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Messages - Swat_Raptor

#106
Quote from: Thyme on December 09, 2016, 05:15:34 AM
Hauling Hysteresis allows to haul to Stockpiles only when it's less full than a certain, player-set level. Combine it with "Drop on floor" in Bill settings and you have what you want.

Sent from my HTC

Oh sorry I use another mod which conflicts with that one....

the mods for this game are nice but I want to see good options in the base game so I'm suggesting it here.

I just found out about drop on floor option, which frankly is a bit of a sloppy option, don't really want my haulers to freak out every time a rouge item gets placed on the floor so that they run over to grab only a few each time.

I think basic problems should have a reasonable base game solution.
#107
Quote from: Profugo Barbatus on December 08, 2016, 10:14:58 AM
Well, for the first one, you can already sort of create that effect. Have your basic "Anything goes" stockpiles be low priority, and then set up small, one or two tile sized stockpiles near your crafting benches.

I already do this and it works for weapons, armor, clothing, art, but the problem comes in for stuff like medicine, meals, artillery shells, social drugs, things which have lower pawn work cost and which you want to have stored else where in Dinning rooms, by artillery cannons,in hospitals, etc. if you create a stock pile of higher priority further away from your crafting bench (in hospital for example), that is where the crafter will drop the item off at, but I want the crafter to devote most of his time for the crafting process , but if I make the hospital stock pile of equal or lower priority than the crafting room stock pile, then meds won't get dropped off in the hospital (where it is needed) until the crafting room stock piles are full but once that happens then the crafters still will finish a med and travel all the way out of the hospital to drop it off in the other stock pile. and we have a similar dilemma when making meals and social drugs. items which you are probably crafting continuously and in large volumes but are most useful stored close to where they are consumed.

alternatively you could address this issue by allowing the product to be made in lager batches and thus keep the product cost per unit equal and at least your crafters could drop off 10 of a item rather than waste time dropping each individual item off.

Quote from: Profugo Barbatus on December 08, 2016, 10:14:58 AM
Dumping stockpiles just default to only having stuff like chunks and corpses enabled. As for not tracking stuff, that might be worth putting into the "cheapest ideas" section. A toggle "Do not count contents in inventory" option for stockpiles. Although I guess there could be exploit concerns for it if it not counting it into inventory also prevents it from adding to colony wealth.


this could be resolved by still counting the wealth stored in a dumping stock pile but just not add them into the inventory totals.
#108
I have some ideas to make stock piles better.

I'm sure others have had these ideas but there not in a mod and not in the game yet some I'm stating them again, and I hope the rest of you don't find these overly complicated

Scheduled delivery
Here's the idea you have 2 stock piles of equal priority, I would like to able to make a recurring delivery order so that someone assigned to hauling will take X loads of specified resources from stock pile A to stock pile B every day or until empty or until stock pile B has a certain # of items. that way your people at crafting tables won't waste time traveling across the base to drop of the item they just made, and then have to walk all the way back before he gets back to the crafting station to make his next item.


Don't count trash pile
Currently I don't know of any functional difference between the Dumping stockpile and the regular ones.

I think that the dumping stockpile should function as a stockpile but not count the items within it to your inventory. its a stock pile where you move your trash and unwanted items. Perhaps you could still sell items in it but it would not count towards your inventory totals, thus you could make crafting bills but if you move all your low quality or damaged items to a trash pile then only your good ones will be counted for the continual crafting bills.
#109
Quote from: Rafe009 on December 07, 2016, 05:37:52 AM
I think this might partially be resolved in the next version as Tynan said he was going to make a pass on how grass grows. Right now the center of the map eventually become depleted of flora making it totally unsuitable for allowing livestock to roam in regions that are easily defended. 

I tend to set my animals to pasture at the perimeter - only during warm seasons - of the map because its' teh only place laden with plant growth and where grass/bush seeds spawn and float onto the map from some unseen external source.

The problem with this is sometimes raiders spawn right on top of my animals as they are grazing. I try to mitigate this as best as i can by setting safe sleeping zones in the interior of the map but i'm constantly trying to remember to get the animals inside each night so they are not sleeping when the raiders come.


I think your talking about another issue entirely.

My point was about how raiders (Bugs, and Mechs) interact with any animal they see.
your talking about where animals tend to graze for food. and that raiders sometimes spawn in not opportune locations next to animals, which I am personally fine with.

I think they should be spawning next to, dropping down, and springing up anywhere they can too threaten your colonist and all that they own. But currently how they threaten you and what you own is currently kinda unsophisticated because they just attack all of your animals on sight.

I like what I hear about the fix for grass in the next update but the basic fact that you have to move from place to place for fresh grass is GOOD because that's what real animal herders do. I don't think wild grass should be so abundant that you can keep a sizable herd in one part of the map. Wild grass should be consistent but limited like any other natural resource. However this is just my opinion on that mechanic and doesn't relate directly to my original suggestion.
#110
Quote from: schizmo on December 06, 2016, 07:15:20 PM
I would take it a step further, raiders shouldn't prioritize shooting animals and undrafted animals should flee from battle areas because gunshots and explosions are terrifying and it doesn't make sense that chickens just wander around calmly when grenades are blowing up all around them.

I agree with you on this point, animals already have a sort of mental break state (man hunter) but some sort of Panic mode also makes sense in these situations.
#111
Why are the raiders (and mechs) hell bent on shooting all the live stock, I mean I enjoy watching a well laid out chicken defense screen but I don't really think it should work.

currently it seems that hostiles don't have a very good way of determining whats a real threat and what isn't.

I mean we have a wild west like setting and no one is trying to steal my herd of Muffalo. Would this kind of event be Hard to implement? I certainly think it would fit the setting. the raider will steal your stuff and kidnap your people but your animal, SHOOT THEM ALL.

I get that most animals can be trained to attack and thus the hostiles may actually want to shoot at them but the current logic is, Oh my Holy Raider God there is a rat right by Tom, quick Tom shoot it with your triple rocket launcher. Perhaps it would be better if animals who are natural hunters be trained to attack and the rest be non aggressive entities which Raiders ignore (or try to steal)
#112
Ideas / Re: Dooms Day/ Reset Events
December 02, 2016, 10:54:09 PM
Quote from: kermanguy on December 02, 2016, 08:36:26 PM
We already have something that encourages the player to escape. There is an option when creating a scenario to include a "Planetkiller" incoming thing.

I'm aware of the blanket Planet Killer timer, and I really don't like the feature plus that's Only half of what I'm suggesting.
#113
Ideas / Re: Add Boss Battle?
December 01, 2016, 08:56:33 AM
what would the benefit of defeating said Boss be?

man hunter packs, you have a chance of getting rare animals on you map, and tons of meat and leather

Psychic / Posion ships ; robot parts and the chance of getting a AI part

what if the benifit was a free trophy perhaps, you can use head of said boss as a free Grand Sculpture of Superior or better quality
#114
Ideas / Dooms Day/ Reset Events
November 30, 2016, 12:18:29 PM
After a Colony has gone on for Years and the walls are silver Gold and Jade what are you suppose to do?

Why do we have to send our colonist in a ship never to see again?

yea you could build the space ship but whats the point if your place is going good?  Jump in a ship only for a chance of some landing on some Glitter world but have to leave the place where you put your blood sweet and tears into, the place where you fought for alongside friends to protect. Not sure if that is a option people would choose unless some certain apocalyptic event was looming on the horizon.

Global Flood, tiles around the map quickly turn to water and then deep water, Drowning anyone who hasn't evacuated.

Godzilla/ Huge Destruction Robot, a hostile entity who will level everything on the map when it gets there.

there's a lot of disasters which could happen which would make anyone living there say, Yea lets evacuate.

Ok why add in such events, well 1 it fits the theme of Rimworld and 2 it gives extra incentive to build the space ship.

But also why do we have to leave our colonist here, why not start a new colony, New map, Perhaps the same world, but start with some of the same colonist? the colonist wake up AGAIN from cyrptosleep and have to run to the escape pods.

Also why not have other escape options other than the space ship?
simple evacuation to a new site (a more tribal approach) or build a Fallout bunker filled with Crypto Sleep Caskets,

but the idea is that the colony ends but how you prepare influences the starting conditions of the new scenario, a sort of New Game+

I don't know if anything like this was already proposed but here it is.

#115
Ideas / Re: Party types
November 18, 2016, 01:03:05 PM
I agree, that different types of social interactions and recreation make sense. I kinda like the idea of fight pits, tea houses, or gymnasiums because peoples taste in recreation or what brings them joy is much more complex than a party, horse shoe, TV, or drugs.