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Messages - Bolgfred

#31
Ideas / Re: Acid Rain
August 14, 2018, 03:21:32 AM
This sounds very similar to toxic fallout(which could be a synonyme for acid rain).
But if I get you right, you want a fast progression, short duration event that will require fast reactions but doen't cause long-term problems, right?

Actually acid rain could reducde fertility for a period of time. Could be an overlay like snow, which get slowly washed away by water or by time reducing fertility by 100% on max, making only fertile soil able to grow crops in the worst case.
#32
Ideas / Re: Settling on a road should increase trade
August 14, 2018, 03:03:22 AM
Quote from: Third_Of_Five on August 13, 2018, 11:26:54 AM
Quote from: Bolgfred on August 13, 2018, 05:47:17 AM
Meaning 150% on a road, 100% next to a road and -5% for every further tile away.

I think that's a bit too much, like I said I don't want to nerf trade caravans.
I agree with the general idea, but I think it should be more like 150% on a road, 125% near a road and the rest would range from 100% to 50% anywhere else depending on how far away you are from the nearest road or settlement.
Don't focus on the number. Was just and example. I just wanted to point out a big difference between 'on a road' and 'near a road'.

But still I think 50% more caravans are not that much strong. Especially if combined with a chance on more frequent raider attacks. Nevertheless, was just an example
#33
Ideas / Re: Rubble wall
August 14, 2018, 02:58:27 AM
Quote from: AileTheAlien on August 13, 2018, 11:18:50 PM
The original request was for when tunneling deep into mountains, to keep bugs out. By definition that means there's tonnes of stone around.

and steel
#34
Ideas / Give broken limbs a second chance
August 13, 2018, 09:40:32 AM
Intro:
I just came back from another Scyther fight. Got to assemble 3 peg legs and my builder ist (h)armless now.
Some ears and a kidney is missing aswell, but I think they were gone earlier.

Nevertheless, I mostly feel pretty helpless about this. Surely there are much complains who say dismembering is way too common, but I actually think it's not.

Anyway, my problem is, that I have very good doctors at home, but no one ever could do anything when an ear was lost or an arm is maimed, despite they are very able medics. This leads me to my suggestion:

Idea:
Whenever a limp reaches 0 durability it won't be destroyed, but get the hediff 'maimed', setting effectivity to 0%. The body part can heal up to 50%, but the hediff remains, meaning the pain level will decrease, but stay at 0% effectivity. Furthermore maimed give a chance on infection as long it persists, making it risky to keep a maimed body part.

The Doctor:

Now a really skilled doctor can try to fix this body part with a high chance on failure. I am not deep into medicine numbers, but skill requirements should be 6-10 and with standard medicine a fail chance around 50%.
If the operation succeeds, the body part will be restored with 1 durability, if not it gets permanently destroyed.

exception:
This will not work if durability reaches -50%.  If an arm with
3/30 get hit by a bolt rifle for 18 damage will drop to -15/30 durability, it will be destroyed immediately as this is probably just overkill.
#35
Ideas / Re: Man Hunter Pack...
August 13, 2018, 06:18:52 AM
Sounds really cool to me. I kind of miss the benefit of their visit as they don't give the same meat animals do.

Would also be funny when you drop a fresh human corpse in front of them and they start eating. After they have eaten it up they leave the map and you get + relations :-)

Hank, Cannibal, Age 36
Equipped: Nothing but an oak leaf(superior 84%)
Melee attacking door.
queue: laughing maniacally.
#36
Ideas / Re: Traits and Psychic Powers
August 13, 2018, 06:09:41 AM
As it seems that you really really really want a feedback on your post, I will try to give it to you as good as I can.

Quote from: Chicken Breast on November 01, 2013, 08:27:13 PM
Anyway, as far as traits, and biographies, I have a few ideas.

Traits:
Social Butterfly
Bipolar
Socially Awkward
Physically Attractive
Sensitive/Soft-Hearted
Bloodthirsty (Come to think of it I am not sure if this one is already in there)
Reserved
Outgoing
Moxie (determined to achieve ambitious goals and such)

What are these traits supposed to do? By name I can think of some, but maybe I don't think the same as you. You probably better explain in more detail what you expect from these traits.

Quote from: Chicken Breast on November 01, 2013, 08:27:13 PM
For biographies, I think there should be a big list, and I honestly think it would take more than the recommendations of one person to satisfy the masses in that regard. So, I will offer some suggestions, and I hope that they inspire others to do the same!
I think there is already a big list (Click here for the big list). And this list seems already to contain some of your suggestions.
Same like for the traits I'd suggest to point out in detail what you expect from those backgrounds.

Quote from: Chicken Breast on November 01, 2013, 08:27:13 PM
Will you be adding children?
In the Frequent Suggestions Topic they are rated 'unknown' so I am afraid the answer to your question is - nobody knows :-)
#37
If a blueprint is set, it should be build asap. If there is a mismanagement in cutting priority this will block the building forever maybe and nobody notice if a builder wouldn't go for it.
It might be  beneficial in some circumstances, but will mostly be confusing, as there is a blueprint, but the builder doesn't interact with.

As already mentioned, the right answer is to mark the tree manually, inviting a cutter to cut whenever he can.

Same do I in a young colony with much greenscape. Then the builder starts building where he can and my cutters cut trees inbetween, taking away 80% of cutting business.
#38
Ideas / Re: Settling on a road should increase trade
August 13, 2018, 05:47:17 AM
I like the idea.

Maybe every location could get a visitor-value similar to the harvest plant level from caravaning, which defines how easy the location is to find.
The closer to a road, the more visitors, traiders and raider will come.
Meaning 150% on a road, 100% next to a road and -5% for every further tile away.
#39
Ideas / Re: Rubble wall
August 13, 2018, 05:41:42 AM
I think a cheap wall would also fit into the floor designs, as there is flagstone as a fast way and stone tiles as a pretty one.
Having the same in walls would make sense.

Anyway, in question of balancing I think there is an issue that if one chunk per wall is used, it would be kind of costy, as refined a chunk contains 20 bricks, which are enough for 4 walls.
#40
Ideas / Re: Vehicles
August 13, 2018, 05:35:02 AM
I have a Nasty suggestion: Search for "vehicle" in the Forums. There is a thread vom 2015 which says, there are hundreds of these topics around. Since 3 years passed by, there are a lot more. No reason to start another one.

There are also some mods for this I think. Search and find.

Anyway, I find it rather interesting that you think about fueling a tank with wood or batteries, while you also have rocket fuel as an option ;-)
#41
Ideas / Re: Your Cheapest Ideas
August 10, 2018, 05:17:16 AM
New Clothing: Poncho
Tribal equivalent for duster

New Clothing: Amauti
Tribal quivalent for parka, origin is something inuit

With these items, tribals still look tribal in extreme weather conditions. Poncho could also add accuracy with revolvers :-)
#42
Quote from: SYDWAD on August 09, 2018, 08:20:56 PM
I hear allot of people complaining about the new leather system and how its WAY more confusing than the old one.
I heared none. :o

Quote from: SYDWAD on August 09, 2018, 08:20:56 PM
So if something requires 50 material and you have 50cow and 25pig it will be made of the 50 cow, but if you only have 25cow and 25pig it will use both and call it "patchleather".
Ifsomething requires 50 material and you have 25cow and 25 pig you can use the 'make patch leather' bill on the tailor bench and turn them into 50 patch leather.
It's probably more reasonable to use the current function instead of removing the whole section.

I am quite happy with the way it is by now. One one hand I have different leathers which are worse or better for different jobs, but on the other hand I have a good overview as I only have 3-5 leather types instead of the old 20.
For Now I wish those leathers to have more special abilities to make them more worth.
would be great if wolfskin give a melee buff and chicken movespeed or something.

To go back the way to just "leather" would be rather kind of boring, as it takes away much of the games fluff. I mean it's a muffalo duster and a wolfskin hat. chinchilla pants and a camel hair shirt ;-)
#43
Quote from: Roolo on August 09, 2018, 05:14:43 AM
While I don't think Rimworld needs chocolate bunny's (I know it was just an example ^^), I really like your other points, especially the highlighted ones, so I'm seconding this. Right now eggs, milk, and insect jelly, while being more valuable, don't really mean much in gameplay terms. Adding them as a requirement for lavish meals, and maybe buffing lavish meals a bit more would make a lot of sense, and would give many players an incentive to keep animals. And of course there are other ways of making the animal products more special, like for instance your woolen furniture example.

First: You, Sir, you are wrong! We need that bunny.

Secondish I agree that currently there is only a pseudo difference between leather and wool types. At least there are two types: good insulation and bad insulation. Wool chair e.g. could increase comfort temp whilst using it.

Thirdish: Still agree, Milkd and eggs are neither special nor economic enough to become intresting. I could imagine them for cholocate or lavish meals, as this could use not 2 but 3 different incgredients: meat,vegetable and egg/milk

BONUS:
I could imagine a reduced meat value for all animals killed by shooting, or vise versa a loot buff by 50-100% if an animal gets executed instead of hunted. This would make herding better. Could be combined with a stacking +10% per year tamed for meat value and milk/wool production.
#44
Quote from: 5thHorseman on August 08, 2018, 06:53:15 AM
Quote from: Bolgfred link=topic=43165.msg425354#msg425354
u]5 Bedrooms connected with vents in a row[/u]
-1 solar 1 battery 4 coolers (12°C), 4 heaters(30°C)
=> The room in the middle will have more extrem temperature, but within normal range whilst the more outside are normal
Do you mean the coolers are at 30 and the heaters at 12?
Nono, coolers to 12 as it's the minimum temperature before the "slept in the cold" debuff pops out. Still it must be as low as possible as the adjacent rooms will only gain the temperature partially, resulting in 17 for the adjacent and 21 for the adjacent adjacent room. Same for the heater. "slept in heat" starts at 32 i think, but adjacents would be lower.
Surely you have to cannot run heater and cooler at the same time, but I suggest temperature devices always to be deactivated, because as long they have energy, they can break down, draining you component stock.
Simply deactivate heaters in the summer and coolers in winter.
#45
Firstly, yes permant energy is kind, meaning reactor, geothermal and generator, as they don't have spikes and furthermore don't need energy.

Nethertheless I am a big friend of solar power as you are able to calculate very good how many batteries are required. The trick is not to have them all connected together, instead, place them where they are needed. If you build smart, you won't need any wire, which will deny any Zzz-events at all.

Examples:

Freezer 10x10
-1 solar 1 battery 4 coolers

5 Bedrooms connected with vents in a row
-1 solar 1 battery 4 coolers (12°C), 4 heaters(30°C)
=> The room in the middle will have more extrem temperature, but within normal range whilst the more outside are normal

2 Sunlamps and 4 heaters
-Here does solar shine, as sunlamps have the same life circle than solar power.
you roughly need 2 solar per sunlamp to run. 4 heaters are also equivalent to one solar and one battery is enough to keep the heaters running in the night and give a starting boost at 6 am when the sunlamp need full power but the light level is still busy increasing.
If you place the batteries diagonally you can reach the lamp though the wall without a cable.