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Messages - newcadence

#16
Ideas / Re: Your Cheapest Ideas
November 04, 2016, 03:30:09 AM
Add frogs, it'd be cute, they lay tens of eggs at a time which have no nutritional value but with human tender love and care, will hatch into a large platter of frog legs.
#17
General Discussion / Re: A16 Hype
November 03, 2016, 12:53:15 AM
So many possibilities:

Factions and geography have a significance when establishing your colonies now?

Satellites? Meteors? ALIENS? Giant Orbital Mechanoid Hive event?
#18
Ideas / Mood Bonus after surgery
October 29, 2016, 02:55:06 PM
I was installing some bionic eyes in my colonist with cataracts, and it made me consider: if they aren't a prosthophobe, they should probably be really happy to get their vision back.

I'm thinking a 15-day mood boost which scales with the function they got back. So getting eyesight back is a +15, a leg or arm is +25, and an organ is +40.

If you try to remove their kidney and replace it, it shouldn't give a mood buff until, say, 15 days after the organ harvest, so this can't be abused i.e., take out a lung and put it back in, instant +40. That, or if they have the "organ harvested" debuff, it should cancel out or be stronger than the buff.
#19
Outdated / Re: [A15] Alpha Animals
October 03, 2016, 12:42:06 AM
THE MOD WE'VE ALL BEEN WAITING FOR
#20
Ideas / Drug Suggestion Thread!
September 15, 2016, 07:16:55 PM
I had an idea at school today to make a thread for everyone to put their cool drug ideas in.
Bonus points for fictional sci-fi drugs!

My only idea thus far is a mineral that can be mined from walls or grown in a lab that serves as a snortable drug.
#21
I'm watching my one lone husky trained in hauling going back and forth hauling rice from the greenhouse to the freezer. I remember needing at least 4 or 5 dogs or boars trained to have some animals consistently hauling.

Was the frequency of animal hauling increased in A15 or is it just me? If it was, i'm very happy!
#22
Ideas / Varied Diet and Food Nutrition
September 04, 2016, 01:50:41 AM
I always thought it was a bit strange that colonists could survive off a diet of carbs and starches, especially in a game where food and starvation is a major focus. I think a simple system of nutrient deficiency would improve gameplay, make room for some fictional elements, and would make player's farms look prettier.

My idea:

All food items would have nutrient values attached to them (Nothing overly complex, every single vitamin and mineral that enters the body is necessary for a fun simulation.

Nutrient deficiencies may increase susceptibility to disease, cause weak bones, scurvy, make immunity gain slower, e.t.c..

More food options to make the nutrition change possible.

Grains: Potatos, corn, rice serve as is.

Fruit: Berries are regular growth, decent yield for fruit while fruit trees are long-term investments but have a high yield.

Protein: Meat exists as it is. Beans are regular growth decent yield while nuts have a higher yield after a large investment of time.

Vegetables: I don't know what particular vegetables that would be added, but i'd reckon they would follow the same system as the current in-game grains, where one is short growth, small yield, regular growth, regular yield, and high growth, high yield.

Dairy: Just milk. Not necessary for a healthy colony as vegetables can provide calcium, but can boost the general health of a colony with rich calcium sources.

#23
Ideas / Re: Your Cheapest Ideas
September 02, 2016, 08:34:01 PM
Make Chocolate melt.
So your pawns may feel real loss.
#24
Off-Topic / What is The Worst pokemon.
August 31, 2016, 10:08:54 AM
I think Dunsparce is the worst pokemon. It's not even a real snake.
#25
Quote from: pdxsean on August 18, 2016, 03:12:00 PM
Hey Tynan, this is a very basic colony with marijuana and coca growing. I have a drug lab but haven't been able to figure out how to get neutroamine yet for anti malatia production.

Neutroamine is from bulk goods traders. I had one come by with about 300 bottles of the stuff.
#26
Quote from: Siollear on August 18, 2016, 02:58:35 PM
Using realistic labels for drugs is a psychological trigger for people who are trying to avoid using them. And any addict, serious about recovery, wants to minimize exposure to these triggers.

While this is a minority of people in the world, a lot of addicts play video games due to both drugs and video games stimulating the same part of the brain responsible for addiction -- so you should consider this demographic.

This is a lot more understandable and respectful. Normally I'd say they should play a different game, but I think a game as good as RimWorld could benefit from being aware of these demographics. I think, rather than a toggleable pg mode, you can disable certain features in the options menu, like drugs or organ harvesting.

Obviously it's a good idea not to get too deep into this feature toggling system because you'll never be able to please everyone, but i still think a small toggle-menu would be beneficial to certain demographics.
#27
Quote from: puddytat on August 18, 2016, 12:53:49 PM
Hi there !

This is my first post lol after playing for so long.. And i think i really need to post this feedback cos its important.
Everything on the A15 is great except for the DRUGS.
Why Drugs ? Hate Drugs and i don't encourage it.
And it comes with Addiction. No no.. please don't.
You can replaced Drugs that buff combat as an Energy Drink example "Monster drink lll"
Or increase mood maybe a strong liquor like Whiskey etc. Even in GTA V i don't see my char taking Drugs to increase Combat.
I was really excited when i saw the A15 patch coming, but it instantly turn me off when i saw Drugs.
It give me nightmares when i think some of the mods in the future will have "Rape the visitors" when drugs is involved.
I am sure some of the fans here feel the same, i really hope Rimworld is not going to that Direction, it will definitely lose some fans.

I love Rimworld very much..
Please change away the Drugs its really not good.

Regards,
JP

Apologies for the big quote, I'm on mobile and snipping would take too much effort.

In this game, you, the player, aren't the one taking the drugs. Your colonists are the ones taking the drugs and struggling with the addiction. It is up to your choices as a player to keep your colonists clean if that's what you want.

I think adding drugs and addictions is a great feature that improves the stories the game can make. I've said plenty of times to friends and family, a successful colony in Rimworld could be a Scifi novel. Worrying about drugs, addictions and chemical interests really makes me more attached to my colonists and feel more for their safety. Maybe it's because of my personal experiences, but seeing a cocaine addict in my colony is more impactful and sad than having a shooter with a missing lung.

As for your "rape" thing, I know it would never be added. Believe it or not most people aren't rapists, and I bet even the human butchers and minmaxers among us wouldn't use the feature just because of how morally conflicting it is.

I hope you understand.
#28
Quote from: Michigo on August 18, 2016, 07:16:12 AM
Quote from: kanukki on August 18, 2016, 06:36:37 AM
Hey Tynan, I just started up and was a bit surprised to see drugs as 'marijuana' and 'coca'. I'm certainly not offended myself, but I imagine not all folks/govts/game ratings boards are as enlightened. I think Prison Architect (or some other game?) had to change the realistic names of the drugs to more fantasy names to avoid potential trouble.
Many older games have avoided real drug names for this very reason


The important question is:
Does it matter in 2016, or is it a problem of the past?
Be the change you want to see in the world?
#29
Ideas / Sunburns
August 18, 2016, 11:37:35 AM
I got an uncomfortable sunburn today and got this idea.
Whenever a colonist is on a tile which is lit higher than 60% (sun lamps, outdoors) they slowly get a sunburn (i don't know an accurate amount of time)
The colonist will only get sunburns on exposed areas. Colonists in dusters and cowboy hats are much safer than nudists.
Sunburn ranges in severity from trivial to extreme.

Trivial causes enough pain for a -5 debuff and lowers manipulation by a small number
Minor causes more pain, and lowers manipulation and consciousness
Major causes a lot of pain, severely cripples manipulation and lowers consciousness
Extreme will down a colonist due to pain and consciousness loss.

Sunburns can be treated via medicine, and they can be avoided by crafting/buying sunblock and scheduling usage in the drug menu or just staying inside.
#30
hey tynan, i'm working on a colony that specializes in marijuana production. It's on Randy Casual, and i whipped together a scenario that starts you with drug production and microelectronics, at the cost of your first 3 having chemical interest and cannabis dependence.

is this the kind of colony you'd like some info on?

also WOW you buffed "lovin'" to 24 mood
actually, that's really weird, one of my colonists has got some lovin x2 with +29, and her partner has got some lovin x2 with +12