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Topics - AnActualDuck

#21
I just really like neat and organized and designing my base with those just irks me. I'd be willing to decrease the diameter by 1 and decrease overall coverage as a result just to have them be square. Anyone know of a mod that changes this?
#22
I can train my dog in real life that the cat food isn't for him so I'd like to be able to train my animals in the game that they aren't supposed to eat the food in that grows in the garden. However, I wouldn't mind if they hauled it, that'd be swell.
#23
Ideas / Sliders for Joy and Mood added to food assignment
November 11, 2018, 10:07:09 AM
Title gives the jist of it. I'd like to be able to set chocolate for only if joy gets too low (i.e. pawns are bored of literally everything else). I'd also like to set Lavish meals to be only if mood is too low. Dats all.
#24
Ideas / Trait: Meticulous
October 31, 2018, 12:22:19 AM
First off, I feel like there is a master list of all trait ideas out there somewhere because it feels like these are probably common suggestions. If someone could point me in that direction I'll gladly take my business there. Til then I just had a trait that I felt like wasn't too outlandish to fit in vanilla; Meticulous.

Colonist takes their time making sure everything they make is just right. Sure they may not always produce a perfect masterpiece, but it's that little extra attention to detail that makes everything they touch just a bit better.
Global work speed -25%
Static increase in build quality by one tier for everything colonist makes

Basically a trade off of speed for quality. And yes, even though not everything has a quality to it, I do think the penalty should be global.
#25
Make it so there is a very small chance that the pursuing party will abandon the pursuit if you choose to accept sheltering the fleeing party. After a few moments when they would normally appear and the raid begins it would prompt "X decided it wasn't worth it and let prisoner go." Even if it was a 1% chance it'd make for a nice little bit of variety to the event.

While the above is my main suggestion, I've also thought of a few ways to make the events more interesting and add variety beyond that. Adding some depth to the fleeing party would be interesting. Colonists often have relations to other people in the world that are not a part of the colony, the fleeing party could, instead of help me, say, "John, my love, I've fled to be with you!" or "Papa! I found you, please help me!" Often late game with a full colony I find it easy to ignore people but if relations were more common in the event i'd have that pesky conscience weighing on me.

Another thought is to allow the fleeing party to be from a neutral or even allied faction, and you could choose to lose relationship points to take the person in, or gain relationship points by denying them. This dynamic would alter how you choose to respond to these messages. As it stands now early game I always offer safety as it's easy to deal with those raids and it bolsters my colony, while late game i always ignore. However, building relations and not gaining more enemies early game is important which could cause a change between how easy it is too offer safety early on. Furthermore, if offering safety just gave negative points to relation, the pursuing party could opt to say "Fine, we'll let it go this time..." -30 points, which would make it more worthwhile to accept late game. This could easily change up how players respond to this event.


Sorry about a wall of text, I don't like to make posts like this cause I know it's hard to read through but I hope those of you that do like it and/or have good feedback.
#26
Bugs / Colonists not engaging in recreation.
October 02, 2018, 02:04:02 AM
Hi, sorry, my old post was locked by my own fault due to forgetting about it and moving on. Tynan asked if they were getting bored as designed, but it was a fresh game, so I'm not sure why they'd be bored of recreation they've never had before. Furthermore it was asked where other people have mentioned it so here is what I meant:
https://www.reddit.com/r/RimWorld/comments/9g6u9s/pawn_refuses_to_do_recreation/

I am back to re-bring this up because I started a new game and it's happening again. It's modded so I don't doubt that mods are possibly the culprit, and if the community at large isn't familiar with this happening then I won't push the issue further. Figured I'd just bring the topic up again and try to pay closer attention to it and answer any questions asked this time.
#27
Bugs / Colonists not engaging in recreation.
September 25, 2018, 07:50:24 PM
Started a new game, same mods as previous game, and for some reason two of my three starting colonists won't engage in any recreation activities causing a pretty problematic mood debuff. Any idea what why this would happen? I've seen a lot of unresolved posts regarding this issue. I'm going to start a new game and see if I encounter the same issue.

K yeah in a new game the issue is gone, all my colonists are engaging in recreation this time. Still would love to know what causes that to happen.
#28
Mods / Amputation and no other surgery additions
September 22, 2018, 03:08:11 PM
Is there a mod that just allows me to amputate without adding a bunch of other stuff with it? I just want to cut my prisoners legs off without having to go through the add peg leg remove peg leg process.
#29
Ideas / Rectangle build tool
September 15, 2018, 05:46:20 PM
I find when I'm base building the majority of what I build ends up being rectangular buildings, with the occasional building being built in to a mountain. It'd be a nice little bit of convenience to be able to swap the build mode from lines to rectangles.
#30
When breaking down mechanoids it'd be neat if they gave you "mechanoid scrap" along with what they already give. The mechanoid scrap could be used to make various mechanoid parts as well as the charge weapons, e.g. scyther blade, lancer, charge minigun, charge rifle. I'd also just change the scyther blade to being wield-able rather than needing to be surgically attached. I figure if a person is building a weapon themselves they'd not make it necessary to be surgically attached to use.

This gives four of the weapon types top tier equivalents while also adding in a unique resource for making them that makes a decent amount of sense within the game world.
#31
Title says it all, they are clearly mole people.
#32
Ideas / Copy all bills option on workstations
September 03, 2018, 06:13:37 PM
Being able to copy and paste a bill is great but it'd be nice if there was a "Copy all" option. Maybe I'm missing it and if so could someone fill me in?
#33
Ideas / Set Work Station Importance
September 01, 2018, 06:39:15 PM
The same way you set a storage zone importance it'd be nice if you could do the same for work stations. I'd like it if I could make butchering more important than cooking.

Or perhaps my smithing table as more important as my machining table. Or vice versa? Etc...
#34
There is a lot in the mod but mostly I just want to be able to organize my colony bar so I can easily select who uses Ranged weapons Vs Melee.

Woo, I'm making a lot of posts today! Just want to get in a lot of small tweaks before the official 1.0
#35
Ideas / Instead of gift mode and sale mode integrate them
September 01, 2018, 05:37:03 PM
This is a new feature so it may possibly already be an idea but I'll explain anyway. Instead of bothering with two settings during trade just make it so if the offer value is greater than the requested value the offer value is calculated in to a relationship bonus. It would just streamline the process, put up everything you want to sell, then choose everything you want to buy and the difference is calculated in relationship bonus.

This could even make an interesting dynamic where you could spend relationship points to buy things instead of silver by doing the opposite.
#36
First to define what I'm talking about just in case people aren't familiar, the single and double fire fire icons that increase the exp gains of a colonists. Here is how I'd tweak it:

The recent removal of green thumb is fine, seems reasonable. However! I think gaining a +1 mood boost for doing a task that someone likes and a +2 for doing a task they love is a reasonable addition to fire. This needs to be a very limited duration of the mood boost to compensate for how strong it can be, perhaps even only while doing said task. This also allows fire to be added to dumb labor, cause realistically there are people out there who really just like picking things up and putting them down.

Then I'd go the opposite as well, adding a chill to skills, represented by a snow flake or two snow flakes on the skill. This would decrease xp gains on that skill as well as offer mood -1 and -2 respectively while doing the skill. The point of this is more to remove "incapable of" traits. Not completely remove those traits, but make them far rarer. Someone hates hauling stuff? Well fine, they get a mood debuff for doing it but if they are capable then they can. Someone is a pyro? K fine, they will refuse to fight fire still.
#37
The way you can just place a door on a wall and the colonists will deconstruct the wall and install the door is convenient. It'd be nice if you could do the same thing with placing auto-doors over doors or different wall materials over existing walls. I'm sure there are other things this could be applied to but those are the two I'd most like to see.
#38
Ideas / Roof toggle shows different color for roof types
September 01, 2018, 01:00:16 PM
I'd just like to see a different color based on the type of roof over an area; cave or manufactured. Maybe just a darker green if the roof is a cave roof. From what I understand insect hives only spawn in areas with a cave roof so it'd be nice to know where my roof starts and the cave begins without first deconstructing a roof. I know some of you may think this is a simple thing to remember or just avoid building roofs that attach to caves or whatever but I often forget and it's a small tweak to help.
#39
I'd like to propose bringing some automation to Rimworld! This would greatly expand on the hoppers functionality and also help reduce on some of the tedious tasks during late game.

Here is an example of how I think it could work: Automated Stonecutting Bench. A colonist drops a chunk in a hopper that is connected to the bench. Instead of the colonist having to stick around to process the materials himself, the bench automatically starts producing the bricks. This turns stonecutting in to a hauler task and frees up your crafters for more pressing things. It also makes that brief time that would be spent cutting a chunk up by a colonist freed up for other activities.

Other benches that'd benefit from this are the butcher's table and smelters. I can think of some mods whose content would benefit from this as well but I'll keep this to vanilla suggestions.

For balance purposes automation would be unlocked via research and you'd need a multi-analyzer for it.
#40
Mods / Dry Heat Wave event. (Idea)
December 18, 2017, 04:22:49 PM
Inspired by California's recent and past issues with weather. A dry heat wave will behave mostly like a heat wave but with a chance of causing trees to randomly burst in to flames and rain will not occur during the event.

Does anyone have a general "events" mod? If so I'd like to just suggest this as an addition to it more than a standalone mod, I feel like this has to fit in somewhere with someone's mod.