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Messages - AnActualDuck

#31
Mods / Re: [MOD REQUEST] Old deadfall traps
November 13, 2018, 07:43:21 PM
I'd like to see a middle ground if that were an option, a trap with a chance of breaking. Preferably a chance of breaking that increases with each use but the easier way would be a trap that just had a static 10% chance of breaking or something. That's what seems reasonable to me, anyway. Anyway, not to butt in on your request, just something I've always thought felt more appropriate.
#32
I took some time looking through the xml, found the items, but can't figure out how to modify their radius. Anyone out there that can give me some guidance?
#33
Didn't know that was a thing, I'll see if I can figure it out
#34
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?
#35
Ideas / Re: Your Cheapest Ideas
November 11, 2018, 02:04:44 PM
Some traits:

Meticulous: Pawn pays close attention to detail on everything they do. Increased chance of receiving higher quality tiers from
   items created and higher yields from harvesting/butchering/mining. Global work speed -X%
Careless: Pawn is just wants to get the job done, who cares how it looks, it's good enough. Decreased chance of receiving
   higher quality tiers from items created and higher yields from harvesting/butchering/mining. Global work speed +X%

Strong: Pawn can carry more
Weak: Pawn can carry less

#36
Electroshock therapy
#37
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.
#38
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.
#39
Ideas / Re: Faction Cannibal Trait
November 10, 2018, 10:14:10 AM
Quote from: cultist on November 07, 2018, 10:05:27 AM
I don't see much point in this except to force positive traits and the only point of that is to make the game easier...

A key component of the social system is the fact that your pawns are all a bunch of mismatched misfits. They (mostly) didn't choose to be here and most of them probably don't like it much. Streamlining their traits is in conflict with that idea.

If you're having mood issues, try improving the stats of the dining room, rec room and bedrooms/barracks. After a certain point, you NEED these rooms to give positive modifiers to avoid mental breaks.

I think you're thinking his idea would be forced on to the main mode of the game, and it wouldn't. It'd be a scenario, completely optional. It could indeed make the game easier, but similarly the naked and alone scenario makes the game harder, and that's fine, you don't have to use it. However, after enough time with the game I do appreciate the idea of mixing things up with weird colonies and different scenarios. I've definitely tried building an all cannibal colony and I think this idea is a great way to make that more feasible and integrated in a way that seems fun if done with well.
#40
Ideas / Re: Faction Cannibal Trait
November 04, 2018, 11:14:26 PM
Yeah I'd love to play a cannibal colony. It'd be neat to select a colony trait and anyone that already has that trait is half as hard to recruit while people without it are twice as hard but then receive that trait upon recruitment.
#41
Ideas / Re: Trait: Meticulous
November 03, 2018, 11:22:47 AM
I like your opposite trait idea of careless. And yeah increase in chance is sufficient for balance reasons, I agree with that. I also like the idea of higher yields, could work towards mining too. Thanks for your thoughts!
#42
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.
#43
Quote from: AileTheAlien on October 13, 2018, 10:18:54 PM
I think when the quarry (flee-er) is from allied factions, the bonus / penalty should be reversed - you're either giving their in-danger colonist a safe shelter, or you're leaving them to a murderous band of pirates or a rival colony. For neutral quarries, maybe there would be no bonus or penalty?

Yeah that actually makes a lot of sense, assuming the person isn't recruited to your team. Maybe a bonus for accepting them, and then another bonus if they then leave the map safely. Originally I had it in mind that you'd be obligated to recruit them and recruiting from friendly factions should upset them. Really it could be broken down like "X is fleeing, Y is chasing. Offering safety will result in X faction gaining +10 and Y faction -10" Something like that.
#44
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.
#45
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.