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Messages - blub01

#31
Ideas / Re: Your Cheapest Ideas
August 31, 2016, 03:01:44 PM
Quote from: MikeLemmer on August 30, 2016, 04:54:01 PM
Quote from: blub01 on August 30, 2016, 03:18:03 PM
Quote from: MikeLemmer on August 30, 2016, 02:04:56 PM
New Minor Incident: Cave-In
The roof collapses on part of an underground base, making rubble and injuring colonists.

Another way to make mountain bases riskier without resorting to a full-blown bug invasion.

maybe taking roof stability as a base for calculating the chance of it happening?

Eh, I personally think just having it choose the spot randomly will naturally lean towards larger rooms.

but using roof stability would mean you could build supports and stuff.
#32
Quote from: Makko on August 31, 2016, 02:23:47 PM
So how do I treat critical radiation sickness?

I had a pawn walk into the uranium refinery by mistake and now they're in a coma while the % slowly ticks down, but it's been two seasons and it's gone down like 30%, so it's going to be more than a year before it heals naturally, is there a way I can speed it up?

well, as far as I know, there's no real way in real life, so..
#33
Ideas / Map modes
August 30, 2016, 03:22:14 PM
Long story short, map overlays informing you of stats like temperature and soil fertility. (and maybe one that shows predator density?)
#34
Ideas / Re: Your Cheapest Ideas
August 30, 2016, 03:18:03 PM
Quote from: MikeLemmer on August 30, 2016, 02:04:56 PM
New Minor Incident: Cave-In
The roof collapses on part of an underground base, making rubble and injuring colonists.

Another way to make mountain bases riskier without resorting to a full-blown bug invasion.

maybe taking roof stability as a base for calculating the chance of it happening?
#35
Ideas / Re: Your Cheapest Ideas
August 30, 2016, 01:45:52 PM
Quote from: Stormcow187 on August 30, 2016, 06:19:08 AM
Hi there,

I am loving the game but in the interest of self sufficiency please add the ability to manufacture bionic body parts rather than forcing me to buy them (or make bionic legs be in stock with anyone!) 

keep up the good work, im really looking forward to getting my dudes hooked on drugs :)

It's part of the idea of the game that you DON'T get to make some stuff. you just can't. it would be nice to be have some kind of beacon to attract traders, though, possibly specifying what kind, too. also, maybe some kind of high-tech faction that avoids conflict with the other factions and trades a bit, because trade caravans are much more common than orbital traders, which would have things like bionics in store.
#36
Ideas / Re: Suggestion: Self Healing (RimWorld)
August 29, 2016, 05:07:21 AM
so, SOOOOOO seconded.
#37
Ideas / Re: Windows
August 29, 2016, 04:58:54 AM
Quote from: vertamin on August 28, 2016, 05:32:55 PM
Sorry for my english.

I would like to suggest to implement windows, so colonist could get rid of the "in darkness" debuff and grown plants in their room with natural light.

I know there are mods that add windows, but the developers said that with the core of the game you couldn't implement natural light that emits from them, and I think it would be a nice adition to the game.

if I recall correctly, there's a window mod, but from my experience with it, it doesn't actually work.
#38
Ideas / Re: Sub task priorization
August 29, 2016, 04:56:07 AM
how about just moving all the crafting bills into a single screen, instead of a different screen (and priority list) for each crafting station. that way, you'd just tell your crafters to cut stone in the list, and they'd search themselves a stonecutter's bench and do it. you could also maybe show all possible bills, even the ones you can't do yet, which would tell you what you need for them, so if you want to make something, you can look up how to do it.
#39
Ideas / Re: [gameplay] Reworking Manhunter pack
August 29, 2016, 04:46:36 AM
Quote from: LordMunchkin on August 29, 2016, 02:59:53 AMHunting should be about one-shot, one-killing animals before they run off the map not "I better kill them at night so the deer don't slaughter my entire colony."

that's actually an idea - the hit chances with weapons are only this low because enemies are usually trying to actively dodge, right? so when hunting, hit chances should be way higher because the animal usually doesn't see you coming. thinking about it, how about adding a "dodge" skill that reduces enemy hit chances?
#40
Ideas / Re: Your Cheapest Ideas
August 29, 2016, 04:39:11 AM
Quote from: Phantazmya on August 28, 2016, 09:44:41 PM
I have a couple but I didn't read through the through the thread so they may or may not be redundant.

1. You could make a rudimentary sleeping spot out of wood that is uncomfortable.  The current low tier bed would require cloth/leather to make. 

2.  Add comforters as an item to be made at the sewing station that would be geared to beds.  They can boost comfort, add a bit of warmth while sleeping and give a chance to enhance sleep quality which could boost mood and/or work efficiency.

3. Add an insulated wall option to be researched and would require wool + build material to construct with the effect of the heat exchange between rooms decreasing by x%.

4.  I know there is a mod for this but it would be nice to officially be able to recycle clothing items to reclaim fabric.

5. Hammocks as a joy/rest item.

6.  Additional traits such as Vegetarian (only eats plants), Carnivore (only eats meat), Claustrophobic (doesn't like being inside/won't sleep inside), Monophobia (fear of being alone/must share a bedroom and/or increasingly bad mood when alone for extended periods of time)

7. Water Fountains as a sculpted item requiring a component + building material.  Not only could they add beauty to an area but the sound could give a temporary mood boost to pawns located in a certain radius.

Ok it turned out to be more than a couple.  lol  Hope it helps.  Love your game. Can't wait to see what's next!

3. and maybe some kind of high-end insulating material could be used in the lategame.

6. how about some less intense traits? like, only getting a really hard mood hit when eating meat/plants, and prioritizing the preferred food, instead of being completely incapable.
#41
Quote from: Szara on August 28, 2016, 12:00:27 PM
What I'd really like for all the materials is an easy to read table listing out all the materials and the various effects they will have. It's a bit of a pain in the ass to go through the architect menu and select all the materials each time I want to see what I have on hand that is the best for a given type of bed, for example. The production buildings are easy apparently, the best work speed is always at the bottom of the list when you click for material.

Adding the materials and their effects to the help menu would work really well, maybe not quite as quick as a table, but useful because it'd be ingame.

maybe a new menu tab that is a spreadsheet showing all the different values, highlighting best/worst for each category, and maybe allows sorting after certain categories. also, while we're at it, the bar is kind of messy with so many tabs down there. some kind of UI rework would probably be helpful.
#42
Quote from: Marduk on August 27, 2016, 06:10:48 PM
Quote from: TrashMan on August 27, 2016, 09:51:15 AM


I know very well how to play, but it's not FUN.
It's tedious. Adding new pointless ores adds NOTHING. They are just...there. Cluttering my map and my resource list.What exactly have you accomplished by replacing steel with Stahalmite, Plassteel with Unobtenium and so on? They serve the same purpose, but the player now has together with new names for the exact same stuff.
And what's the point of adding new fantasy ores, unless they bring something unique or interesting with them.

Look at the new ore's info. They all have different stats, making allowing you to make better items and furniture if you use the right ore or other material. Say, you want to make an awesome sword? You look for an ore with high sharp damage stat, and preferably low melee cooldown too. Tin would suck with 50%, steel is ok with 100%, aluminium is nice with 90% and 70% cooldown, and stein is great with 140% sharp damage.
So no, they aren't pointless. Yes, it involves lots of micromanagement and confusing choices or options, but hey, i for one play the hardcore mod exactly for that.

Other material specific hint, before you can make the more advanced medical beds and use normal beds as medical ones, make them of lacosdile skin, it has really nice bonuses to treatment and immunity gain speed. That's what i love about this mod, there is a crapload of materials, and each of them has its own sets of advantages and disadvantages for every use.

I would still be nice if the new materials were differentiated by more than some stats. of course, your point is correct, but I believe the game would still be much more interesting if you actually NEEDED each of them for something specific, instead of them just being better at it. it would also highlight the different materials more, make them more than just something that is nice to have.
#43
Ideas / Re: Your Cheapest Ideas
August 23, 2016, 04:42:22 AM
Quote from: codyjriggle on August 23, 2016, 04:27:10 AM
It would be nice to have the ability to repair clothing and weapons provided I have the correct materials

but it shouldn't work forever. like, a piece of clothing lasts, say, a year on its own, and a decade if it's being repaired regularly, but at some point it's just impossible to patch it up again. sure, not quite as cheap as infinitely repairing it in terms of development time, but then again, not that difficult, either.
#44
Ideas / Re: water as a semi rare resource
August 21, 2016, 01:05:21 PM
Quote from: FullMetalPant on August 21, 2016, 09:33:29 AM
Quote from: milon on August 21, 2016, 08:39:15 AM
Read rule #10.  ;)

:-[ Sorry, I am pretty new to this forum (I am pretty new on any forum at all). I shall stay respectful to the rules and other users, and also use the report post button if I encounter a situation like this again, before it escalate. Thanks for your patience.

Quote from: eadras on August 21, 2016, 09:07:16 AM
Water systems were one of the things I was hoping to see implemented.  But I'm new to the game and it seems it's already been decided not to go that route.  That's fine, the game is fun without it, but for me the lack of water makes playing on desert maps pretty absurd, so I won't be playing them.  Plenty of other fun biomes to enjoy.

I totally agree about the game to be tons of fun without it, but that is the first thing that come to my mind as an improvement that would take the game a step further and open lots of possibilities. Note that I have no knowledge with writing code, so I talk about things I don't really know, but I imagine something fairly simple using a system almost identical to electricity. As I could read, the best change and update come from using an existing feature and modify it.

Maybe someone will mod it at some point. I shall ask on the mod forum what kind of work it could represent to use the electric system to create a water system similar to it working in parallel, and adding a water variable to the mood, health, and to grow crop. Sure sound like lot of work though, but not as much as creating a water system like dwarf fortress and making a realistic fluid physic on large scale to the whole world.

implementing water like electricity seems like a good idea, although I would suggest to have an item colonists consume, too. so you'd have some kind of manual well in the early game, or just get water from a lake or river, and later on get an electric well (or maybe one using muffalos?), and then you use water pipes to supply stuff like a water dispenser, toilet, sink, etc. with water.
#45
Ideas / Re: Your Cheapest Ideas
August 18, 2016, 04:48:40 AM
Quote from: b0rsuk on August 15, 2016, 10:27:33 AM
New auto-generated zone, similarly to Home Zone. It would be Indoor Zone.

and maybe slightly alter colonist ai to make them go to it automatically if they have toxic buildup above a certain level, and stay inside until it's below a safe one.