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Messages - Darth Fool

#166
Ideas / Re: Assignable workbenches (with poll)
February 13, 2015, 11:42:49 AM
I actually like and have proposed the idea of extending ownership to everything.  Thus, just like beds, you could assign ownership to benches, doors, zones, in fact, anything that colonists interact with.
#167
Ideas / Re: Health System Improvements
February 12, 2015, 10:22:26 PM
Quote from: Necrofallen on February 12, 2015, 09:00:23 PM
Be that as it may, unless they had multiple puncture wounds, they would most likely die of infection sooner than blood loss (again, very unrealistic) yet REALISTICALLY, if the internal bleeding was somehow stopped, the effects of injury I have mentioned above are approximately what would be suffered due to, and most likely the lethal cause of, the injury. Unless, of course, an infection occurs which requires surgery.
If I recall correctly, prior to the discovery of antibiotics, most wounds from muskets that did not kill you immediately were fatal precisely because of infections.

Quote from: https://tudorstuff.wordpress.com/2009/09/25/the-musket-use-in-battle-a-dreadful-injury/The wound would have fragments of cloth and dirt driven into it, although not immediately fatal,  it would certainly become septic quite soon â€" causing a prolonged and painful death to the victim.
#168
Bugs / Perl script for gathering bug save files
February 12, 2015, 07:59:18 PM
I have written a brief perl script to make copying and zipping files for bug reporting a little easier.  The script will look for the most recent save file and most recent world file as well as the rimworld log and copy them into a new directory which it then tars and gzips.  Written on ubuntu but should work on most linux systems.  You may need to change the $config_dir and $log_file on other systems.  Obviously, if you are using multiple worlds and happen to not be using the latest one, it will grab the wrong world.

[attachment deleted due to age]
#169
Bugs / Re: Hauling and storage problem.
February 12, 2015, 12:11:48 PM
There have been significant improvements in the hauling AI for the next release which I believe will address this issue.
#170
Ideas / Re: Carrying a Ranged AND a Melee weapon
February 12, 2015, 07:21:14 AM
minigun... think the guns in aliens which not only have to be held with both hands but that require wearing a rig to hold it up...

http://cdn.screenrant.com/wp-content/uploads/Best-Movie-TV-Weapons-Aliens-Smart-Gun.jpg
#171
Ideas / Re: Carrying a Ranged AND a Melee weapon
February 11, 2015, 11:35:41 AM
I like the weapon size idea.  Would allow some interesting additional traits:
big guns: bonus happiness when carrying 3 handed weapons.
compensating: bonus happiness when carrying 2 handed weapons.
small arms: bonus happiness when carrying 1 handed weapons
dangerous twins: bonus to dual wielding identical weapons (or maybe reduced penalty)

(all could be implemented as penalties instead ala brawler)

Switching weapons could be nearly instant when going from larger to smaller and penalized when going from small to large. (or not, I'm not too worried about having a penalty as warm up time already takes this into account somewhat). 
#172
Ideas / Re: Health System Improvements
February 11, 2015, 10:28:50 AM
If your liver is shot, you are going to die from internal bleeding, not the failure to remove toxins.  Same for a knife to the kidneys.  Damage to internal organs will often be fatal because of how much blood flows through them and not their lack of functioning.  If you survive by a miracle or rapid surgery, you may then suffer the ill effects of a damaged organ.  You don't often hear of people shot in the liver because people don't aim for your liver.  They aim for your head.  Or maybe your torso.  Maybe with the proliferation of cowboy hats they aim for your hand.  But liver... never.  Doesn't mean that people who are shot in the liver don't die very fast.
#173
Ideas / Re: Selective blights
February 09, 2015, 10:27:09 AM
Agreed.
#174
General Discussion / Re: Call for public testers!
February 06, 2015, 08:07:21 AM
I volunteer.
#175
Ideas / Re: Separate Crafting Skills
February 05, 2015, 04:27:23 PM
Perhaps a medium way (almost) within the current system would be to have a single crafting skill but add additional traits (similar to green thumb, but for smithing, tailoring, etc...).  If combined with the previously proposed(elsewhere) idea of having traits be possible to acquire mid game, then this would allow a bit more specialization without polluting the skill tree too much.
#176
Not exactly applicable to the Rim-style art, but there are several good tutorials which might be useful:
http://wiki.wesnoth.org/Create_Art
#177
Ideas / Nitpick on decimating alpha beavers
February 03, 2015, 06:43:25 PM
<start historical rant> Alpha beavers threaten to decimate every tree in the region.  Shouldn't that be every tenth tree? <end rant>
#178
Off-Topic / Re: Suggest-a-game
February 02, 2015, 04:34:01 PM
Also, Battle For Wesnoth, an open source turn based strategy game with lots of campaigns and mods.
#179
Ideas / Moving Furniture like Art
January 30, 2015, 01:50:42 PM
I have for a while thought it silly that when I make a table or a bed that the only way to move it was to deconstruct it, possibly losing resources in the process, and then build a new one.  It would be nice to be able to just move it.  It has occurred to me that with the new mechanics for installing and uninstalling statues, that a similar game mechanism could be used for furniture, allowing you to build it once and then just move it around as necessary.  Some things might still be too big(research table), but it would be a nice improvement.

Ok, do you agree?  Time to poke holes in the idea...
#180
General Discussion / Re: RimWorld change log
January 30, 2015, 12:27:29 PM
"Refinements and bugfixing on flood-fill for fog clearing and zone creation"  Fog... Does this mean we will be getting fog of war, or is this just a weather effect?