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Messages - AnActualDuck

#61
Oh, really? I guess my last game I just didn't notice a difference when I was playing, maybe I wasn't paying attention properly. Well thanks for the heads up and I'll watch out more closely during my current game.
#62
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.
#63
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.
#64
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.
#65
Love it, thanks!
#66
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.
#67
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.
#68
Mods / Mod Idea/Request/give-me-now: Firefoam belt
September 11, 2017, 09:14:41 PM
Should be fairly self explanatory but it's a belt that lets off a puff of firefoam if a colonist should catch fire, saving them from the agony of running around like a god damn idiot. A god... damn... idiot.

I mostly just get annoyed when a centipede hits them with an incendiary shot and in their on fire panic they run straight at the mechanoids. What ever happened to stop drop and roll?

Works like a smokepop belt, activates only if colonists catches on fire. Neato.
#69
HA! That is a great idea! Then only the cooks would grab them for butchering. Thanks!

Edit: Just re-read that and it's even smarter than I first realized, you're right, the haulers will be all over it.
#70
A shame, I often resort to that too but late game when things get stuttery in order to keep playing I will let it run in the background til I hear an event go off; which does not work well for micro managing.
#71
I'd like it if they just left the corpses behind and continued hunting. I have designated haulers and I think overall it'd be faster to have them pick up after the hunters than having the hunters constantly running back and forth after each kill.
#72
Mods / [Mod Idea] Aversion Therapy (removes traits)
August 17, 2017, 07:36:59 PM
Core Concept:
Anyone imprisoned can have aversion therapy performed on them. The results would be a % chance a random trait would be removed.

How it would work:
1. Aversion therapy would appear on the interact with prisoner list as an option
2. Works like recruitment, warden coming in periodically to perform the therapy and getting a % of success/fail
3. Prisoners social opinion of warden decreases every aversion therapy session
4. Prisoner gets a mood debuff each session (stacking)
5. Upon success a randomly selected trait will be removed. This is to ensure that there is a risk to sending people with traits you don't want to lose in for therapy while making individuals with lots of negative traits better candidates
6. Spending too much time in aversion therapy may result in all of a persons traits being wiped and receiving the unremovable trait "dead inside." The individual's relationships will all be set to 0 and unable to change. If anyone tries to interact with them from that point on they'll be "ignored" and slowly this will deteriorate their opinion of said "dead inside" individual.

This may sound like it has more negatives than positive but it's in order to be balanced. It's not meant to let you make all your pawns perfect only positive trait individuals, it's to help out when someone who has three negative traits ends up joining your colony.
#73
It's reasonable but I personally wouldn't want it. My reasoning is "realism." I put it in quotes because realism is always stretched and bent in video games but still... Frozen organs are considered damaged and not usable in real medicine.

Of course, this means with my proposed idea that organs would suffer decay faster when in frozen conditions and would be the first item to receive negative effects from freezing in the game. But that's just my preference.

#74
Just make the status of the corpse for the new time frame "Still Warm" which lasts for 2 hours after death before becoming "Fresh." I understand this may cause balance issues but I'd rather be able to harvest organs from the recently deceased and have those organs have a decay to them than have organs last forever but only be harvest-able from the living.

I sure do wish I was a capable modder. Or at the very least not too lazy to learn.
#75
Mods / [Mod Idea] Reactivate downed mechanoids
November 26, 2016, 03:25:57 PM
Instead of just shutting things down it'd be neat if you could reprogram them and reactivate them to patrol on behalf of the colony. Robots that were reprogrammed would be added to your animals tab and would patrol whatever area you restrict them to.

Since a mechanoid is downed and not destroyed only after it's too damaged to function there would also have to be health tab options to repair it. This would cost components, steel (plasteel?), and silver for the various parts you need to repair. Repairing a mechanoid to functional without reprogramming first would result in the mechanoid immediately being hostile again.

Repgrogramming would result in the usual success, failure, catastrophic failure. A standard failure would always result in a shut down and a catastrophic failure would result in a self destruct. This would give the player at least a little bit of pause before choosing to reprogram every single mechanoid they down. Self destruct would be basically like a turret exploding, centipedes making a larger explosion radius.

All this would be contingent on a colonists repair ability.