I thought that those titles were based primarily around passion? Am I mistaken?
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#31
Ideas / Re: Editable, or automatically changing, "Colony Job" title
January 11, 2017, 02:14:20 AM #32
Ideas / Re: We make bad suggestions and come up with horrible ideas.
January 10, 2017, 12:22:25 AM
For a period of time after eating, Colonists should fart and burp loudly.
#33
Ideas / Re: On map limits. Things spawning out of bounds.
January 10, 2017, 12:21:15 AM
I definitely think that map boundaries should be 100% reserved for normal ground or rock, mountains, and trees. No structures, no ores, no stone tiles, nothing but wilderness or a big mountain.
#34
Ideas / Re: We make bad suggestions and come up with horrible ideas.
January 09, 2017, 11:50:12 AM
Dogs need to be walked twice a day and take up the highest priority of any animal handler, and they go to the bathroom on everything. But cleaning is still one of the lowest priorities so the mess just stays there
#35
Ideas / Re: What is Rimworld about, really?
January 09, 2017, 11:48:23 AMQuote from: DariusWolfe on January 09, 2017, 11:22:56 AM
The "story" isn't for the game to decide. If you read the description on the web page, the story is what happens when you play. Tynan has made it pretty clear that he's not trying to tell a story with the game, but provide a game that lets you tell your own stories. The theme is pretty strongly defined already, tho'; Stories of hardship, loss, triumph against adversity, relationships, both good and bad, and trying to not only survive but thrive on a world that doesn't want you there, and will make life increasingly difficult until you leave, or die.
There are a lot of things I'd like to see fixed, but the story generation is working pretty well. You just have to invest in your colony, and write your own story.
This ^
#36
Ideas / "Incapable of" trade-offs
January 09, 2017, 03:27:10 AM
Many people feel incredibly frustrated by pawns who are straight up incapable of performing tasks because on some level it always feels unrealistic. While I don't mind it for some things (violence, caring, etc) I do agree that it can, at times, feel more troublesome than interesting, and it is almost always a detriment. You are essentially being given a crippled pawn.
But it also makes the game somewhat interesting so I would not want it to go away. My suggestion instead would be to tie incapabilities exclusively to traits or backstories (since they usually give a bonus elsewhere) OR associate incapabilities with trade offs in other skills, providing a larger bonus to whatever skillsets are the "opposite" of the incapability, perhaps a workspeed bonus so that things like "dumb labor" can still be viable if "skilled labor" is an incapability.
Or something similar. Basically I would like pawns with handicaps in one area to excel in another so they don't feel limited.
But it also makes the game somewhat interesting so I would not want it to go away. My suggestion instead would be to tie incapabilities exclusively to traits or backstories (since they usually give a bonus elsewhere) OR associate incapabilities with trade offs in other skills, providing a larger bonus to whatever skillsets are the "opposite" of the incapability, perhaps a workspeed bonus so that things like "dumb labor" can still be viable if "skilled labor" is an incapability.
Or something similar. Basically I would like pawns with handicaps in one area to excel in another so they don't feel limited.
#37
Ideas / Re: Set priority of growing zones
January 08, 2017, 09:10:00 PMQuote from: Lys on January 08, 2017, 08:04:00 PMQuote from: schizmo on January 08, 2017, 06:18:26 PMIt's not the same thing really. Harvest is using the Plant cut job as opposed to growing. And also it is rather for harvesting early/stuff that you haven't planted yourself.
On one hand I agree, and yet on the other hand this is literally what the "harvest" order tool is for. Do we really need two ways to do the same thing?
I've tested it and it seems that regardless of whether or not you set a Harvest order they will still work from the top left to the bottom right and harvest whatever is available, and since Grow is by default a higher priority than Plant Cut, they just follow standard AI behavior regardless.
The testing environment is skewed because I have like 30 colonists and no other active work, but I imagine that in a real game it will likely continue to behave in this manner.
So yes this is a good idea and I hope it's implemented, and I'm somewhat amazed that I didn't notice before now.
#38
Ideas / Re: Shadows travel the wrong way on the map
January 08, 2017, 06:20:30 PM
I think this is more of a bug than a suggestion but if we turn it into a suggestion: maybe world generation can dictate whether planets spin clockwise or counter clockwise, and the shadows can be changed to reflect that.
#39
Ideas / Re: Set priority of growing zones
January 08, 2017, 06:18:26 PM
On one hand I agree, and yet on the other hand this is literally what the "harvest" order tool is for. Do we really need two ways to do the same thing?
#40
Ideas / Re: Replace existing walls with different one
January 08, 2017, 12:34:08 PMQuote from: Nomsayinbrah on January 08, 2017, 10:29:33 AM
+1, had to re edit my freezer the other day, and was hard to do when i first have to desconstruct so all cold air gets out etc
I think that's actually intended, for situations like this.
You aren't meant to be able to quickly upgrade your buildings to stronger materials, that would make it too easy. It makes it important to plan ahead or work slowly
I don't think a quick replace walls feature is a good idea.
#42
Ideas / Re: Stop friendly fire
January 07, 2017, 06:29:51 PM
I'm pretty sure they already DO shoot at hostile animals, like ones with manhunter active. As far as I know the only animals they won't shoot are ones tagged for hunting.
#43
Ideas / Re: Flowers that speak
January 07, 2017, 06:25:09 PM
This is over the top and weird but I'd be lying if I said I didn't want plant monsters in ancient danger sites/caves. Giant venus fly traps or carniverous plants, deadly sprawling vines, something that grows over time similar to infestation or the sphere of influence around crashed spaceship parts, where you need to take care of it ASAP before it causes too many problems.
IDK about flower human hybrid mind control flowers though, but that's only my opinion.
IDK about flower human hybrid mind control flowers though, but that's only my opinion.
#44
Ideas / Re: More coherency in player commands to pawns
January 07, 2017, 06:20:52 PM
I agree, I would like to command my pawns to chill. Sometimes they just work too hard.
#45
Ideas / Re: Animal Suggestion: Pack Alpha Male
January 07, 2017, 06:18:56 PM
I like the idea of an alpha animal but I don't like the idea of them fighting whenever the alpha leaves, because an alpha with a master will leave frequently and the pack will fall into chaos regularly.
I would replace it perhaps with animals getting into social fights where a new alpha occasionally beats out an old alpha. Nothing too violent or dangerous though.
My one question is how would alphas be determined across multiple breeds? Is it species based or animal type based? ie is there a wolf alpha over all wolves, or is there a timberwolf alpha over all timberwolves, or is there a "dog type" alpha over all dogs and wolves?
I would replace it perhaps with animals getting into social fights where a new alpha occasionally beats out an old alpha. Nothing too violent or dangerous though.
My one question is how would alphas be determined across multiple breeds? Is it species based or animal type based? ie is there a wolf alpha over all wolves, or is there a timberwolf alpha over all timberwolves, or is there a "dog type" alpha over all dogs and wolves?