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Messages - Naraku

#1
General Discussion / Re: Sanguine vs. Iron-Willed
September 12, 2018, 08:09:49 AM
Personally, even if it does happen to be that sanguine pawns, when they do break, are more violent or have less desirable types of breaks by comparison to iron-willed pawns I'd still prefer the former over the latter. But that is largely due to the fact that my pawns don't tend to break even without those two traits, when they do they're 'soft' breaks. I could probably count on one hand how many games I've had where a pawn has had a severe break down.

So, sanguine only helps as it improves my pawn's mood additionally on top of what they have, while iron-willed just prevents them from breaking (which they typically don't, even without it). Admittedly, I haven't done a lot of testing to give a highly educated opinion, because I don't really see either of the two as my top desirable traits. Definitely better then some, but it doesn't really make me think differently, like trigger-happy does.
#2
General Discussion / Re: Managing Roles
December 05, 2016, 06:19:29 AM
Quote from: carbon on December 05, 2016, 06:08:33 AM
As of A15c, there are little flames in the corners of all of the prioritization boxes when a pawn has a passion in that skill. You shouldn't have to look elsewhere for that at least.

That's great! I am quite surprised by this, to be honest. I didn't even realize it, it's been about a week since I've played it last but that update's been out since September, if my eyes don't deceive me. That does certainly help a lot, and is probably the most I can ask for. Not quite sure how Tynan would implement a way for you to also check out their traits with such ease.

Gotta tell ya, it's a pain in the neck to set up the priorities, I can't recall how many times I wanted to play Rimworld but was set off completely by that. This should help bundles!
#3
General Discussion / Managing Roles
December 05, 2016, 05:58:47 AM
So I've been a big fan of Rimworld for quite some time now, but my biggest headache is undoubtedly setting up roles for colonists. Not necessarily figuring out what roles they would do the best, but rather assigning them. The priority system is great, and I do love customization, but often times I'll forget what they're passionate in and aren't. I can tell their level by simply hovering my mouse over the respective priority. But I rather assign, for example, a researcher with 0 but is passionate about the skill and having the Very Neurotic/Industrial trait then someone with 5-7 with no interest in it what-so-ever, and have something that doesn't benefit that profession. (such as a Jogger)

So I'm forced to go back and forth in between tabs. I suppose I might just be out of luck, but I'm not good with short term memory, so sometimes I'll switch over several times just to get one guy figured out. So especially when I start a new colony, I can sit there for some time trying to figure out what everyone needs to do. This results in a lot of clicking, and, more importantly, a lot of time spending on setting up the game, rather then playing it.

Is there perhaps a bit easier method then what I've been doing?
#4
General Discussion / Re: Kibble - Is it worth it?
April 17, 2016, 07:16:49 AM
I usually keep the temperature pretty low, just above freezing at times. I create buildings for the sole purpose of housing the creatures. At least two, one for mating, and the other one as a no-mating zone.

If it gave somewhere in the area of 65-75 instead of 50, (whatever it would be for a little less in nutritional value or equal to) then it would only be beneficial. But until then I've found myself debating on it depending on the situation.
#5
General Discussion / Kibble - Is it worth it?
April 17, 2016, 06:16:39 AM
I've done quite a bit of searching up, and until I began very thorough looking up on the subject of kibble, and exactly what the purpose of it is, I began growing curious. Boy, did it take me awhile to even realize what it was intended for!

So, based on a previous post and my first attempt at making kibble, it takes 20 meat and vegetables to make 50 kibble, correct? If that's the case, wouldn't it be more effective to just feed certain creatures a fine/simple meal? It takes 10 materials in total, and gives .90 and .85 nutrition respectively, to which you can make 4 of with the 20 meat and vegetables you used to make 50 kibble... which gives 2.5 nutrition in total, while the simple/fine meal gives almost -4- nutrition!

Now, to be completely fair, most smaller creatures cap nutrition is low. For example the chicken only has .25, so it would be pretty wasteful on them. But for some of the bigger creatures, like wild boars, who has .7, it may -still- seem to be a waste. To a degree, it is, when you think about the simple meal giving .85, but sadly, it would be just about as effective as kibble! This only increases more with some of the even more large creatures which has a higher nutrition maximum!

Now, I'm sure there are other factors I'm missing, such as when the AI actually eats. (they probably don't wait until their hunger bar is -completely- empty) But it still just seems silly that the gap is pretty large, and could in theory probably be worked to be made more effective, unless there is a bigger picture I'm missing, which is very possible. Also some creatures may not even eat simple/fine/lavish meals if they're available? I suppose I haven't tested/read on that.

I decided to ask this for two reasons; one, I have not seen anyone ask this directly, so it may answer some questions for people in the future. (Hello Google!) Secondly, I too am curious about people's opinion of this, whether I'm missing something important and to prove this incorrect, or two, what they think concerning the balance of it if it is true.
#6
I only play with Randy, and think he's in a bit of a good spot, but if I were to go one way or another, it'd be to add a bit more events in the late game and a bit less in the beginning.
#7
General Discussion / Re: Do you save scum?
April 09, 2016, 08:30:27 PM
It varies for me, I'm not nearly as good as some of the people on this forum. Generally speaking I'm a fairly good player in games I want to get better at, thanks to determination. But Rimworld? Not even close, people on here talk about how they get random colonists on ice sheets and somehow manage to live.

I'm sitting here hitting the random button until I get a Sanguine and Too Smart combo, then Jogger on another so they can haul, etc. It's pretty common for me to fail, unless I set myself up with proper colonists.

I've had a lot of bad experiences concerning useless colonists. A good fourth of the colonists I see or end up taking in with the event of an escapee with some, 'bad guys' on their tail end up not being able to do anything but one or two things - which are already fully covered, so I hardly if at all benefit off of them being in the colony.

But toning it down a bit and focusing on the topic, I do save scum occasionally. I probably wouldn't if I were better, but if a certain colonist dies, sometimes it will mean the end of my entire colony period. It sometimes takes me an hour to start up a colony just from hitting the randomize button until I get some colonists that I think are /decent/. Takes too much time of my day to let something so simple happen and force me to do the least entertaining part of this game again.

I used Prepare Carefully but the mod isn't updated yet, and I'm normally a strictly vanilla player, no matter the difficulty. But I felt Prepare Carefully was simply a must, after trying it out a patch ago. I'll never be good at this darn game. T-T
#8
Quote from: Kaballah on April 21, 2015, 07:28:29 PM
Quote from: Dymetreus on April 21, 2015, 07:16:49 PM

Keep in mind, I mean no offense from the bottom of my heart, but your comment helps me in no way at all. Which makes me wonder if you're simply trying to belittle my situation with your own superior one. Their mood is 70% or higher, and my warden has 6 social skill, which is reasonable. (or at least it used to be)

someone having a different experience from you challenges your self confidence?  huh?   ???

I never stated that, and judging by your reply I believe I may have been correct. I was asking for assistance on the matter at hand, tell me in what way does your initial post help me in my situation?

For example, let's say you ask me, "This bread has some green stuff on it, should I eat it or not?" Then let's say I reply with, "My bread doesn't have green stuff on it, and I eat it." How did I help you with your situation? I didn't, all I did there was talk about my own personal experience in a random area which would lead to only confuse some people at best.

I hope you catch my understanding.

@Tynan I relooked at their difficulty, they are set to high standards, it did strike me as odd all -three- individuals were difficult to recruit, what's the chances? But I had forgotten there was a difficulty meter there to assist the player in figuring out how difficult they would be to recruit.

I'll just sell them to a slaver or kick them out. It's difficult to keep them considering I still only have three colonists. Half of my population is literally prisoners! But we'll see how it plays out, thank you for reminding me, Tynan. I've just never had a situation which a prisoner was this difficult, left alone three prisoners at the very beginning.
#9
Quote from: TLHeart on April 21, 2015, 07:21:04 PM
have you updated to alpha 10d? if not then prisoners were harder to almost impossible to recruit.

I have updated, and I'm aware. Though, to be sure, the exact number of the file is 783.
#10
Quote from: Kaballah on April 21, 2015, 07:14:07 PM
Hasn't been my experience and in fact 10D seems easier than previous versions.  Plus you're now shown the minimum mood threshold to have any chance at all.

Keep in mind, I mean no offense from the bottom of my heart, but your comment helps me in no way at all. Which makes me wonder if you're simply trying to belittle my situation with your own superior one. Their mood is 70% or higher, and my warden has 6 social skill, which is reasonable. (or at least it used to be)
#11
Even when at 70% mood and greater, I'm having difficulties recruiting prisoners. I always get a 1% chance to recruit no matter the condition. Is this a bug or are prisoners harder to recruit now? This is by the way, a very new game.
#12
Quote from: robsypes on April 19, 2015, 06:58:01 PM
my biggest gripe is that you can't assign priority to assignments... for example... I want them to build the turret... I right click on the guy, and tell him to priority building turret..

He goes and builds the blueprint, then goes away... I right click on him and tell hiim to build it, he gets material and walks it to it then walks away... I right click on him and tell him to build it he goes and gets more material and then walks away.... I right click on him again... you get the idea...

I would LOVE to just be able to click a button and have my builders rush that item without having to SOOOO micro manage getting those key things built..

I love this game...but DAMN that is annoying.

^ This. Also my biggest gripe other then that is that vents are quite underpowered.
#13
General Discussion / Re: Question(s) on Vents
April 19, 2015, 07:43:20 PM
Quote from: linkxsc on April 19, 2015, 06:21:38 PM
On the note of heaters... I dont know if its in code or even if its true, but Ive been getting the feeling that they dont work as well when tucked up against a wall. They seem to heat better when in the center of a hallway or such with open spaces on all sides.

I can say they work even if something is directly in front of it, however it would be worth looking into just -how- effective they are with objects around it or in front of it.
#14
General Discussion / Re: Question(s) on Vents
April 19, 2015, 06:04:32 PM
Quote from: Boboid on April 19, 2015, 05:52:56 PM
Frankly vents don't do a fantastic job of equalizing temperature, you often need more than one and even then it's no substitute for a hole in the wall.

As for your definition of equalize.. that's.. more or less how it works although the numbers sound wrong, couldn't actually tell you the exact results because the temperature system is a bit complex.


At any rate - More vents helps and it can be more efficient than putting a heater in every room, particularly bedrooms -which need to be the correct temperature- although temperature does equalize through walls/doors (though not as quickly as vents, obviously).


I'd avoid trying to set up a central area where all your heating/cooling happens as that just.. won't work, much like in real life :)
Try thinking of vents as like.. a 1x1 foot square between two walls - better than nothing but not an extraction fan or open door.

What I was planning to do is making the equivalent of the venting system in real life, actually. The only time I can see vents being of any use is if you have excess heat/cold in a given room, so might as well give it some use else where. But honestly, this happens very rarely. They most certainly need a buff, given the replies thus far.
#15
General Discussion / Question(s) on Vents
April 19, 2015, 04:53:46 PM
With the introduction of vents, I immediately became exceedingly happy. (or joyful? ;) ) But after filling an entire room with heaters, and applying a vent to connect my heater room to a small room, I began to realize while it does help, it's in a very small and inefficient way. 9 Square room, six of those squares are heaters which are set to 31 Celsius. I attach a vent to the other room which is a 28 square room and it only can get up to 7 degrees when it's only -11c outside. To further elaborate, the room with the heaters are easily maintaining 31c.

To compare, I put a single heater in that room, unattached the vent, and I was better off with one heater in that room by a large amount. It was getting up to 18c-21c. Am I doing something wrong? Because from the looks of it, vents don't seem to encourage me to change my play style, since it's much more efficient to simply set up one heater in each room rather then place a vent. Because while if you have excess heat/cold it can certainly help, it's not enough to save a noticable amount of electricity. At least for me.

I'm curious if I'm doing something wrong, or if there's something strange going on here. From the text, it says it 'equalizes'. I'm known for my comprehension problems, but to me that means it levels out the temperature for -both- rooms. So if it's 30c in one room, and 10c in another room, each room will equalize out to 20c, correct? Not 6-8c in one room, and 31c in the other?

Of course I don't expect a single vent to -completely- equalize two rooms temperatures out especially in extreme temperatures surrounding each room, but I do expect it to be considerably stronger then this.