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Topics - Goldenpotatoes

#21
Support / Extreme slowdown [A13] [mod-related]
April 23, 2016, 12:41:40 PM
Currently having an issue on an a save over an in-game year old. Extreme slowdowns after debug mentions something about art generation several hundreds times in a row.

<li>Core</li>
    <li>EdBModOrder</li>
    <li>Community Core Library</li>
    <li>EdBColonistBar</li>
    <li>Miscellaneous_Core</li>
    <li>Hospitality</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>Mad Skills</li>
    <li>Rimsenal</li>
    <li>Embrasures-Embrasures1.3</li>
    <li>SolarsStuffed-SolarsStuffed-1.3</li>
    <li>ThermalsStuffed-ThermalsStuffed-1.3</li>
    <li>ConduitsStuffed-ConduitsStuffed1.2</li>
    <li>BatteriesStuffed-BatteriesStuffed-1.3</li>
    <li>Additional Joy Objects v2.80</li>
    <li>RT Fusebox</li>
    <li>More Furniture</li>
    <li>High Caliber</li>
    <li>Rimfire 1.9</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Security</li>
    <li>PowerCell-PowerCell1.3</li>
    <li>Rimsenal_hair</li>
    <li>PersonalShieldMKII-PersonalShieldMKII1.3</li>
    <li>PowerArmourMKII-PowerArmourMKII1.2</li>
    <li>Miscellaneous_Objects</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>MedievalShields-MedievalShields1.5</li>
    <li>Craftable Medicines</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>EdBPrepareCarefully</li>
    <li>Marines_SK</li>
    <li>GlitterTech</li>
    <li>MapReroll</li>
    <li>RTFTJ</li>
    <li>Recycle</li>
    <li>DefenceShield-DefenceShield1.4</li>
    <li>Misc_Patch_-_EdBPrepareCarefully</li>
    <li>Rimsenal_Feral</li>
    <li>Apparello</li>
    <li>Quarry v1.10</li>
    <li>LT_ADogSaid</li>
    <li>LaserWeapons-LaserWeapons1.6</li>
    <li>GaussWeapons-GaussWeapons1.6</li>
    <li>FlameWeapons-FlameWeapons1.5</li>
    <li>PlasmaWeapons-PlasmaWeapons1.6</li>
    <li>Community Core Library - Vanilla Tweaks</li>


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#22
Ideas / New Faction Option: Insult
April 23, 2016, 08:49:01 AM
Ever feel like the rimworld is just too peaceful? Maybe you want to try out your new defenses on some note-worthy enemies. Maybe you're just an asshole who likes instigating fights.

On a comms console, you can currently call up factions to offer silver for a reputation bonus, or when they're friends, call in reinforcements during a fight. This is dandy and all, but what if you just really want to be the warmongering colony that everyone hates? This is why there should be an option in the call menu for factions to directly call up a faction and just shit-talk their leader.

Obviously, doing so will cause a -rep for that faction; depending on how skilled the colonist is in social is how harsh the penalty will be for insulting them. Let your 20-skill social colonist lay the sickest burn ever imagined on the pirate king.

Why would you do this, you ask? Well, because people complain there isn't enough 'major' events like raids happening on things like Randy, also because it'd be funny to go out of your way to purposefully instigate what could be the downfall of your colony. Directly insulting factions should increase the chance of that faction raiding you, typically with gear slightly higher than what you'd expect for your current colony wealth. Stuff like large-scale sappers or multiple incin mortar sieges appropriately used to retort your earlier colonist's sick burn should be expected if you managed to piss off the faction leader enough.
#23
Ideas / Make crafting info show all stats of an item
April 23, 2016, 07:23:53 AM
This is mostly an issue that comes with third-party mods, but currently Rimworld only shows defense values for apparel, or range/damage stats of a weapon when checking the info of an item when crafting it. There are lots of mods that apply extra stats to their items when equipped (movement, shooting accuracy, ect), but these aren't actually shown in the crafting stats until the item itself is made.

I understand this doesn't apply nearly as much to vanilla Rimworld, but having generic support to show these extra potential stats would be a very nice minor change to crafting items.
#24
Ideas / Natural Caves/Abandoned Mineshafts
April 14, 2016, 06:27:34 PM
Mountainous regions cover large sections of the map with rock and the occasional ancient ruins stuck inside full of mechanoids who really hate miners. Its neat and all but its lacking fairly largely in what could be done with the 'underground' segment of Rimworld.

Ruins are already scattered around most maps, either it be just walls or actual buildings, its fair to assume at a point, people lived here before you crashlanded a long time ago. Hell, even most ore deposits you find are the result of long-buried buildings/ect being compressed together for scavenging. It's not a stretch to assume you'd occasionally find whats left of a mineshaft or cave. Prevent it from popping up initially by blocking it up with rubble and letting the player find it on their own, like surface ore deposits. Pop it open and explore what waits inside.

Natural caves are fairly iffy, as that'd be a pretty big buff to mountain bases, but hey, odds are if you're playing on a mountainous region, you're already planning on building a mountain base anyway so it only slightly speeds up the hallowing out process. This, combined with abandoned mineshafts, would give hive infestations more places to naturally spawn that isn't your base. There really isn't anywhere else on the world map that has 'overhead mountain' naturally, so its pretty much guaranteed that your mountain base is ALWAYS going to be the primary spawn location of these things, forcing you to act fast or somehow build around it. Having other spots for them to spawn that isn't an immediate player threat would allow more interesting gameplay in terms of forcing the player out of their protected colony or letting it grow into a decent size.
#25
Ideas / Auto undraft = bad
April 13, 2016, 08:02:08 PM
The auto un-draft feature, while I can see is useful for stuff like a player accidentally forgetting to un-draft a colonist after a fight, can also causes serious issues with pre-emptive attacks.

I just had a situation where I was moving in my colonists around a poison ship to deal with it. I'm about 120 days in with a few automatic weapons, and luckily enough, regular and EMP grenades I took off a recent sapper attack. I set them in the back and get everyone else to position for attack.

Everyone is in position, and right as my sniper takes the shot and pops the ship..

both grenadiers are undrafted and currently walking directly towards 3 charge lancers, a minigun, and 2 inferno cannons.

I totally save-scummed to retry that scenario after both grenadiers were pretty much instantly destroyed.


The game deciding to revert my decision at the worst possible moment, leaving me with little to no control over the outcome of that scenario was pretty much 100% BS. If you insist on having something like this, change it so instead of auto-undrafting colonists after a period of inactivity, make a side alert pop up letting the player know there is an inactive, drafted colonist they may want to undraft.
#26
Ideas / Sample Testing for Rocks
April 12, 2016, 12:43:53 PM
Allow players to take samples of nearby rock formations to determine the concentrations of 'x' materials within the nearby region of where the sample was taken. This allows players on mountainous/large hill regions to test various parts of the map that might yield the best results when deciding to take the labor-effort to dig out shafts in hopes of hitting ore veins.

Best case would be to make it require a high-tech research bench and create a new branch for geological-based stuff (probably put the geothermal generator in here too.) Adding a new research project to unlock the ability for the player to send a researcher to chip off a sample of a specific rock and analyze the material concentration.

I know most ores the player gets is already refined, technically. Not even really deposits of ore, just ruins of old buildings that were compressed under rocks over time, but having to waste manpower on digging holes after all my surface-pockets of ore are gone, even more-so when you have low-level miners and new component requirements for a lot of the higher-tier stuff like ships, having a way for the player to scout out the general locations of more ore deposits is a decent QoL enhancement that also doesn't skim too far away from reality.

tl;dr: make rocks tell me where all the compressed components are i really need to build this ship god dammit
#27
General Discussion / Caravans = Loot pinatas?
April 10, 2016, 02:22:06 PM
Trade caravans are an extremely nice thing to have, having something other than the occasional trade ship for selling goods is nice, but right now they feel a bit too easy just to shoot and steal from.

You can check the gear of their animals to see what is carrying what. This means just stationing a few colonists with pistols and quickly popping the one with the best gear usually ends with a few of the caravan retaliating while the rest bolt for the map border. Sure, it worsens your relationship with that faction, but that's nothing when I can send back a fraction of the silver I stole on the console and patch up their incapped colonists for a decent relationship boost. Rinse and repeat for phat loot.

Specifically during the first year of a colony, the stuff you can get from these caravans is pretty insane. Oh, you're carrying 2 power arms, a painstopper, and 3000 silver? Don't mind if I do!

itt: caravans op pls nerf
#28
The shotgun as it stands is currently just shooting 1 'bulky' looking projectile that is suppose to mimic a cluster of projectiles. This is kinda boring as it stands and doesn't really make it anything other than a more powerful pistol in practice.

It would be more interesting if the shotgun earned its lethal short-range by making it fire multiple projectiles in a cluster. Unless every shotgun on the rimworld is only firing slugs, using something similar to a buckshot for an actual spread would be much more interesting as it'd allow you to even possibly take on clusters of enemies in a single shot, which is something almost no other gun can do, barring stuff like the incen launchers and the rocket launcher.

#29
Ideas / Battle armor for animals
March 26, 2016, 09:25:10 PM
A crafter with a sufficiently high level should be capable of producing some sort of leather/metal padding to lay over medium/large animals for more blunt protection. Maybe allow the ability to disassemble kevlar chest pieces to add some rudimentary sharp protection as well?

I just want a battle-thrumbo decked out in armor, man.
#30
General Discussion / Ingame Soundtrack
March 09, 2016, 08:36:53 PM
I never really bothered with music in most games as I had my own music on majority of the time, but I recently got around to trying another play-through before A13 with the music enabled.

I was honestly surprised at how good the music was. The cue-ins decent enough and the music definitely helped fill in the quiet times. My favorite one so far is the end-credits one as the colony ship blasts off, the lyrics give a pretty good summary of your usual run and is a nice way to end a colony.

Big +1 to Lindsay for making a good game even better their music.
#31
Doing stuff like butchering corpses is obviously something a regular colonist would frown upon, but how does the entire colony immediately know what you've done, even if done in a special, private room?

I get its for balance reasons, but with A13 implementing a drastic overhaul to the social aspect of the game for colonists, this is a better time than ever to rework how this system is handled.

Instead of colonists all immediately knowing, only people around in 'visible (can physically see the butchering process)' area will immediately know. Debuff is properly applied to ONLY them for the time being. Depending on the person's traits (eg. Psychopath, Cannibal) won't care as much, and therefore won't be nearly as immediately affected as a regular colonist. From here, the only way other colonists would find out is via social interactions with those who saw/did the act.

The more socially shy colonists would probably not bring up what happened during a chit-chat with another colonist, but the abrassive psychopath might as go as far as brag about chopping up the corpse himself during a conversation. Gossip spreads, soon everyone knows about the horrible things Fred the cannibal butcher. Work this into the new social aspect so people will hate the colonist who did it, along with a global debuff for working in a colony that approves of such acts.

This allows for more 'special' setups for the player who still wants to make a profit off their victim's corpses without suffering from the global debuffs, if they're willing to go the extra mile in selecting the right colonist for the job AND keeping it hidden from the rest of the colony. Placing area restrictions and what-not to prevent regular colonists from finding out the truth would be nice touch for another layer of social interaction and help weave together a story better, as it adds more inner-colony problems other than 'running low on food' or 'its too cold/hot'.
#32
Ideas / Rigging Enemy Structures
October 27, 2015, 02:12:06 PM
Let proficient construction/crafting colonists be able to rig hostile structures like artillery or turrets.

An example is after a seige team falls asleep, you could send a colonist with an ied to rig an artillery to explode after its fired. Does damage but would cause the seige team to attack afterwards.

Maybe let small raids sneak in and sabotage your own equipment without directly attacking in the form of a visitor group?
#33
Help / Mod Threshold Before Menu Performance Decreases
October 14, 2015, 10:07:03 AM
From what I can tell, after a certain threshold, the right-click menu options during in-game seem to cause the game itself to stutter heavily. I usually run ludicrous-sized maps when I play, but I've tested on the smallest map variant and the results are the same: an extremely delayed right-click with stuttering.

I usually have a few high-tiered changers (combat realism, expanded prosthetics), core mods (mostly EdB and Community Core). The rest are usually just singular additions or small structure changes. In total I usually run 30-35 mods total and the only delayed/laggy input I've seen is from the right-click menu.

Mod List:
    <li>Core</li>
    <li>EdBModOrder</li>
    <li>EdBInterface</li>
    <li>EdBPrepareCarefully</li>
    <li>RW_MedicalInfo-A12d_1b</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>CombatRealism</li>
    <li>CombatRealism Defence</li>
    <li>CombatRealism + Rimfire 1.8</li>
    <li>CrashLanding</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>Enviro_SK</li>
    <li>Mending_SK</li>
    <li>Mad Skills</li>
    <li>Hospitality</li>
    <li>Rimsenal_hair</li>
    <li>Apparello</li>
    <li>LT_Infusion</li>
    <li>LT_RedistHeat</li>
    <li>ESM - MineVein</li>
    <li>ESM - SmoothWall</li>
    <li>RimPharma V1.03</li>
    <li>RTFTJ</li>
    <li>TilledSoil</li>
    <li>ToolsForHaul</li>
    <li>Glass_N_Lights-12b.0</li>
    <li>Additional Joy Objects V2.60</li>
    <li>American Civil War Weapons</li>
    <li>WW2 Weapons</li>
    <li>LaserWeapons-LaserWeapons1.4</li>
    <li>PlasmaWeapons-PlasmaWeapons1.4</li>
    <li>GaussWeapons-GaussWeapons1.4</li>
    <li>LT_RaidPlus</li>
    <li>ESM - SmoothWall - CR</li>
    <li>ESM - DoNotDisturb</li>

#34
Ideas / New Start
October 13, 2015, 10:21:14 AM
You finally manage to build a ship and escape. Great, right? Don't you wish you could just do it all again?

This idea would let you. After the ending message comes up with the ship departure, you're given the option to use the escaped set of colonists for another run. Choose another world and the game will select a random drop spot.

The flavor message should be something along the lines of your colonists waking in their cyrochambers to the sound of an AI blaring an alert into the pods before crashing. Colonists wake up with the sickness, but instead of the 'new colony optimism' buff, they get a -10 effect with the description along the lines of 'oh god not again'.

You'd essentially be left with whatever was left of the crashed shuttle and at the mercy of where the game decided for you to land. Now you can blame your level 3 constructor for building shotty engines and causing the crash, or maybe a faulty AI core?

Or maybe you just find the concept of putting them back through hell a second time funny.
#35
Ideas / Hair and Hats
September 25, 2015, 06:21:31 PM
I know the reason why colonists go bald after equipping headgear is due to the fact they share the same apparel layer, but please, isn't there some way to just keep the two overlapped, with the hats themselves taking priority as the top part of the layer? Its pretty silly to imagine that your big-afro'd colonist someone manages to fit all that hair inside a kevlar helmet.

The effect gets even worse when you introduce other hat-apparel mods like Apparello that introduce things like sunglasses, so all of a sudden your colonists look like they've gone all agent 47 whenever they equip a pair of sunglasses.
#36
General Discussion / Benefits of certain bionics?
March 24, 2015, 10:27:00 PM
Most mods and some vanilla aspects allow you to augment colonists with varying effects, ranging from consciousness, manipulation, movement, to breathing.

Most of them are self-explanatory, but what about things like hearing, breathing, or consciousness? Is there any actual benefit to augmenting a colonist to enhance these or are they currently just placeholders for core stuff/fluff?
#37
Ideas / Strange Moods
March 21, 2015, 05:35:38 PM
The game already borrows concepts from DF (not complaining, one of the reasons I enjoy it a lot), I thought it would be interesting to introduce the similar 'strange mood' aspect too.

At random, a colonist that's passionate in art/crafting will drop what they're doing and head for the nearest bench to begin crafting their work. Output should almost always be a masterwork/legendary, as well as come with an art description.

Maybe even have the chance of a modifier on said item for added benefits? I.E higher dismemberment chance/incap for weapons, passive positive thoughts when near it for art.

Would add more interesting playthroughs, having a strange mood more likely to happen after a major event (survived a big raid, seiged, ect).
#38
Ideas / Bandages
February 28, 2015, 08:02:49 PM
I understand that the ability to self-heal can be immensely OP in some cases, but when my entire colony falls apart because my only medic got bitten by a squirrel and proceeds to bleed out over it, then there's a problem here.

Let colonists make bandages out of cloth/other clothing with the crafting skill, leave the actual medicine to serious stuff (infections, broken/punctured organs).
Let there be 2 treatment options for wounds:

Bandaging - Colonists can bandage themselves/others to stop the bleeding. Infections can still occur depending on quality of bandage.
Medicine - Same as now

Maybe make a special kind of gauze that's crafted by combining bandages and herbal medicine as an advanced bandage that helps prevent infections?
#39
General Discussion / Benefits of Rich Soil?
February 21, 2015, 03:01:06 PM
I know its suppose to make crops grow faster when planted on, but are there any numbers, or a percentage per plant on how much faster it grows compared to a hydroponics table or regular soil? Curious if its worth the effort of boxing in these areas for all-year growing.