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Messages - klopkr

#1
The title pretty much says it all. The roads and rivers are at a good size for transmitting information to the player but too big to be aesthetically pleasing. So an option to have them drawn smaller, thinner, and longer would be nice.
#2
Anybody who's been to the beach knows how much of a bitch sand can be. It gets into everything!

#3
I don't understand why this game limits pause. Just slow the game down don't lock me into the slow view. I don't want to watch the minor fire out in the field getting put out on slow.
#4
Ideas / Re: More Basic Animals
May 08, 2017, 07:30:25 PM
Sounds great. Maybe some horses and oxen for caravans too and pigs for meat.
#5
I'm really enjoying alpha 17 but I think the ancient asphalt roads are a little narrow.

They represent ancient highways right? So they should be wider than a normal path to fit several cars.
#6
Ideas / Re: Your Cheapest Ideas
May 03, 2017, 02:30:57 PM
The arctic and antarctic should have animals. I get that people use sea ice to have a challenge at a truly blank map but even irl we find animals on sea ice.

I'd love to see polar bears, walruses, and penguins on sea ice! Let me live like the Inuit!
#7
Ideas / Re: Computer Malfunction
April 28, 2017, 12:17:47 AM
Congratulations you won! Jk, through no fault of your own you have to restart the game and your favourite pawn? Dead! Don't worry, Priscilla the pyro popstar that wont haul is still here though!
#8
Ideas / Re: Your Cheapest Ideas
April 26, 2017, 04:01:00 PM
Throw us some polar bears in the arctic.
#9
Ideas / Re: Your Cheapest Ideas
April 12, 2017, 06:51:35 PM
Hand fans. Make it out of textiles, etc. Hold it to reduce heat sensitivity at the cost of your weapon slot.

Weaker than fighting with your fists (although maybe a martial artist trait could buff it up for laughs).
#10
Ideas / Wine, Vinegar, and Pickles.
April 07, 2017, 11:11:56 PM
Playing as tribals with no freezer I got to thinking about various ways food has been preserved historically. Then I realized that the game practically has everything necessary to do pickling.

My suggestion is pretty simple. Let us make wine by 'brewing' it like beer out of berries or rice (or a new grape plant). Then let us in turn brew wine into vinegar and use vinegar with vegetables to make extremely long lasting pickled vegetables and eggs.

With this players that don't want to use freezers have a late game vegetarian option other than pemmican for food preservation and we get a bit a second alcoholic beverage to feed our pawns, or animals.
#11
Ideas / Re: Bionics and Caravans.
March 22, 2017, 03:18:23 PM
Man that would wreck your back irl. You'd need a robot spine too.
#12
Ideas / Re: Improving the globe generator
March 21, 2017, 02:04:44 AM
Quote from: milon on March 20, 2017, 10:18:05 PM
That's quite a bit more coding & testing & simulating to implement that. What do you perceive the benefit being to RimWorld if this was implemented?

I'll be honest it's mostly mountain ranges, lack of islands, and deserts that bother me.
I really love islands and non desertified areas. I feel like deserts kind of pop up randomly all over the map. I think that the mountains are extremely ugly too.

I think an simple way to implement it would be to simply use my idea to create tectonic 'blobs' which shouldn't be too hard. Basically drawing roundish circles on a globe. Then simply putting mountains along the lines with deserts appearing specifically on one side of mountain chains that are going north-south.
#13
Ideas / Re: Map edge floors
March 20, 2017, 07:56:37 PM
How much could floors really affect the balance of the game if you could place it in the corners.
#14
Ideas / Improving the globe generator
March 20, 2017, 07:54:11 PM
Let's talk about some of the things that would make the globe generator in rimworld more realistic. Before we start let's just say I'm by no means an expert.

First let's talk about plate tectonics. In Rimworld the planet you land on almost certainly has a magnetic field similar to earth's. You can tell because there's a breathable atmosphere for all the animals, pawns, and plants. A Magnetic field strongly implies a molten core and a molten core strongly implies plate tectonics.

'So why do plate tectonics matter?' You might ask. Have a look at earth's plates and see:

Each of the plates moves independently of one and other and where they touch one inevitably goes under the other, where they move apart land rises from the mantle and forms new earth.
If you look at that map you might notice that all major mountain ranges and islands fall on the border of two plates.

So here's my suggestion. While generating the globe apply a randomly generated layer for the tectonic plates, before generating mountain ranges. Each hexagon would belong to 5-10 tectonic zone blobs. Preferably with a preference of mostly large blobs and a 1 or 2 small ones. Then along the Hexagons that touch another plate you can place the mountain tiles with smaller and smaller hills as you move away from them. Along the water tiles that touch another plate add a 25-50% chance that it'll become a normal piece of land and add onto that yet another chance it'll be mountainous. All these pieces of land to extend a few hexagons so that it can go from mountainous to plains in a smooth fashion.

Alright the next thing I want to talk about is wind patterns and rain shadows. On a planet with a  strong magnetic field and diverse temperatures, winds are inevitable. On the ground level it might sometimes feel like they're blowing from every direction but up in the sky it's a bit of a different story.

As you can see winds tend to have a direction and convection depending on their location on the earth. Now I'm not sure if this would hold true for any earth like planet but I suspect it would be very similar.

Wind patterns should theoretically be easy to implement into the game. Simple check the latitude of the hexagon against the typical latitude of the winds and apply it into the game. What this should do is give wind a direction and temperature. In areas with lots of hot wind blowing down temperature should rise and in areas with cold winds blowing down temperature should lower with a gradient between the two. But more importantly it should allow the game to fairly easily figure out Rain Shadows.

A rain shadow is what happens when air full of moisture is being blown in the direction of tall mountains. On its way across the the mountains the air will be pushed into a colder area and the temperatures will fall low enough to rain or snow. Once the air has reached the other side it will be significantly dryer than before and almost certainly form a desert. As far as I understand all major deserts on earth are formed this way.
So how does the game figure out rain shadows on generation? Simply apply an easterly or westerly wind variable to each hexagon within the appropriate latitude (or only mountain tiles). All hexagons east or west of a mountain tile, unless it is another mountain tile with have significantly lower precipitation and the mountain tile instead will have significantly higher precipitation. Easterly or westerly tiles next to these tiles will than have a high percent chance of also having lower precipitation and so on until it reaches the a body of water or there are no longer tiles effected with low precipitation.

The last suggestion I have is water currents. These are the least important when generating land based areas but could still add a large level of realism.
As you can see in this image, water currents move cold water down from the north and up from the south and cycle it through warmer waters back up to their place of origin. To figure them out simply start with an ocean tile (the largest body of water on the map) touching a glacier and follow along any possible coasts East or westward then south or north (depending) but skip areas of 3-5 tiles wide if there's land further south. until you reach the equator, then follow the path back around and up or down to make a loop. Around the halfway point the water switches from cold to warm. Land touching warm water is warmer and land touching cold water is colder, simple as that.

A much muuuch simpler way to implement this is to simply pick a direction per hemisphere and make coasts touching the easter warm and touching the west cold then do vice versa for the other hemisphere.

I hope this explanation made sense. If anyone knows more about these topics or knows a better or simpelr way to implement them I'd love to hear it.
#15
Ideas / Let me recruit visitors with relations.
March 18, 2017, 11:59:24 PM
Why is it that when my pawns husband/wife shows up all i can do is just look at them on the map until they leave. Maybe if I'm lucky I can trade with them.

Put a little question mark sign on them and let me just recruit them no fuss no muss. When the relationship is that significant why would they say no?