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 - blub01

#241
Ideas / Re: Let's talk about Zlevels
September 02, 2015, 02:32:39 PM
I meant the bit about having buildings collapse when they are too high/badly built from a structural point of view.
#242
Ideas / Re: Psychopathic cannibals
September 02, 2015, 02:31:37 PM
Quote from: SaintD on September 02, 2015, 01:12:15 PM
Being psychopathic does not mean you have no sense of right and wrong, no ethics, or no morals. While there are aspects to psychopathy and sociopathy that are fundamentally different from the norm, that doesn't mean anyone who is psychopathic or sociopathic is some sort of cartoonish chaotic evil facsimile of a human. An inability to feel empathy or remorse doesn't mean you're somehow immune to the social conditioning inherent to society.

A psychopath can, and likely is as a general rule, just as disgusted about eating human meat as anyone else. It's a socially conditioned taboo response that doesn't necessarily require any empathy at all.

but, as he doesn't feel a moral obligation or something, he should get along with it when there is no other choice. i think.
#243
General Discussion / Re: What makes spacious bedroom
September 02, 2015, 01:48:36 AM
5*6 is the smallest size which doesn't get the mood malus, I've found. and honestly, it probably doesn't matter anyway, it isn't as if they are in their bedrooms all the time(sleep doesn't count).
#244
though if they get really hungry/have a job there, pawns and animals don't give a f*ck about allowed zones.
#245
Ideas / Re: Let's talk about Zlevels
September 02, 2015, 01:38:17 AM
I'd really like z-levels because a 2D space simply limits creativity in regards to building. also, right now I dig into a mountain. not really a difference to digging into the ground there, and I would really like to have more than one floor, and as Rimworld already simulates roof collapses, it shouldn't be TOO hard to make higher buildings a real challenge.
#246
Ideas / Re: Suggestion - Prioritization System
September 01, 2015, 08:23:25 AM
yes, exactly. I'd also like to be able to tell my pawns to, say, not grow crops when my fridge is bursting with food, and generally more control over the pawn AI.
#247
Ideas / Suggestion - Prioritization System
September 01, 2015, 02:02:06 AM
Suggestion:
Rework of the Prioritization System
Details:
- Prioritization of bills globally, not on a per table basis
- possibility of prioritizing single jobs, instead of different kinds of work
- possibility of making a bill depending on the amount of one(or more) INPUTS for the bill(not that useful in vanilla, but if you play superior
   crafting, for example, it is very useful)
- making jobs depending upon quantity of certain resources the same way bills are
- splitting the home zone up in individual zones for the jobs that come with it - aka telling my pawns to extinguish fire all over my base, but only
   cleaning inside, and repairing all my machines without cleaning the outside.
- allowing both bills and jobs to be prioritized equally, and thus pawn work time being split up inbetween them.(for example, I want my crafter to
   equally make stone blocks and smelt metal from slag, as both are bills which are done indefinitely and have a gigantic supply of raw resources)

(I might add more when I think of it, for now, that is the suggestion)

Oh, and one other thing, that has nothing to do with the above suggestion, make animals that are trained to 6 in rescue/8 in hauling just do their job most of the day.(and maybe give them joy, and needs to, so they might go mad when they are treated badly, and if their joy is low, they'll just stop doing their job and go play)

(this is probably quite unfinished, but I've really got to go to school right now, so I'll just leave it here, and edit it later)
#248
Ideas / Re: Psychopathic cannibals
September 01, 2015, 01:42:58 AM
it might be an interesting notion to actually consider the health concerns in game, and maybe make cooks use human flesh last?(if they don't already do that)
#249
Ideas / Re: Your Cheapest Ideas
August 31, 2015, 10:14:50 AM
Quote from: Technical Ben on August 31, 2015, 08:10:20 AM
(Not necessarily the "cheapest" but close to).
Sand buckets. Take up 1 tile. One use item. Made of wood or steel. If a fire breaks out, allows quicker fire extinguishing.
Units would path to sand bucket, and then have a bonus to fire fighting for one tile/use. The graphics would be the most expensive part of making this I guess.

I'd make it an equipable item which has to be refilled at a sand deposit, but which can be used on more than one tile, because that is really useless unless the deposit is right next to the fire.
#250
Ideas / Re: Psychopathic cannibals
August 31, 2015, 10:12:32 AM
being a psychopath means you don't give a sh*t about what happens to other people - meaning it is unlikely that a psychopath cares about a human being killed and butchered for his dinner.
#251
Ideas / Re: Psychopathic cannibals
August 31, 2015, 07:54:00 AM
well, they should neither get a penalty nor a bonus, as they don't enjoy it, but they don't really care about it, either.
#252
Ideas / Suggestion - More realistic time and chunks
August 31, 2015, 01:59:54 AM
So, I'm always annoyed that having breakfast takes almost as long as disassembling a mechanoid, especially for pawns whose movement is impaired, so I propose a rearrangement of time accelleration, making walking much, much quicker, and adding chunks. Basically, one would now have 4 steps of time accelleration(okay, there are four already, kinda, though it seems to me that isn't quite intended), real time - one day in game is one day in RL, idk, 10x accelleration, 100x accelleration, and 10000x accelleration(can be 1000x, too). 1x is for fighting, so it is at all controllable when people actually move with a reasonable speed, the others are for building and such. now, you may ask, why chunks? well, with people actually walking at sane speeds, the map needs to be a "bit" bigger. As Rimworld currently caps mapsize at 500x500 cells or something like that, and that only works with beefy computers, the only way I see to make the map, like, actually big is the way minecraft does it - with chunks. This could tie in neatly with the frequent fog of war suggestions, as you can simply show less chunks than you load, which will probably be required for random raider encounters when travelling or similiar things, anyway.
#253
Ideas / Re: Your Cheapest Ideas
August 31, 2015, 01:43:34 AM
oh, and one thing that isn't really my idea, but easy to make and should REALLY be in the game are ceiling lamps in the style of superior crafting, which you can walk under, so you don't have lamps all over the place.
#254
Ideas / Re: Cooking Facility
August 31, 2015, 01:38:02 AM
Quote from: b0rsuk on August 30, 2015, 03:32:09 PM
Quote from: MarvinKosh on August 30, 2015, 10:58:18 AM
If it isn't in already, it'd make sense for a clean kitchen to be better for preparing food than a dirty one. :)
A  brewing table should probably require quite specific temperature. You can put a brewing table in your freezer, that's a little silly.

not a specific room temperature, the table should either heat or cool the room depending on its temperature, as the table most certainly has machinery built in to provide the required temperature, but of course the table is still going to emit heat/take it in. Also, this should alter the power requirements of the table.
#255
Ideas / Re: Some "cheap" suggestions
August 30, 2015, 02:23:41 PM
Quote from: twoski on August 30, 2015, 01:48:04 PM
You have plenty of pawn-oriented events but there needs to be more natural disasters! Fire is an awesome thing to deal with, yet it rarely seems to be a threat.

well, there are flashstorms now, and the toxic fallout definitely counts for something, and heat waves and cold snaps are crazy, anyway. also, one more suggestion for natural events, monsoon-like several month rains every summer jungle biomes, that turn the ground into mud, which turns back into dirt when the monsoon ends.