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Topics - erdrik

#41
Like if I cover a cave room with steel flooring will it prevent infestations in that room?
#42
Do Solar Flares effect Mechanoids?

I don't recall ever having a Solar Flare event happen while Mechanoids where on the map in any of my games...
It would be interesting if they did, considering EMP Grenades have an effect...
#43
General Discussion / Faction boss?
March 20, 2016, 03:37:05 AM
So, I just captured a pirate that is a "male boss of the Spear Pack".
After checking a previous save the faction in question's boss is not the pirate I captured.
So I guess "boss" is just the name of one of the "PawnKinds" that can be in a pirate raid.

But it gets me wondering, has anyone ever actually had the Faction listed "Boss" join in on a raid against your colony?
#44
Raiders get to. Why not colonists?
#45
Ideas / Raiding/Attacking other Factions
March 13, 2016, 06:21:00 PM
Using the term "raid" is not an option for the search engine, as it brings back too many results.
Im not 100% sure if this has been suggested before or not, so apologies in advance if it has been.

Ive been thinking about ways to make faction relations more meaning full.
I know there are already some methods to modify relations, like rescuing people from other factions or just throwing silver at them.
But there doesn't seem to be much reaction to interacting with their allies or enemies.

Killing a bunch of pirates doesn't seem to help your standing with factions that consider those pirates enemies.
Which I admit makes a bit of sense, because your only interaction with them is defending yourself.

So it would be cool if you could actively send out Raids or Attacks either to reduce attacks on your colony, or as a risky but cheap way improve relations with other factions.

I don't think it would be feasible to spawn a whole new map and give player control of the attack tho.
Without even considering the amount of work that would mean in development, it would also add a dual layer nature to how the game is played similar to games like Total War.
And I just don't think that is going to work with something like Rimworld.

So instead I was thinking along the lines of:
-select multiple colonists
-click a "Form Raid" button
-pop up appears with a list of factions
-select faction and click "go"
-selected colonists walk off the map
-X months/weeks later the survivors return with the report of the results, and loot if they got any
-faction relations are updated based on the result and who was attacked
-if successful the faction is excluded from the next/next few storyteller events


To keep things simple and development time low, I would be fine with the results being determined with just a modified random roll.
Things like apparel could have an effect on how well they survive, and weapons on their odds of success.
But I think the odds of success should always be very low.

#46
Display a different message when trying to right-click haul an item outside of restricted areas.

I recently had a Siege.
My typical tactic(being a mountain cave dweller) is to hole up in the mountain, wait for them to sleep, then kill one or two(quietly in melee) before returning for medical aid. Rinse repeat until the raid charges the settlement.

During the second night I killed more sleeping raiders then manually unforbid their packaged survival meals and stole them. I noticed that new packaged survival meals were almost immediately sent via drop pods. On the third outing(several days later) I finished them off and went to grab the remaining packaged survival meals.

Over the course of several days of managing this, I had forgotten that after the second night I had restricted my colonists to Home Area only. So there was a bit of confusion when I tried to haul the meals back afterwards.

I admit the problem was a bit of my own absent mindedness, but I still think it would be helpful if there was a different message for when you can't do things due to restriction rather than forbidden.
#47
Bugs / [0.12.911] Rescued Guest rudely thrown on floor.
September 05, 2015, 12:36:02 AM
I have 4 empty beds set as medical. But apparently Stella didn't like the visitor I decided to rescue, and rudely threw her onto the floor next to the bed. I was a bit miffed but willing to give it a pass if the guest got through her injuries in the end. ... No one is treating the guest. When right-clicking I only have the option to feed. The guest has 14 untreated injuries, 6 of which are bleeding injuries.

Unfortunately as a result the guest did not survive the night.

[attachment deleted due to age]
#48
Currently I have no reason beyond mood bonus to cook anything other than simple meals.
I also don't think it makes much sense for a lavish meal to have more nutrient value than a fine or simple meal.
Lavish as a term leads me to think of quality not quantity.

So my thought is to have the nutrient values of meals to be modified by the ingredients:
Base value of meal +/- ingredient modifiers

Also I think it would be cool if ingredients have secondary effects, like oranges being helpful to prevent scurvy for example.
Secondary effect ideas:
Helps prevent infection
Helps prevent minor sickness
Helps heal injury, only during a 'rest and heal' state and only on injuries that are already bandaged/not bleeding
Slows hunger
Reduced chance of food poisoning

It could also have negative effects:
Increases chance of infection
Increases chance of sickness
Slows the healing of injury, only during a 'rest and heal' state and only on injuries that are already bandaged/not bleeding
Speeds hunger
Increased chance of food poisoning
#49
Ideas / Negative relations when trapping visitors
March 05, 2015, 02:32:45 PM
Capturing/arresting visitors have a negative impact on relations between their faction and the colony.
But you can apparently use the keys and locked doors to trap visitors within your colony.
Feed them in the mean time and release them when attacked and you have a ready made force to help defend.
So my suggestion is to make it so that if visitors are within the colony and have no pathing options to leave the map then they will consider themselves "Tricked into Imprisonment".
This should result in an immediate negative impact on relations between their faction and the colony.
Visitors that have been "Tricked into Imprisonment" could also have a local reaction.
Meaning they may temporarily turn hostile and try to break out.
Or maybe they sit put, and wait for a rescue attempt from their faction.
Or maybe the Faction calls the colony and demands they be released, perhaps leading to ransom demands.
#50
Help / Change beauty of smoothed floors?
March 04, 2015, 01:18:20 PM
Is there a way to change the beauty value of a smoothed stone floor?
#51
Ideas / Beauty related Traits
March 03, 2015, 01:43:19 AM
Suggestions:
"Likes Rustic Housing":
Gains reduced beauty benefits from rooms or objects not made with wood or stone, but gains double the benefits if they are.

"Likes Modern Housing":
Gains reduced beauty benefits from rooms or objects not made with stone or steel, but gains double the benefits if they are.

"Spacer Born":
Gains reduced beauty benefits from rooms or objects not made with steel or plasteel, but gains double the benefits if they are.

... and other such traits that tweek how colonists react to beauty and the various material types that can be used in construction, crafting, cooking, ect.

It could be a cool way to encourage making customized rooms for each colonist.
#52
Ideas / Scavenger Raider Event
February 24, 2015, 04:39:56 PM
Hostile factions don't always have to come in to just wreck our junk.
Maybe they just want to steal our claims.

It should be in the same category as Raiders, but less violent.
Basically they come into the map and instead of attacking the roam the map and pickup items they find.
They should also avoid the colony by staying X distance from any HomeZone.
(May want to add limiters to how far you can make a homezone beyond a colony construction, to prevent players from just homezoning the whole map.)

All that Steel that dropped last week, but was too far to warrant pulling someone away from other jobs to get?
Welp, too late. Them darn'd scavengers got it.

Left a bunch of gear and material after clearing out an enemy mortar position, but couldn't bring it all back swiftly?
Scavengers got it. :o

I think this would be a great way to keep the pressure up on the colony without resorting to just 'endless gun toting varmints'.
#53
Ideas / Situational Deterioration
February 24, 2015, 03:50:39 PM
I like the idea that all items are subject to deterioration.
But I don't like that there isn't much I can do to prevent it.
(In fact Im not sure there currently is anything that can be done?)

So it got me thinking about how prevention can be implemented.
I think it would be good to reduce the base deterioration rate of all items(excluding food items and other rottables) to take much much longer.
Then add a debuff to weather that dramatically increases the deterioration rate of items that are outside.
As well as having extreme temperature conditions also having a debuff.

So you could have interior storerooms to keep your items in good condition but have to keep them maintained at proper temps.
#54
General Discussion / Artistic engraving on weapons.
January 20, 2015, 11:44:00 PM
Change log:
"High-quality weapons can now have artistic engravings in them."

Im assuming this will tie into the tale system, and have positive morale effects on the crafter/weilder...

But how cool would it be if a little icon image of the engraving was on the information popup window of the weapon. ;D

...

Yea, not much substance to this post. :P
Just opining about a potentially cool feature. :)
#55
Ideas / Campfires can cook food.
January 16, 2015, 04:48:10 PM
I dunno if this has been suggested before, sorry if it has.

I would love if campfires could cook meals.
Im thinking only the simple meal, and cooking a meal reduces the lifespan of the campfire.

(also as an aside, does the campfires lifespan get reduced in the rain? because I think it should be...)
#56
Mods / Recipe = Produces random count of product?
January 13, 2015, 11:22:58 PM
How do I set a recipe to create a random amount of the desired product?

Something like the HarvestYeildRange of plants?

      <harvestYieldRange>
        <min>2</min>
        <max>4</max>
      </harvestYieldRange>


EDIT:
While Im at it is there a way to modify the product based on ingredients without .dll coding?
Basically I would like the stove to produce a secondary product based on whether there was meat involved.
#57
I have 15 fresh squirrel meat. (they are fresh)
I have 1 squirrel corpse.
There is power to the stove.
It is undamaged.
No one else is attempting to use it.
The bill is 'cook simple meal until you have 30'.
I have no meals.

No colonist could be set to prioritize the stove.
This is obviously bad, as I can't have the colonists eating the raw food in this situation.

After some testing, I found that after butchering the last squirrel corpse the cook could then prioritize the stove.
He was not doing any other task, In fact I had to prioritize butchering to get him to do it.

Unfortunately, I have no clue how this happened or how to reproduce it. :(


EDIT:
After cooking the meal the stove once again cannot be prioritized.
It seems my colony is doomed. :(
#58
Ideas / Draft: Escort Out
January 09, 2015, 01:03:08 AM
This game, and occasionally in previous games, Ive seen a situation in which a visitor never leaves.
In this case, a group of visitors got caught between my colonists and a raid.
Afterwards, all but two of the visiting group left.
Those two remained within my colony, and stayed around my cafeteria table.
One broke mentally and had to be killed.
The other ran out of food, and stole from my food stores.
Being it was the dead of winter I arrested the culprit to get the food before she ate it, then immediately released her.
The warden escorted her all the way outside of the colony walls.

My suggestion is to have an 'Escort Out' option in the same menu as the arrest option.
Its basically the same result but much more diplomatic. (The town became my enemy because I arrested her. :( )
It might be cool to even have a bit of randomness to it in that the escorted might resist.
#59
If I set the temp to 100F what happens?
Do they just act as heaters on the normal cool side? or does something else happen?

Im curious because Im wondering if I need to add heaters to my colonist rooms as well as the coolers?
(It gets hot in summer and the rooms may need to be cooled)
#60
Ideas / Parka = winter cold is meaningless
January 06, 2015, 05:34:04 PM
Those parkas doe.

Got one for each of my colonists and suddenly Im questioning the need for heaters.
They should have some other penalty to give a reason to take them off and use temperature control.

Ideas:
-New negative thought/memory: "Slept in winter gear. It was uncomfortable."
-New negative thought/memory: "Cooked in winter gear. It was uncomfortable."
-New negative thought/memory: "Smelted in winter gear. It was uncomfortable."
-New negative thought/memory: "Used the crematorium in winter gear. It was uncomfortable."

-20% reduced productivity during delicate jobs like crafting, cooking, and art, ect...

-ability to flag an equipment rack as a 'closet'. Colonists will take off winter gear when entering a room with a 'closet' that has a free inventory space.
-maybe the inverse when entering a cold room? grab a parka when entering a walk in freezer, ect