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Messages - OFWG

#151
Ideas / Re: Mood buffs
May 12, 2017, 08:26:10 PM
Quote from: Neotic on May 12, 2017, 06:44:24 PM
... when the pawns food bar is above 90% they would get "Well fed +3" and for rest, like the food bar, when it is above 90% they would get "Well Rested +3"

Personally I'd prefer sticking to the existing "ate fine meal" and the one for having a really nice bedroom, as those directly reward the player for taking action to provide these nicer things for the pawn. I don't hate the suggestion but it seems a little odd to give a reward for something the pawn was going to do anyway (fill up on food/sleep until rested) regardless of the quality of what was consumed.
#152
Quote from: Shurp on May 12, 2017, 04:40:30 PM
True, it's plausible that Rimworld Plague is Working As Designed.  But then it should be renamed to "Blood Spewing Death Ebola", not "plague".

That'd shut me up about it. I actually think the current disease mechanics are actually pretty fun and easy to understand, just too harsh for the diseases and nebulous "infections" it claims to be representing.
#153
Quote from: Boston on May 11, 2017, 07:58:14 PM
Quote from: OFWG on May 11, 2017, 04:38:04 PM
In the actual plague, the survivors lived despite having nothing we would consider real treatment. The current disease mechanics really don't allow for that.

That is an average death rate. In some places, the plague killed everyone, in others, the plague wasn't that bad.

You're right of course, that's the nature of averages. My point was that current disease mechanics don't allow for a plague that "isn't that bad" when ideally it would.
#154
Quote from: NinjaDiscoJew on May 11, 2017, 02:42:57 PM
The plague was deadly after all, I believe it is accurate representation of how deadly the plague was.

The OP reported an 80% death rate in his outbreak, which is significantly higher than the estimated 30-60% kill rate in Europe. So OP still has a point that balance probably hasn't been achieved.

In the actual plague, the survivors lived despite having nothing we would consider real treatment. The current disease mechanics really don't allow for that.
#155
Quote from: Perq on May 11, 2017, 02:18:46 AM
TBH it should simply require pawns action to do so. Nothing wrong in connecting to non-powered conduit, but why does it happen magically? :P

I figured the feature is there because it's hard or in some cases impossible to automatically connect to the 'right' circuit. Who cares if it's exploitable? If you don't like that then don't exploit it.
#156
Isn't it already in the game that a pawn with passion for a task gets joy from it? My passionare farmers are always running around with Tons o' Joy and I thought that was why...

Quote from: cplr on April 28, 2017, 06:03:26 PM
"self-centered: thinks every job is done amazingly even if they do a bad job"
"perfectionist: most jobs are seen as bad, even if they are okay. is only happy if they do an impeccable job."

In any case I love these traits. Self-centered (I'd call it "permanoob") might be a bit OP but still. :D
#157
Quote from: Toast on April 28, 2017, 06:05:02 PM
Chickens are particularly delicate

+1 on this, I've always found chickens to not be worth the hassle on the temperate (freezing winter) maps I play. Pigs are similar, although at least pigs only seem to need a few days' indoor time per winter.

Of course, if you allow your animals free range to come indoors it's not a problem. They seem to do a very good job of coming in from the cold.
#158
General Discussion / Re: Dependence and withdrawal
April 26, 2017, 12:53:56 PM
Quote from: DAnny on April 26, 2017, 12:11:17 AM
So, cheap way to help with withdrawal if you can afford it, set them to joy 100% of their regular work time while the withdrawal is occurring, it'll be close but if you have a decent rec room and some beer (not too much or it'll just switch addictions, or smokeleaf if you got it) they breeze through it with next to no problems, random raids during dry thunderstorms aside.

Keep in mind that if a pawn happens to be withdrawing from 2 other drugs at the same time, the hangover from a beer binge can literally kill them.
#159
Ideas / Re: A17 Suggestions (Water wheel)
April 13, 2017, 01:34:40 PM
+1, water wheel would be a fun addition.

Quote from: NinjaDiscoJew on April 11, 2017, 12:03:13 PM
(Water wheel) would supply a constant power but it wouldn't be very much power.

I'd go the other way with it - rather than another low-cost, low-production item that competes with solar and wind make it a big production that generates huge power but is balanced with an enormous resource cost to build.

Alternately it could be a scalable power source where you can add spillways to increase power output as needed.
#160
Ideas / Re: Food Scraps
April 05, 2017, 05:49:14 PM
Obligatory: Potato peels aren't scraps, they're food!

It's not a terrible idea, but I'm not seeing what would make it a compelling addition. We already have multiple food sources for chickens and other animals, and starvation already has a plethora of ways to make colonists unhappy...

Maybe the scraps would be used in mulch or compost? If it was part of a fertilizer system that would be new.
#161
Ideas / Re: Crash site on World Map
April 04, 2017, 06:37:04 PM
+1, that sounds pretty fun and very much in the spirit of the caravan feature.
#162
Quote from: The Man with No Name on April 03, 2017, 04:39:18 PM
Then how does one best feed animals? ... Build a second freezer in the Animal Zone?

I doubt it's objectively the best way, but that's exactly what I do once I get enough animals to tax my main supply.
#163
No, the only time animals will be fed is if they're on bed rest recovering from an injury (and doctors do it then IIRC); they'll starve if there's no food source that the animal can get to itself.
#164
General Discussion / Re: Need help please!
March 31, 2017, 06:38:29 PM
The 'plant died' notification will tell you why it died ("died because it wasn't harvested", etc.). What's it saying?
#165
Quote from: Syrchalis on March 26, 2017, 11:45:22 AM
#1 When hauling pawns try to carry their maximum and pick up other stacks around the selected one.

They already do this for hauling. Do you mean when they're constructing?