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Messages - Goldenpotatoes

#346
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'.
#347
i don't think tynan expected this when adding what is more or less just character fluff for colonists as part of the social aspect.

literally why.
#348
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?
#349
Updated with mod list.
#350
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>

#351
General Discussion / Re: Does RimWorld feel Western?
October 14, 2015, 09:48:15 AM
Quote from: Boston on October 14, 2015, 12:20:06 AM
I would actually prefer it if Rimworld moved away from "space westerns".

Seems that would be kinda hard when the game itself takes influence from the show Firefly, which is literally a space western.
#352
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.
#353
Just like beavers, they only eat trees/wood. I hope you live in a boreal forest or jungle.
#354
As a suggestion for the item menu, what if instead of listing every single item and the potential material it could be made of, why not put each base item in the list and have right-click give you the option of choosing what material the item is made of? It'd clear up a lot of space on the list and make it seem a lot less cluttered.
#355
I recently got to experience a 60+ tribal raid that probably would of killed my colony off immediately on a vanilla run.

There's some extreme satisfaction of watching your 6-7 colonists with a mix of machine pistols and rifles just mowing down the primitive tribal members that keep rushing you. Even more-so when the back-end that wasn't immediately killed ends up hauling ass for the nearest rock rubble and hunkering down completely.

This mod manages to really fix the underlying issue with this game's combat mechanics, which is usually how weak most weapons are. If it wasn't for this mod odds are that raid would of just been the first 5-7 tribals in front soaking up several shots and still managing to rush forward for a hit.
#356
Ideas / Re: Hair and Hats
September 26, 2015, 03:17:14 PM
The hype is unreal.
#357
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.
#358
Is there a way to disable reloading? I'm not really fond of the feature to begin with and it seems to break for some guns, leaving the colonist stuck in a daze about the concept of reloading, which makes it impossible for me to move them at all afterwards.
#359
Will there be any future incentive not to deconstruct the outpost comms? Two free persona cores at the expense of a a guilt message doesn't seem like much when that's an easy 2-4k silver at game-start.

Good concept, though.  There needs to be more structure-based mods for exploring.
#360
Quote from: Axelios on June 24, 2015, 09:06:08 PM

Somebody using a excessively large weapon to hunt a small prey animal.
Perhaps hunting a squirrel with a minigun?

However, as is comically the case sometimes, let's say that the squirrel is unharmed and everything/everyone around the squirrel is shot up instead.

15 minutes and a mouse brings a crude but accurate representation of squirrel and minigun.