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Messages - blub01

#46
Quote from: Lightzy on August 14, 2016, 06:42:55 PM
So when you get a raid or a herd of 30 murderous boomalopes etc. it's quite annoying to have to set all the restrictions for all your animals and pawns... It feels like... excel work, or something. Which it is, I guess.

Instead please have a prominent panic button somewhere in the main UI area.

You feed it a "safe zone", and when you click it, it automatically restricts all people and animals to that safe zone (better, if you could feed it your pre-made zones).

When you unclick it, of course, it puts everyone back in the zones they were before.

how about instead of a special panic zone, just an "assign all" button above the ones for individual assignment to a zone.
#47
bug report: colonists just glitch out and stand around when trying to treat a feenix. I'm using the version on github on the day A14 was released (doesn't say a version number anywhere, sadly).
#48
Ideas / Re: Killshots and their effects
July 26, 2016, 09:12:00 PM
Quote from: me911 on July 22, 2016, 09:05:29 AM
Its never bothered me personally as IRL an incapacitated animal (eg a dog with it's leg blown off) can still put up a real fight. The survival instinct and adrenaline are enough to struggle against pretty much any injury in most animals

maybe make it so that loss of limbs reduces movement and dodgin capacity reduces moving, but you literally have to remove everything to reduce moving/dodging to 0? and then pain would hamper movement and dodging, too, so while one person might be on the ground but still kicking with a leg shot off, another might be incapacitated by pain alone. if dodging is 0, at point blank range, hit chance would automatically be 100%, which would allow for "killshots" to happen. it would also add a bit more realism because honestly, you should still be able to move with a leg missing, while pain currently does nothing until people basically pass out.
#49
Ideas / Re: Your Cheapest Ideas
July 18, 2016, 05:19:52 PM
Quote from: keylocke on July 17, 2016, 01:16:26 PM
i'd suggest that some diseases should only be contracted via :

-animal bites or melee attacks by people infected by the disease. (berserk colonists or raiders.. usually tribals).. this is good for plagues and muscle parasites.

-sensory mechanites can happen if you got hit by mechanoids.

-infection is fine enough as it is via infected wounds

-flu should be more common in cold biomes, especially if colonist is experiencing hypothermia

-malaria should be more common in temperate biomes, especially if colonist walks in marshes.

-pets can get infected too, and then they can transfer the infection to handlers via nuzzling or if they go berserk to attack.

-you also need to beware about the animals you hunt. make sure you don't eat infected meat.

-another way to contract a disease is based on the amount of time a colonist spends in the same room as the infected person/animal (dead or alive). this way, players are forced to have quarantine rooms that are separate from their normal combat injury hospitals.

-another source of disease is walking on tiles that have puke/blood on it from infected animals/people.

-people staying in rooms that have a lot of pukes have a larger chance of getting infected by the disease.

-people can also get infected by touching infected corpses or walking on blood from infected people. animals/humans eating infected corpses can infect animals/humans

-infected corpses in the room would also increase infection of disease to people in the same room.

-the more wounds you have, the higher chances of getting infected with a disease. especially when walking on puke/blood/marsh/swamp/ or handling infected corpses.

but is it cheap? not to be offensive or anything, but this thread is for cheap suggestions. make your own thread in the suggestions subforum for anything complex.
#50
is it just me or do all the downloads still point towards A12d versions? I'll try the development builds on github now.
#51
Ideas / Re: Your Cheapest Ideas
July 15, 2016, 01:04:14 PM
something I noticed in a youtuber's video - apparently you can't change the dialogue text on game start when making your own scenario. I might be wrong, the youtuber didn't show the process of making his own scenario, but if I'm not, that would be a neat (and cheap) addition.
#52
Ideas / Re: Tiny map sizes.
July 15, 2016, 06:34:11 AM
Quote from: PKGhost on July 14, 2016, 02:47:02 PM
When I search for mods to allow for tiny map sizes (25×25, 50×50), I only find people asking for very large or huge map sizes.  When I'm at home I play on a pc which can handle any map size.  But when I'm traveling for work I play on a laptop that isn't meant for gaming and even current smallest setting can get laggy and generally runs slower. I think adding the options to play on tiny map sizes will increase Rimworlds availability to more people who don't have nice pcs, and allow for others to try a game with very limited resources and space.

Thanks 😉
PKGhost

the thing is, you can't go much smaller than the current smallest map size without lacking space and resources.
#53
Quote from: Failquail on July 12, 2016, 10:11:56 AM
I just had a surgery go a bit wrong.
Got the message about a 'Catastrophic Surgery Failure' or thereabouts and go to look what had happened...

Somehow in the surgery to remove an infected left lung, the doctor got slightly confused and amputated the right arm instead.

Still not sure how a skilled doctor (~15) can bugger up an operation to that magnitude! :D

check his eyesight.
#54
I just wanted to tell you how f*cking ironic it is that this modpack updates to A13 on the day A14 comes out.
#55
Mods / Re: [mod request] realistic movement speed
May 28, 2016, 08:15:15 AM
update: for changes to take effect, you apparently have to completely reboot the game (close it, start it up again). also, a complete mod for this is warranted considering that if you change movement speed, you then have to change weapon fire rate to offset the lower time until a melee attacker reaches a pawn, probably adjust crafting recipes to take a tad longer, etc. etc. all in all, that's a bit much to do it manually.
#56
Ideas / Re: Your Cheapest Ideas
May 26, 2016, 09:40:48 PM
"petting" joy activity. also, implementing relationships between colonists and animals, which determine how well the animals follow orders. petting would increase this relationship, as would nuzzling and simply doing stuff together.
#57
Mods / Re: [mod request] realistic movement speed
May 23, 2016, 02:03:49 PM
I really just want to know what would happen to the game if everything moved at something reasonable, considering how accelerated the game is.

EDIT: btw, tried it and it didn't seem to do anything.
#58
two things: one, the olympus minigun says it has unrivaled ammo capacity, but it's burst shot count is the same as the normal minigun, which doesn't have the whole magazine mechanic at all. the only thing you get is a slightly better accuracy.

secondly, I've found that it is impossible to craft any of your weapons. the "unfinished whatever" item will be created, the work counter will tick go down, but when it reaches 0, you don't get the weapon, but the log gets spammed with a bunch of messages, which I haven't looked at too closely yet. might be a vanilla issue, too, though, considering it happened with power armor, too.
#59
Ideas / Re: Secondary Weapons
May 23, 2016, 03:06:40 AM
yes, yes, and yes again. this would also allow grenades to be more realistic. what I think would be that there would be a "grenade belt" that contains a lot of grenades, 10 or 20 or something, and singular grenades to be equipped as a secondary weapon. the singular grenades would only be used on command by the player, while the grenade belt would be something of a main weapon. also, considering that grenades would be a very limited resource, their power should be increased quite a bit, pretty much outright killing anybody within 1-2 tiles from the position they land on, quite severely hurting people 3-4 tiles away, and dealing relatively little damage past that to maybe 5 or 6 tiles. also, having cover (at least some kinds, like walls) grant protection against frag grenades (and maybe adding a grenade type that does less damage in general but more to buildings, and which goes through them) would probably be a good addition, because otherwise grenades would be very hard to survive.
#60
Ideas / Re: The ability to raid
May 23, 2016, 02:53:09 AM
the mimic grenade thing would be overpowered if you're facing even odds, but otherwise it probably would be even necessary. the main issue I see here is that there is practically no support for that kind of thing in the game yet. you have the one map you have your colony on, and that's it, so it would probably be quite some work to get this suggestion to work.