If human pawns can get a full night's sleep and still get hungry, I'm sure it isn't beyond the realm of possibility to have a tree and it's fruit grow independently.
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#152
General Discussion / Re: What's the most lacking part of Rimworld for you, and how would you improve it?
May 31, 2018, 09:38:35 AMQuote from: Shurp on May 31, 2018, 01:42:39 AM
No more building walls around my turrets because a tribesman with a bow standing at range 26 plinks it to death.
I didn't realize how much of a problem that was for me until you just now mentioned it.
#153
Off-Topic / Re: An apparent leak reveals that Fallout: 76 is an online survival RPG.
May 30, 2018, 08:56:35 PM
Personally, I've wanted a multiplayer Fallout game in the same way that Farcry is multiplayer. Drop a companion, bring in a human. An MMO though? Not even an MMO, but anywhere upwards of, like, eight people? I can already foresee myself going out into the Wasteland for materials, just to run into a bunch of jackasses sitting on the roof of Ye Old Aluminum Screw and Wonderglue Depot with maxed-out rifles, waiting for the unprepared.
That, and what happened to Fallout 4. It was a decent game, but was more of an excellent shooting gallery than a decent Fallout game. Then, there's everything after release. There's nothing sweeter than paying money for the privilege of having access to concrete walls and some signs. That kind of stuff was half the releases. The other half was alright story content that, truthfully, didn't add much. If anything, they took creatures that should've been in the base game and put them in a couple pretty cool locations without half the quest you'd expect from a similiar DLC for Fallout 3 or especially New Vegas. After all of that, though, then we have the creation club.
This includes: 2 Armor sets taken from other Bethesda titles, 2 Armor sets featured prominently in previous Fallout games that were not in Fallout 4, 12 different breeds(all sold seperately), 12 Pip-boy customizations, 6 power armor paint jobs, 11 gun and armor paint jobs that are all existing paint jobs for armor in the base game, and finally, amongst other things, 2 guns from previous titles that didn't make it into fallout. . . except for money.
And boy, if they were willing to add that much cosmetic shit to a singleplayer game, can't wait to see what they have in FO 76, if it's anywhere close to the "Rust, by Bethesda" I expect from them.
I want to be wrong, I really do.
That, and what happened to Fallout 4. It was a decent game, but was more of an excellent shooting gallery than a decent Fallout game. Then, there's everything after release. There's nothing sweeter than paying money for the privilege of having access to concrete walls and some signs. That kind of stuff was half the releases. The other half was alright story content that, truthfully, didn't add much. If anything, they took creatures that should've been in the base game and put them in a couple pretty cool locations without half the quest you'd expect from a similiar DLC for Fallout 3 or especially New Vegas. After all of that, though, then we have the creation club.
This includes: 2 Armor sets taken from other Bethesda titles, 2 Armor sets featured prominently in previous Fallout games that were not in Fallout 4, 12 different breeds(all sold seperately), 12 Pip-boy customizations, 6 power armor paint jobs, 11 gun and armor paint jobs that are all existing paint jobs for armor in the base game, and finally, amongst other things, 2 guns from previous titles that didn't make it into fallout. . . except for money.
And boy, if they were willing to add that much cosmetic shit to a singleplayer game, can't wait to see what they have in FO 76, if it's anywhere close to the "Rust, by Bethesda" I expect from them.
I want to be wrong, I really do.
#154
General Discussion / Re: What's the most lacking part of Rimworld for you, and how would you improve it?
May 30, 2018, 08:30:50 PMPSA FOR THIS THREAD
I don't want to get all semantical or crappy about details, but this thread was made with the intent of being both more, and less than "suggestions." I wanted people to get some ideas out without all of the nit-picking and criticism you'd find if it was a serious suggestion. As the title says, "I have an issue, this is how I could see it being fixed." This is opposed to the more common occurrence of "put this in the game because I want it in the game."
This doesn't just mean "I want tropical fruit in the game." Preferably, it would be more along the lines of "There's a serious lack of variety in nutrition, and the amount of diseases in jungles doesn't justify living there. If jungles had unique fruit, not only would it not be a starch, but it could also be a joy object (like a less potent fine meal) and could sell for more a decent price without growth being slowed by high temperature (because it's used to it)."
I apologize if this seems hypocritical ("This thread is so you can give ideas without people trying to crush them, btw, you're doing it wrong), I just wanted to highlight this. No offense to Tynan, he did it with good intentions, but we probably don't need another "Your cheapest ideas."
#155
Off-Topic / An apparent leak reveals that Fallout: 76 is an online survival RPG.
May 30, 2018, 03:09:19 PM
y tho
#156
Ideas / Re: Plant Harvesting and Orchards
May 30, 2018, 02:54:02 PM
I fully support the idea of having a mother plant that fruit can be havested from without destroying the original plant.
#157
General Discussion / Re: What's the most lacking part of Rimworld for you, and how would you improve it?
May 29, 2018, 11:27:47 PMQuote from: Shurp on May 29, 2018, 08:52:27 PM
Now I don't feel so bad about constantly complaining. I must be completely in love with this game!
-or you suck. It's up to you, flip a coin if you must.
#158
Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
May 29, 2018, 11:26:56 PMQuote from: Azurely on May 29, 2018, 05:20:27 PM
One time I on accidentally put a roof over my solar panel grid and went insane trying to figure out why I wasn't getting any power for the next 3 ingame days
That, and also had roofs/trees near my wind turbines. The early game is a rough one.
#159
Ideas / Research speed should be tied to backstory, not scenario.
May 29, 2018, 04:05:10 PM
I have a bunch of pawns who were too busy picking berries to not starve to death and fighting off wolves to dedicate time to screwing around with the science behind making colored lights or making televisions.
Understandable that they don't research too quick-like.
They club a Glitterworld scientist in the side of the head and recruit him, and provide him with the same research facilities that you could expect from an industrial colony.
He has a severely gimped research speed.
What.
I understand that the current method is far easier to code than scrolling through dozens and dozens of backstories and tagging each one, but still. It's ridiculous.
Understandable that they don't research too quick-like.
They club a Glitterworld scientist in the side of the head and recruit him, and provide him with the same research facilities that you could expect from an industrial colony.
He has a severely gimped research speed.
What.
I understand that the current method is far easier to code than scrolling through dozens and dozens of backstories and tagging each one, but still. It's ridiculous.
#160
General Discussion / Re: Every canonical mention of Xenohumans, plus my opinions on why we need them.
May 29, 2018, 03:55:58 PMQuote from: Kirby23590 on May 29, 2018, 09:45:03 AM
Well you might be right with that but... I kind of like a bit of variety rather than just cannibal colonies or psychopath only colony or evil colonies.
That's definitely it. Play around with traits all you want, but you've still got baseline humans by the end of the day. Sure, you could "make" a soldiermorph by giving a pawn Careful Shooter, Psychopath/Bloodlust, and a hit of go-juice once a day, but those requirements are just so specific. The chances of getting a second pawn like that are near minimum, too, so you'll never get to the point where you have to play different as a result of your pawns.
For example: pyromaniac. Unless you're the nervous type, you don't really need to necessitate full stone buildings after you get one. The grand majority of your colonists are firefighting-capable, and can deal with one pyro. Three pyromaniacs? That's a risk, might even mean you actually research firefoam poppers for once, but still fairly manageable. Meanwhile, Cactaceae are a modded race of cactus people who -as a result of their physiology - tend to have pyrophobia (they flee from fire and are outright incapable of firefighting). A fire starts, and you're screwed. Now, firefoam is far more vital as research, and wood is pretty frowned upon. I've had colonies made out of lots of them that became very dependent on other races to keep the place from burning down, which is a real interesting thing.
Apini are bee people. They hate mountains, and the race has a unique form of claustrophobia (Claustrophobia Apinis, credit to the mod author for being so thorough!) that develops far quicker and is far quicker than standard claustrophobia. This is a pretty great deterrent to bunker-builders. Additionally, they can't wear more than an apron . . . six legs, wings, and mandibles after all. Thus, they don't do well in the cold. "Well, great, now I've got a bunch of neolithic-level pawns who don't have access to the reliable resources and protection of a mountain, and they need lots of structure to deal with coldsnaps and snow, why would I ever play this?" That's the thing, they're highly agricultural and diplomatic. They (and only Apini) can plant a special crop for making pollen, and thus beeswax (which also require plant matter). This stuff is prettier than most other materials in the game, and can be made en-masse in maps with enough plant life. This means decent weapons, beautiful architecture, and even honey (it's like insect jelly: high value and joy-abundant!). It's due to these elements that it actually becomes viable once to have excellent trade relations: your statues are the prettiest, your lodgings are the most comfortable, and your food is the tastiest! Buying mass amounts of steel, stone bricks, pawns, and other pawns is an essential part of the playstyle, which changes things up a lot. If you wanted to simulate that in vanilla, you'd need a bunch of green-thumbed nudists with the self-imposed "no mountains" rule, and that's just not too feasible.
Plus, the bees are real cute.
#161
General Discussion / Re: Which movie/game/book/etc would you want merged with Rimworld?
May 29, 2018, 03:33:45 PMQuote from: Tober6fire on May 29, 2018, 02:16:01 AM
You have a good taste in games Arty . . .
Any game that can combine boomerangs and mechs has my attention, and the fact that they have ID software after they got their shit together for DOOM 4 helps a lot.
#162
Releases / Re: [B18] Vegetable Garden Project [5/5/18]
May 29, 2018, 03:28:45 PMQuote from: dismar on May 29, 2018, 02:21:01 PM
I'm actually going to make all the blended clothes and such be a random color generator like cloth. I did not much care for the fact that all my pawns in my last play thru were running around in green hemp lol
If by "blended", you mean things like the blended leather/wool/cloth, I kinda support you. Same deal if you mean that hemp would be random colors like cloth. I think that a gradients would be a preferable choice. For example, blended leathers wouldn't be any kind of blue, green, or purple (even with mods, those are definite outliers), but some random of brown, grey, white, or similiar things in that range. Similarly, rather than a random color or a single shade of harsh green, hemp should be on a gradient of greens and tans. Some hemp fibres look like you just got a drop or two of green in your bucket of tan paint, but others look more like dry broccoli. Something like that would be real neat, if possible (not a modder, so I'm generally speculating on whether or not my suggestions are even possible!).
Oh, and if Cannibals (and bloodlusters too, I think) get pleasure from wearing human-leather clothes, is there anyway to, say, give those who are chemically interested a mood boost for wearing hemp outfits? It would be a neat and welcome detail.
#163
Releases / Re: [B18] Vegetable Garden Project [5/5/18]
May 28, 2018, 09:02:29 PMQuote from: reteo on May 28, 2018, 10:49:35 AMQuote from: Call me Arty on May 28, 2018, 03:16:10 AM
This opens the argument from the other side of the camp, which wants uniformity. While I'm fine for the most part, the all-too-bright shade of green for hemp is still too much for me. I'm not saying I want all my clothing to greyscale, but I'd prefer if there wasn't the occasional too-green article of clothing on someone's otherwise ordinary outfit. I usually sell my hemp stuff ASAP. Plus, it's just a lot easier to tell what you're looking at right away. Sending a pawn in synthread/hyperweave/devilstrand to go and stab a raider versus one in cloth can mean the difference between bruises and lost limbs.
I use the psychology mod. Among the mood debuffs is "same outfit," in which two or more colonists are wearing the same colors. If half the colony is wearing the same outfit, the debuff can reach -12 for all involved.
Can't really argue against many of your points without getting petty, I either agree with them or they're pretty solid. Otherwise, I've never found that debuff. I personally blame the Mending mod for that. If you asked me why I had hemp clothes in my colony despite not liking them, it's because I don't make or buy them. Almost all of my clothing is normal-or-above quality stuff I take of dead raiders. Once you fully mend them, it also removes the deadman debuff. Point being, the colony wardrobe is a patchwork.
#164
General Discussion / Re: Every canonical mention of Xenohumans, plus my opinions on why we need them.
May 28, 2018, 08:57:19 PMQuote from: TheMeInTeam on May 28, 2018, 10:14:45 AM
The game doesn't "need" xenohumans. They could be included and interesting, especially if they interact different from normal pawns mechanically. I can picture them fitting into Rimworld similar to a lot of potential mechanics if done properly so I'm not opposed to the idea, but the game could also never implement them and be fine as well.
Personally, even with all the amazing stuff we've received in updates and the majesty that might be 1.0, I'd feel like the game was incomplete without them. I might have agreed with you on the point that I'd be fine if they were never added (-though it'd be neat if they were), I can't, not after playing with all the mods for it that I have. Some of the best ones (for me, Crystalloids and Apini, though you could throw in Androids in too if you're being lenient) just add so much culture, challenges, unique items, and special ways to have to build and customize your playstyle from colony to colony, it feels like it's missing from vanilla.
#165
Outdated / Re: [B18] "The Old World" an Android-Tiers Add-On v2_4.5.28.18 Flintlock Update!+
May 28, 2018, 07:53:17 PMQuote from: MrSlyFoxJr on May 28, 2018, 04:17:07 AM
Regardless, I will still be continuing this mod add-on since the main purpose of this was to be an addon to Android tiers not as a mere "Weapon-Pack" but to perhaps enhance the experiences of the users of the core mod
I would like to apologize because that seems like a really dickish way for me to phrase that. I didn't want to try to call your mod lazy or generic or anything, I was just trying to imply that it would take some effort to make a Rimsenal to the existing RT's Weapon Mod, y'know? Adding around nineteen kinds of assault rifle alone is no small feat. but it doesn't stand from the crowd when they're still just "rifles" that fire fairly quickly with medium to high damage. Jec's got a whole system to go with his stuff (seen here) that's really in-depth and interesting, it's more than an existing wood/chemfuel generator "except it takes coal instead" - which I'm not implying your mod will be.
If you've got some neat ideas and know-how, I support you 100%. I never declared it anywhere on the forum, but the increase in quality from the [urlhttps://ludeon.com/forums/index.php?topic=37908.0]Lighter Than Fast[/url] mod made me eat my words, thinking it wasn't going to amount to much at all. Sure, it's still rough around the edges, but it's accomplished a lot more than others in its field. I wish you the best in making a great mod!