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Messages - ShadowDragon8685

#136
Ideas / Re: Your Cheapest Ideas
November 29, 2013, 03:22:34 PM
Quote from: king komodo on November 20, 2013, 11:00:05 PM
I think the assassin job is slightly lacking in 1 area which is that while it makes sense for most of the blocked tasks to be blocked they should still be able to haul things I mean most of their job would require them to haul a dead body to a hiding place among other things so why block that along with every other manual labor type job (not saying they should be all unblocked just that one that I can tell). And maybe later you can add a teaching mechanic so someone who's aptitude at something is above a certain level (8-10) they can teach others with no knowledge of this skill to be able to do it (although they start at 0). Also while I know that this may be harder/more expensive to do what someone has done should affect how they react to certain situation such as a marine being more resistant to seeing people die/dead bodies and miners being better accustomed to the dark etc. while I'm certain this will come into play more when you update the game so the character traits actually do something instead of being fun story bits as you say it would be nice to have some of these "invisible" ones there too.


I have to agree with this, 110%. Assassins should not be unwilling to do ManualDumb tasks, only ManualSkilled. They may have utterly no experience or interest in doing things like construction or farming, but an assassin's job definitely involves cleaning up after themselves and hauling the bodies.

So I see nothing wrong with handing them a broom and telling them to sweep - and they could help pitch the bodies into the graves after the orgy of violence they inevitably assist in perpetrating.
#137
General Discussion / Re: Fire linked to rain?
November 29, 2013, 02:02:38 PM
If you just want to destroy the grass, there's a simple way.

Set "Grass Cutting" to priority 1 for your colonists and wall off large cells of the grassy areas. It doesn't have to roof it in, nor does it have to be a complete wall-off, you can leave holes in it, it just needs to largely fence an area in. Then have your colonists cut all the vegetation within a cell. You may need to continually designate new cutting, because poverty grass grows really, really fast.

Once it's been cut, it won't grow back, because growing things spread from other growing things, much like fire does. You can do this, for instance, to annihilate all the poverty grass and selectively leave agave and raspberries (or just agave, which squirrels, boomrats and muffalo will not eat; not sure about the raspberries, though I think they leave it alone, too, but I know raspberries block pathing,) alone, allowing them to spread.

I've used this trick to create a strategic agave reserve within my base. Basically the same principle as behind the guy who uses only agave to feed everyone, except I just let it grow naturally and use it as emergency rations when solar flares hit.
#138
Ideas / Re: Idea: New lamp
November 29, 2013, 03:49:58 AM
Quote from: Table on November 29, 2013, 01:24:31 AM
Here .jpg
Just idea about new lamps, just cuz old so ugly. This lamp, which hangs on the wall.
Also. I want the lamp could be built on top of some buildings, like tables or stockpiles.

I dunno where i can post it, sry.

While we're at it, let's add toolboxes as robust melee weapons, but not quite as robust as fire extinguishers, which serve the dual purposes of putting out fires and robusting people's heads in.
#139
Bugs / [W|0.0.254b] Escape pod crashed through my roof!
November 29, 2013, 02:30:57 AM
A picture really is worth a thousand words, so have a gander at the screenie I chopped down.

That is an escape pod from my ship. It landed in a bedroom. As you can see from the bottom-left hand side of the screen, there is a roof there.

I'm fairly sure this is a bug. However, as bugs go, it is fairly hilarious. I'm just imagining the roof has this gigantic hole punched in it and the light was broken from the impact, and now some poor colonist is sleeping with a moonroof until that gets fixed.

[attachment deleted by admin: too old]
#140
Ideas / Re: A few rimworld ideas after playing the game.
November 28, 2013, 06:43:40 PM
Quote from: Thracian on November 28, 2013, 06:15:23 PM
Armor and shields? we arent in the mediaval era.... maybe bullet proof vest sounds better?

Tell that to every SWAT officer that carries a riot shield in a phalanx.
#141
Ideas / Re: Your Cheapest Ideas
November 28, 2013, 05:03:42 PM
Quote from: jjgoldman on November 28, 2013, 11:37:17 AM
Maybe Tynan can change the colour of the food dispenser when it is "prison" accessible or not?
#142
Quote from: jjgoldman on November 28, 2013, 11:37:17 AM
Maybe Tynan can change the colour of the food dispenser when it is "prison" accessible or not?
That is actually a really good, really simple idea.
#143
Ideas / Re: Research idea - resource detector
November 27, 2013, 01:28:02 PM
Quote from: windruf on November 27, 2013, 06:36:52 AM
i'd like a bigger version. expensive, longer to build, needs a few days to work and eats loads of energy, but when ready - i have all information about metal.
ok. a little overpowered  ;) maybe while it runs all boomrats will come and attack it. and if this radar is destroyed  you loose all data.

That sounds utterly terrible...

Unless you build it outside your base, on a double-walled concrete slab, with explosive charges set all around it. So the boomrats rush in, they attack the fortified, double-walled resource radara, and boom - all the boomrats on your map go kaboom at one instant.
#144
Quote from: Ender on November 26, 2013, 08:27:33 PM
i never have enough redundancy, hell, i even build fall back rooms, with their own battery banks, separated out, the rooms are in the back of my base, underground, they have everything needed to live separate of the main base, just sitting there with batteries full, paste dispensers, tables rooms, all just sitting there powered down waiting for me to switch on the lights and move everyone there just in case of massive raiders, fallbacks for fallbacks. (and NEVER enough batteries.)

Now that is properly paranoid.
#145
Ideas / Re: Repairing cost
November 26, 2013, 11:26:43 PM
Quote from: Galileus on November 26, 2013, 05:54:54 PM
Quote from: Workload on November 26, 2013, 05:41:49 PM
I also was thinking that selling objects and what not would have to be disassemble/taken apart instead of despawning stuff

Already on the roadmap.

Awh, goddamnit.
#146
Let's not have the long pork, shall we? That's disgusting.
#147
Ideas / Re: Blast charges
November 26, 2013, 10:56:54 PM
Quote from: Shaft on November 07, 2013, 09:41:54 PM- Make the charges unreliable.  Maybe the blast charge can have weighted effects like a radius from 1(dud) to whatever the current value is.  Maybe sometimes the charges are "shaped" in a random direction, with the length longer than the normal radius.  If the charges were not perfect every time, people might think twice about how they are used.

This would make them utterly useless for all purposes, both as traps and to smash rock walls that you know are going to bring down the house when they vanish.

Quote- Have a new raider type of "scout" that can identify charges when close(based on percentages maybe?).  If identified, other raiders will avoid or attempt to destroy the charge depending on their weapon.

Makes them extra-pointless, in other words. No.

Quote- possibly remove charges completely.

No.

QuoteI guess what I am saying is that charges are OP at the moment due to invisibility from raiders and consistent blast radius.

In a game where the game throws escalating hordes of baddies at you, you need some pretty damn OP defenses to not get your shit wrecked.
#148
General Discussion / Re: Floors
November 26, 2013, 10:26:01 PM
Quote from: British on November 26, 2013, 04:18:16 AM
Quote from: ShadowDragon8685 on November 25, 2013, 05:35:47 PM
[...] (which get smoothed, then carpeted blue) [...]
Does it give any benefit I'm not aware of, over using carpet from the get-go ? ???

It gives the mooks who smooth it over some extra construction experience. That's about it, but it makes me feel better.
#149
Ideas / Re: Colonist reproduction
November 26, 2013, 06:22:04 PM
Quote from: Semmy on November 26, 2013, 03:00:35 PM
Hello once again d-;

Tynan has previously stated that reproduction doesnt really fit the lore of the game.
The lore doesnt really say that you are on that planet long enough for children to mature.
There might come a form of kids someday but not soon.

So, if I get a day counter up to 5,114, will he change his mind? :P
#150
General Discussion / Re: Minimum room size
November 26, 2013, 03:37:12 AM
Honestly, I think the happiness penalty from tight quarters needs to be seriously reworked. People can be happy in pretty tight quarters - the room I spend most of time in would probably be about 2-3 by 3 tiles in RimWorld tiles, and my bedroom is definitely only 2x3. Yet I certainly don't freak out from not having enough horizontal space around me.