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Messages - AnActualDuck

#46
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.
#47
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.
#48
Ideas / Re: poison/psychic ship a cake walk with melee
September 15, 2018, 05:52:37 PM
I can certainly relate, melee is the way to go for fighting mechanoids. That asside, what difficulty are you set on? You could try turning that up and the result should be, at the very least, larger amounts of mechanoids per ship making it more challenging. Other than that, any thoughts on what you'd change or add?
#49
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.
#50
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.
#51
Title says it all, they are clearly mole people.
#52
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?
#53
Ideas / Re: we should add multiplayer to rimworld
September 03, 2018, 04:08:29 PM
It'd be a large undertaking to add multiplayer but when I stop to think about all the potential fun that could be had I wish it'd become a thing. I'd personally like to see a persistent world that people could drop in and out of. When a player isn't on the AI takes over and acts accordingly based on relationship status, meaning developing relations with other players would work the same as with AI players. The offline players colony wouldn't necessarily develop significantly more but at the very least they would still be participating in the world.
Pausing and speed up is allowed for anyone with only one active player on a map (colony map, not world map), but if the map has more than one player it drops to normal speed until the visiting player exits the map. This allows players to move time at different speeds but I think that's important for making sure the game doesn't drag. Trade caravans sent to a colony would be subject to the speed set but the player that controls the map unless the player who controls the map opts to attack the caravan, at which point the things would drop to normal speed and AI would take over unless the visiting player opts to intervene and take control.

That's some thoughts on how I'd do things. The most important thing to consider is the flow of time among the players since speeding up is crucial to making sure menial tasks don't become boring for the player.
Considering making this a drop in and out play style that allows AI to take over if you aren't present also allows for an open server style game and wiped colonies to retry by starting a new colony and dropping back in. Finding the ruins of old wiped colonies could also be fun and interesting, however in order to stop people form just making a new colony and dropping in to their old ruins we would have to make location selection not up to the player but instead randomized.

Well, just some thoughts but in summation I fully support multiplayer and would love to see it fully realized.
#54
Oh of course! I guess I didn't specify that to begin with.
#55
https://steamcommunity.com/sharedfiles/filedetails/?id=729908976 This mod, sorry for the delayed response.

It gives you quick reorganization toggles, more clearly displays mood, and small icons that display the current status of the pawns. It's very customizable to your preferences and easy to use.
#56
Ideas / Re: Drop pod raiders.
September 01, 2018, 10:19:56 PM
Maybe the first thing they do after getting out of the pods is "regroup," where they go towards a meet up point that is roughly central to where they all came down.
#57
There is a mod for this that accomplishes exactly what you want. It should really be integrated in to the game so +1 fro me. Or.... +2 from me! Nah wait... +6.
#58
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...
#59
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
#60
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.