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Messages - schizmo

#61
Ideas / Re: Hydration
January 05, 2017, 02:54:51 PM
It's not about beer having water, it's about alcohol decreasing the body's production of anti-diuretic hormone, which is used by the body to reabsorb water. With less anti-diuretic hormone available, your body loses more fluid than normal through increased urination.

(Part of that sentance is quoted from a result I found on a google search),
#62
Ideas / Re: Visible Overhead Mountains
January 05, 2017, 02:52:03 PM
I disagree, open space is still "unrevealed" and thus would still look like every other non-mountain hill tile and behave the same way as kt currently does, and before being revealed the player wouldn't know if its unroofed or thin rock roofed

Really the suggestion applies only to overhead mountains because their tallness should make them easily visible. I would settle for a fog of war perhaps
#63
Ideas / Re: [request] a way to "filter" doctoring
January 05, 2017, 09:47:32 AM
I agree, and this has been suggested often.

In the meantime I believe there is a mod that can do this, or you can do like I do and work around it by micromanaging all doctor tasks and either instruct the specific doctor to prioritize the work, or draft all other doctors before adding the bill so that the correct one does it.

But it would be nice to not have to think about it
#64
Quote from: Eric on January 05, 2017, 12:43:19 AM
Another one: Your colonists actually need to use the bathroom every now and then

I actually think this is a good idea honestly
#65
Ideas / Re: Roofing
January 05, 2017, 08:13:41 AM
Quote from: Adamiks on May 29, 2015, 05:43:20 PM
And Rimworld isn't called "Fight in the open Simulator 5500" for a reason ;)

This made me laugh cuz I'm 95% sure this game started exclusively as a combat simulator. If you would allow me to pull a quote from the Rimworld website...

"RimWorld uses an engine that was originally developed to power a tactical combat sim"
#66
Ideas / Re: Visible Overhead Mountains
January 05, 2017, 07:59:19 AM
Quote from: DariusWolfe on January 04, 2017, 06:52:59 PM
schizmo: That's actually a fairly elegant solution. Forewarned, but if you forget which is which, the options OP mentions wouldn't suck, either.

Thanks!

And yes the idea of seperate visuals on the roof overlay toggle for mountains is a good idea, perhaps constructed roof is green and overhead mountain is red as if to indicate "yes" it can be removed or "no" it can't be removed. Although I know we have colorblind players so maybe other colors would work better.
#67
Ideas / Re: In desperate need of landing filter
January 04, 2017, 06:04:53 PM
I can understand an ore filter, I personally look for landing zones with only granite and slate because granite makes the strongest stone things and slate is my favorite stone to use as a road (the black color makes it closer to asphalt)

But searching for this many parameters is like...overkill? I cant fault someone for wanting to play on a perfect map but wow
#68
Ideas / Re: Visible Overhead Mountains
January 04, 2017, 06:01:27 PM
Quote from: DariusWolfe on January 04, 2017, 03:54:39 PM
Quote from: schizmo on January 04, 2017, 01:28:17 PM
My thought has always been that if mountains are big enough that they cant be removed then they should be big enough that we should be able to see them without having to "reveal" them through mining. "Overhead Mountain" tiles should be visually distinguished and always visible.

While I don't necessarily disagree, how would you go about doing that in such a way that doesn't muddy up the visuals of the game?

I misspoke, my intention was to say that mountains should be visible prior to being mined, as an advanced warning to players. Before mining them, perhaps they would appear to be taller or have a false sense of depth, similar to how walls have subtle depth to their appearance. Or maybe they will just have a darker, more rugged looking texture. Something that looks like the external face of a mounain or cliff.

Once mined, though, the revealed area would be a floor like with any other mined texture. The idea is to give players an indication as to where mountains are so they can make informed decisions. I have, in the past, attempted to mine down a small hill only to find that it has one overhead mountain tile that was revealed after I began mining, this effectively made my plans useless as they relied on clear space in that area. Knowing theres a mountain in advance would have allowed me to plan differently.

I just feel like mountains should be very easy to see, since they're...well...mountains. 
#69
For me the key is visual feedback. I don't mind everything looking new and clean if the item is actually new and clean, but as weapons, armor, and clothing start to deteriorate, I want visual feedback for that. I want to see at a glance that my colonists clothes are getting ratty, or that their weapons are all beat up. The game does a great job of this on floors when things get dirty, but it isn't consistent. Not all things show feedback if theyre damaged or dirty, and I don't believe any items in the game have visual indicators as to whether theyre shoddy or legendary. I think if there was more variation it wouls help break up the monotany of "everything looks perfect" until of course the player earns it.
#70
Ideas / Re: Visible Overhead Mountains
January 04, 2017, 01:28:17 PM
My thought has always been that if mountains are big enough that they cant be removed then they should be big enough that we should be able to see them without having to "reveal" them through mining. "Overhead Mountain" tiles should be visually distinguished and always visible.
#71
Ideas / Re: A More Meaningful Mood System
January 04, 2017, 04:22:42 AM
Thats odd, the wiki more or less indicates that mood has no affect on work speed as of A15 because they "retain their work speed even during bad moods"

Not to mention it was only 20% bonus at 100% mood so that might explain how I never noticed...
#72
Ideas / Re: A More Meaningful Mood System
January 04, 2017, 04:19:17 AM
Quote from: A Friend on January 04, 2017, 04:16:52 AM
Happiness already affects work speed.

It must be subtle, I've never noticed. Perhaps visual feedback or a text indication of some kind would he helpful. (Also I'm gonna go read the wiki for the exact numbers)
#73
Ideas / Re: Character Editing
January 04, 2017, 04:15:32 AM
Quote from: zipack on January 04, 2017, 03:54:21 AM
Quote from: schizmo on January 03, 2017, 08:00:55 AM
I like this for games like Neo Scavenger but hate it for Rimworld. Pawns are supposed to be their own people and you're meant to deal with the hand you're dealt, not hand craft the perfect team from the ground up.
But this idea is not meant as creating of superheroes team. Just only as a way to personalize game much deeper. I play scenarios with only one starting character and I would really appreciate way to personalize it. If someone rather plays with more starting people, there could be something like "leader" check box and only leader could be customizable. Is this idea with this limitation more acceptable for you?

P.S. - In this form with "leader" check box I think it could be usable also for multiplayer.

I missed the part where it only applied to starting characters. That isn't so bad as long as it is limited. Golden potatoes is right, we roll until we get a decent starter, so this isnt a stretch.
#74
Ideas / Re: A More Meaningful Mood System
January 04, 2017, 04:13:18 AM
Good mood buff and bad mood debuff should absolutely have an affect on work speed, people in a good mood are generally better at their jobs in real life and people in bad moods are generally worse. I like it.

Nothing too severe though, like 35% or 50% or something.  Don't double it or cut it in half.
#75
Ideas / Re: Trading Spot
January 04, 2017, 04:10:08 AM
Quote from: Jstank on January 03, 2017, 11:22:00 PM
Why not have the caravan, after you make the trade physically walk to your various stockpiles and drop off the stuff they owe you!

Cuz that's weird and invasive, it doesn't make sense to allow complete strangers to rummage around in your things. It's bad enough that they sometimes come into your kitchen and eat your food.

Also takes all responsibility off the player, the player should at least have to take SOME responsibility when trading. The idea is to enhance the current mechanic not completely flip it.