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Messages - hairlessOrphan

#1
The biggest issue I see with these is they become secret magical systems that players have to learn. A new player coming in would totally expect colonists to take their coats off indoors. But they would not expect special temperature ranges that negate clothing effects.

So, secret magical systems that only exist as workarounds to engine limitations... In programming, we have a term for these: hacks. I can see it as a temporary workaround, but I'm not sure the clothing problem is quite big enough to warrant a temporary workaround. It's definitely a thing I've love to see improved, though.

As Tynan mentioned, this would need a special class of tasks, something like "drive-by" tasks. The AI would need to somehow decide how expensive these "drive-by" tasks are to make decisions about whether or not to do them. This is hard enough for real people in real life - think about when you're in a rush, deciding whether or not you're gonna hang up your coat or just take it off and throw it on the couch.

BUT BUT BUT, if Rimworld did get this kind of system, wow. What an improvement. Suddenly, colonists would theoretically be able to do things like pick up harvests and drop them off in a nearby bin while harvesting. Eventually, maybe they'd be able to just pick up a slag chunk in their path if they "know" they have a place to drop it off while they're walking from one end of the base to another. These are little things that don't just make a base more efficient, but also make colonists seem more "real."
#2
Quote from: Elixiar on July 23, 2015, 07:28:17 PM
Do it a 6th time? You're an idiot. Game shouldn't change because some players are careless. That's all this comes down to really.

I guess that's a misconception we should address. I've never lost a colonist to a collapsing roof. I've never forgotten to remove the roof.

Does removing the roof add even a little bit of enjoyment and entertainment to the game for me? Nope. Not even a little. It's menial deadweight. That's what this really comes down to. I'd like to see menial deadweight removed from this game.

So my most probable misconception about the other side of this argument is that I think most of you are just defending the status quo because criticism makes people uncomfortable. Maybe I could learn something from an argument for why highlighting roof tiles is fun.
#3
Quote from: Z0MBIE2 on July 23, 2015, 06:38:35 PM
I'm talking about the ruins found on maps,

Oh. I actually really did not realize this. I thought you were actually talking about, like, real world rooms. My fault.
#4
Quote from: TLHeart on July 23, 2015, 05:56:09 PM
But those are not exceptional examples, those are everyday examples of the carelessness of people. The colonists are no smarter, it is up to the player/god to keep them safe.

So I just Googled it, and I don't know how much I trust this number, but:

http://www.usgbc.org/articles/green-building-facts

A billion square feet of buildings are demolished per year. That's a lot of dead construction workers annually, if this is an "everyday" thing.

#5
Quote from: JuliaEllie on July 23, 2015, 06:11:30 PM
Quote from: kaptain_kavern on July 23, 2015, 06:05:12 PM
Honestly the fact that my colonists can die annoy me and have ruined most of my play,  I really wish Tynan made them immortal or I'm sure lots of players will switch to another game :p :p

And when you are removing the cave ins/collapsing roofs please make it rain plasteel and meat instead of water or I will stop playing this game.

Oh, c'mon y'all. Let's be fair about this. This isn't about removing challenge from the game, is it?

The roof thing is not a strategic decision. There's no trade-off, there's no difficulty or challenge to it. It doesn't cost you resources. There's no thought involved. It's just A Thing You Must Remember. Click to Not Lose.

I don't feel like these add a lot to games. Maybe you do, ok, and that's a discussion worth having. But to equate "Banish Click to Not Lose" with "Never Let Me Lose" is like a textbook fallacy, isn't it?
#6
Quote from: Z0MBIE2 on July 23, 2015, 04:56:28 PM
Quote from: hairlessOrphan on July 23, 2015, 03:37:16 PM
Quote from: Z0MBIE2 on July 23, 2015, 03:01:54 AM
Eh, every outdoor room I've seen never had a roof.

Every house you've ever seen is an outdoor room, though.

Just don't, don't be a smart ass.

No, see, the point is that it's true. Originally, there was nothing but the outdoors. Then someone built walls and a roof.

What I'm trying to get at here is that the idea of "an outdoor room" is silly. They're not materially different than "indoor rooms." It's a room. It's walls and maybe a roof.
#8
Honestly, finding exceptional examples of carelessness and casting that as the "average" construction worker is kind of ... let's not do that kind of thing. The average construction worker is fully capable of realizing that you need to remove the roof or check its supports before knocking down a wall.

Also, while construction accidents are a real-world risk, I have to ask whether that's enough to justify its inclusion in the game. See, it's just that when I'm watching my bionically enhanced space castaway fire a plasma rifle at mechanical centipedes to protect a solar panel he built by hand out of raw iron ore, "realism" isn't high on my list of must-haves.
#9
Quote from: Z0MBIE2 on July 23, 2015, 03:01:54 AM
Eh, every outdoor room I've seen never had a roof.

Every house you've ever seen is an outdoor room, though.
#10
Yeah, deconstruct should have an auto-unroofer on it. That's a pretty obvious UX improvement, and I don't think we really lose anything valuable in terms of gameplay from it. It isn't like any of us design colonies or even parts of colonies around the idea that a deconstructed wall will cause a roof collapse.

Note the difference between deconstructed and destroyed.

But on that note, for players who DO design parts of colonies around the idea that *destroyed* walls will cause a roof collapse, I also think abusing the AI by putting turrets next to support columns is pretty bogus. Even though I've totally used it, myself.
#11
General Discussion / Re: Solar flare side-effect
July 22, 2015, 03:10:31 PM
Quote from: Songleaves on July 22, 2015, 02:27:26 PM
Plenty of soil to survive, maybe not enough for wide-scale farming.

While we're on the subject of solar flare side-effects, is there any reason they don't affect mechanoids? Is that just because it can't be programmed to affect them also at the moment, or are they just immune because their bodies are faraday cages?

...and if so, can we just implant their corpses with Devilstrand and grow it out of their cybernetic innards?
#12
Mods / Re: I need a Pawn with OCD
July 22, 2015, 12:55:31 PM
I don't know if it works with 11b (I'm still on Alpha 11), but this mod:

https://ludeon.com/forums/index.php?topic=11272.0

Quantum stockpiles will consolidate these piles. I personally consider this mod a must-have.
#13
General Discussion / Re: Storyteller Question
July 21, 2015, 12:34:03 AM
Gotcha. Yeah, I'm playing with a bunch of mods, but the salient one is probably Crash Landing. All the crash landers died, but the resource modules dropped a ton of stuff on me.

So I should set my stuff on fire to bring the raider count down, huh? I can do that.

Not perfect, though. Is it possible to make a mod that will send raiders in waves? I want those fifty raiders, I want to fight them. Just not all at once.
#14
General Discussion / Re: Storyteller Question
July 21, 2015, 12:16:43 AM
Quote from: Cimanyd on July 20, 2015, 10:29:54 PM
It might not quite be what you want, but I really recommend trying Rough difficulty if you want to play without killboxes etc. With the rest of the settings the same as Challenge, and only fewer enemies in each attack, it's pretty close to how RimWorld is "meant to be played" (as the Challenge description says), but I don't find myself needing to build a killbox or even any turrets (except around crashed ship parts).

Hmm. Not sure what numbers I'm supposed to see, but I'm at 50 raiders for my five colonists on Rough. It drops to 30 on Basebuilder (I just checked). Still quite a lot for five colonists without static defenses.
#15
General Discussion / Re: Trading
July 20, 2015, 09:51:51 PM
I think you have to place a beacon in there, and the area needs to be unroofed.