically useless right now. that has to be balanced somehow, although I do agree that making them arbitrarily not produce power ten times a year for a day is not the best option. maybe make them more expensive to build.

humans aren't all that hard to kill, if they go for weak points, or simply a ton of small injuries, even small animals can kill you.

funny, considering boomrats were there first. what exactly is the issue? wouldn't it be the same with boomalope manhunter packs?
#29
Quote from: Szara on September 05, 2016, 01:14:09 PM
Quote from: Makko on September 04, 2016, 04:58:21 PM

I'm talking about speeding up a process that's already in game though, it doesn't really make any sense for someone to just "get over" a dose of radiation that left them unconscious and be back at 100% the way they were before in a few months.

I agree it's incredibly difficult to do IRL,  but this is a game, and already has gamey mechanics regarding the topic.

http://www.mayoclinic.org/diseases-conditions/radiation-sickness/basics/treatment/con-20022901

There are certain marginally effective substances that are used to absorb the radioactive material, they don't need to be entirely synthetic organ filters though for example a synthetic heart filter would be a good sort of implant to increase radiation resistance and or toxic buildup dissipation rate.

The in game process is basically the body repairing itself, and it isn't really a great representation of how the human body reacts to radiation poisoning, though it is true at least that with a heavy dose of radiation a person would certainly find themselves bedridden as their organs struggle to maintain their life.

If we want to make it more realistic there would be bone marrow transplants, blood transfusions, and other care required at high % of radiation poisoning, sort of like medical treatments to flue/plague/infection, except the pawn certainly dies without them. Anyway, I don't believe we have any examples of the sort of other tissue repair (particularly for vital organs) which would provide progress toward curing the damage caused by radiation poisoning. On one hand replacing vital organs should definitely improve the pawn's condition. However we have here an example of when replacing 90% of the troubled tissue doesn't really change the odds that much. For example if your bone marrow is done for, so are you, it doesn't matter if the rest of your body is in tip top shape. It's pretty much an all or nothing situation since almost every effected organ is vital. Except the skin I suppose, but welcome to infection city if you lose all of that. Anyway, the point is that the 'treatments' wouldn't work too well with the Rimworld system, since it'd happy say your colonist is fine now if you replace his kidneys, lungs... Ignore the stomach which would likely be hemorrhaging blood.. Alternatively, if each vital organ had their own radiation poisoning 'disease', they could all be individually treated and that would be a truer representation of dealing with the complexity of radiation poisoning. It might not even be that complicated, as infections already target specific limbs. As it is the medical supplies to provide this sort of treatment don't really exist, though I suppose biomatter could be used.

The current system that merely renders them unconscious for an extended period of time without permanently crippling or ending them really is quite forgiving especially since it is so hard in the game to get to a high radiation dosage. I've had my pawns handle plenty of uranium (in small doses) and never got more than a few % poisoning.

Removing radioactive contamination from the body would be a bit of a different matter, and generally I think not involved with the radiation poisoning that happens in Rimworld, since all of the radioactive material is sitting on the ground, not blasted into someone's wounds, inhaled into the lungs, or ingested into their stomach. If someone let their uranium catch on fire on the other hand.. But radioactive contamination is not even a feature of the game.

maybe add a "disease" called radiation damage, which gets worse over time based on how many organs are damaged.
#30
Ideas / Re: Your Cheapest Ideas
September 04, 2016, 07:02:03 AM
normal start, but all your colonists are addicted to luciferium as a scenario. you'd obviously start with some, too, though.