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Messages - schizmo

#211
Ideas / Re: Standing lamp/ceiling lamp and torches
November 19, 2016, 02:34:04 AM
I know I'm bumping a slightly older post, but I was about to make a post like this of my own and grave digging seems better than making a duplicate thread.

I totally support ceiling lights, in fact I wish we could do more ceiling stuff. Ceiling fans to gently lower temperature for a low power cost, ceiling windows (skylights) to let some natural light in but maintain temperature, smoke detectors to alert sleeping colonists about fire (yeah you can draft and undraft them to wake them up but that's kind of lame)

more ceilings!
#212
Ideas / Re: No lethal force against Berserk
November 18, 2016, 07:05:15 PM
I like the idea of a rubber bullet or bean bag rifle that would cause ranged blunt damage, it would be good for subduing that one raider who is a family member of a colonist, or for dealing with a berserk colonist.

It could still end up destroying limbs or even killing someone, but since blunt damage tends to be lower than sharp damage, so chances are the target will simply be incapacitated before enough damage is dealt to be lethal
#213
Ideas / Re: Family Bedroom
November 18, 2016, 06:55:25 PM
I mean, the nuclear family might only be 150 years old NOW, but Rimworld takes place 3484 years from now, I'd like to think times would have changed.
#214
Ideas / Re: Party types
November 18, 2016, 06:52:11 PM
I love this idea. Could it expand to include parties surrounding the various joy items in the game? Pool tournament, Chess tournament, Horseshoe tournament, viewing party (for a TV show) etc
#215
Ideas / Re: Preventative medicine
November 18, 2016, 06:49:17 PM
Additionally I think this could be a way to increase the medical skill of doctors between combat injuries, which I think is something that is lacking in the game. I've had level 17-18 doctors literally drop back down to level 10 due to a lack of major combat injuries as my colony becomes better and better defended, but when a major disease like Plague hits my doctors aren't skilled enough to properly handle it because they're rusty from a lack of practice and the treatment quality suffers :(
#216
It would also be interesting if survivors of particularly violent/deadly battles could develop PTSD to have the opposite effect
#217
My reasons for considering it a cleaning task instead of hauling are mainly due to the "tidying up" aspect of organizing an area. I see hauling as more of a long-distance stamina task, where cleaning an individual disorderly stockpile is a more of a local and small time shuffling of items.

It wouldn't be the first time that non-haulers haul things, all hunters will haul their quarry back to a freezer, and crafters/smiths will carry their completed items to the best stockpile if instructed.

BUT if it ends up being a hauler task then so be it, I still think it's a worthwhile suggestion :)
#218
One of my biggest frustrations in this game with regards to storage is the scattered nature of the current stockpile mechanic, and how inefficient it starts to become when your stockpile warehouse is full of half empty stacks and resource groups scattered and peppered across the entire stockpile.

A suggestion/idea that I had would be an addition to the "cleaning" work task that includes organizing stockpiles. Essentially it would be the job of a pawn tasked with cleaning to prioritize the filling of item stacks by distributing items from the smallest incomplete stacks into the largest incomplete stacks, in an attempt to free up empty cells as quickly as possible.

Additionally, it's my belief that a task like this should also include reorganizing item placement, keeping the same/similar items together and compressing all the items together towards the "start" of the given stockpile (like an edge or a corner, perhaps chosen by the player depending on their needs)

Some of this can be done manually in the game if you severely micromanage your stockpiles, I find myself deleting individual cells out of a stockpile and forcing my pawns to haul incomplete stacks back into full stacks fairly frequently in order to save space. The AI already knows how to redistribute items across incomplete stacks, so that aspect of this suggestion would not be hard to add.

The second part, though, is trickier, and in many ways it could negate the need to create multiple stockpiles to stay organized. If that aspect is found to be too game breaking, then don't include it. But the sloppy item stacking is an issue that I feel needs to be addressed.

Just as a random throwaway example, my current main stockpile warehouse has a surplus of 867 plasteel across 19 incomplete stacks, averaging at around ~45 plasteel per incomplete stack. That number can be whittled down to 11 complete (and one incomplete) stacks if I force my pawns to redistribute the wealth, but it requires me to micromanage my pawns and pull them off of work they're already doing, not to mention it doesn't solve the problem as it will immediately become an issue again when someone adds/removes any plasteel into the stockpile.

A gain of 7 free cells doesn't sound like much if you only think of this single plasteel example, but think of all the high volume items frequently kept on hand, think of the wood, steel, beer, drugs, all varieties of stone bricks, precious metals, foods, those 7 cells start to look more like 70 cells, all wasted by sloppy stockpiles.

I'm not asking for the pawns to all be reprogrammed to be super efficient packers, I've helped enough people move to know that there are a lot of people out there who simply suck at keeping a garage organized. I just think this functionality could make cleaning a more interesting work order to give to pawns. Currently it's more efficient to activate manual priorities on all pawns and force them all to quickly clean a colony, what I'm hoping is that the improvement of the cleaning work category could give players an incentive to have someone take cleaning in a more dedicated capacity.
#219
Ideas / Re: Work and Restrictions
November 17, 2016, 04:38:53 AM
It often takes over an hour to finish tasks and as colonies get larger/tasks go further across the map it can even take an hour to travel between tasks. I can just picture a system like this falling apart immediately as the entire colony keeps attempting to shift between jobs and spends more time traveling than working and eventually no work gets done and the colony collapses.

I'm not saying the idea can't work, but this doesn't sound like a good way to implement potential work schedules. Not to mention the game is meant to be played as an overseer, not a dictator, your colonists are meant to have autonomy and creating to-the-hour work schedules takes all of the fun and the variety out of a game built on the backs of randomly generated characters with traits and moods and joy to worry about.

Which actually brings me to a second conflict with the idea, how does mood and joy play into work schedules? pawns scarcely follow orders as it is and if you overwork them they'll likely abandon a schedule, anyway...
#220
Ideas / Re: Butchering should return wool
November 16, 2016, 03:03:40 AM
Quote from: Stealthkibbler on November 15, 2016, 07:59:09 AM
Aren't dusters just overpowered in general? I read somewhere that there is actually no downside to using them, whereas the parkas have a global work speed debuff. Although if I had to guess its most likely to compensate for the 70+ heat waves in desert regions, those things are insane even with coolers.

Dusters have a 4% movement penalty against 3% for jackets, and they offer lower damage protection against bullets and blades, but higher damage protection against blunt and fire. They offer the same protection against cold temperatures, but only Dusters (and cowboy hats) will protect against hot temperatures.

If you can afford to keep a stockpile of extra clothes and don't mind micro-managing your colonists clothing options, it's good to keep Wool/Fur Dusters around for heatwaves (most types of leather dusters don't appear to offer much extra temperature protection, or at least it isn't fully explained in the wiki), a raid with a large number of club wielding tribesman, or centipedes with fire cannons. Otherwise a Jacket will offer better protection against bullets and blades which are much more dangerous, anyway.
#221
Ideas / Re: Family Bedroom
November 16, 2016, 02:43:09 AM
I've never had a married couple share a room with separate beds but I imagine the only possible debuff would be the same as if they sleep in separate bedrooms. "I want to sleep with my husband/wife" etc
#222
Ideas / Re: Storage Crates
November 16, 2016, 02:41:45 AM
Quote from: mraadx on November 16, 2016, 02:10:06 AM
hmmm wooden storage racks should hold 2x ammount. steel 3x. and plasteel 5x maybe?? because they are strong so they can rise higher? or use multiplication by material quality. same based on the hit points. plasteel 280% or something like that. so we can also build with stones and any modded materials in the future.

Maybe furniture quality could play a part as well, higher quality shelves (masterwork etc) could give slight boosts to storage capacity and slight reductions to what would likely be a negative beauty impact
#223
Ideas / Re: Some suggestions from a new player
November 14, 2016, 06:25:13 PM
I agree, a lack of variety in events makes the game sometimes feel like a constant double whammy of back luck (eclipse followed by flares, etc)

I also like the idea of adding a handful of types of footwear. Perhaps hiking boots that reduce movement penalties on bad terrain/climbing over stuff, but also reduce movement speed slightly on normal terrain, and running shoes which would increase movement speed on good terrain but suffer much larger penalties on bad terrain/climbing. And also some steel toed boots to protect the feet and toes of soldiers
#224
Ideas / Re: Prisoners give conditions for recruiting them
November 14, 2016, 06:12:45 PM
I think it would be neat if the prisoners could make requests and you were able to fulfill them to reduce the recruitment difficulty by 5% or 10%, but I think something too specific as a recruitment requirement could get ugly. Especially since most things are pulled randomly from a list of possibilities, your prisoner could very easily have a demand that is unable to be fulfilled, and for the early game this could severely hinder growth.
#225
Ideas / Re: Butchering should return wool
November 14, 2016, 06:05:25 PM
Quote from: Stealthkibbler on November 14, 2016, 07:42:20 AM
Quote from: schizmo on November 14, 2016, 06:25:10 AM
I agree, but I also disagree. It makes sense considering wood and crops function much in the same way, but the wools in the game are valuable for protection against the elements and they are a reward for proper care of animals. Maybe the amount of wool obtained through butchering would be a reduced amount, to keep the incentive of animal care

Muffalos and dromedaries are just not worth the time and effort that it takes to gather their wool, the only animal that is even worth it is Llamas.

Muffalos give 100 wool every 30 days, that's 2 seasons of trying to keep them alive and secure a large enough grazing field for them while Alpacas give 120 wool every season and require much less grazing and are much easier to tame despite being almost worth the same price as muffalos. Dromedaries themselves actually yield way more butcher returns than wool, and due to their natural biome herding them is obsolete.

The very fact that Alpacas exist just makes any other form of wool obsolete because they are the optimal choice and you can find pairs of them during just about any season while Muffalo herds will come and go.

Kibble is a thing, but then why not just grow devilstrand, it's immune to blight and can be easily grown in a controlled environment.

Mainly I feel like the wool aspect of animals is really underappreciated, which is probably because of the lack of impact and interaction wool has compared to materials like Cotton and devilstrand and how much more difficult it is to access.

It's true that materials like Cloth and Devilstrand are more accessible than wools for basic clothes, and devilstrand is a moderately effective damage reducer, but the benefit and desirability of wools and furs is their incredible temperature control.

Consider the Duster which provides both heat and cold protection. Your standard Cloth duster provides only 15 +/- degrees celsius of protection, where the alpaca, megatherium, muffalo and camel varieties provide 43.5, 46.5, 45, and 42 degrees of cold protection, and 51, 46.5, 45, and 54 degrees of heat protection. Colonists wearing these dusters are effectively immune to temperature issues like heat stroke, and that benefit cannot be understated.