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Messages - Serenity

#136
QuoteFix: You can build floors on marshy soil.
This might actually be a good idea. Like a stilt house. You can't build benches and furniture there, but if you put in a floor, you could then build on the floor.
#137
Quote from: Tynan on October 24, 2017, 01:45:47 AM
-New furniture
----Bedroll: Portable bed
----Dresser: Passively improves room
----Endtable: Passive improves room
----Various new table sizes
Fantastic. That was an area where vanilla furniture was really lacking :)

Quote
Crop blights now appear and spread over time instead of instantly destroying crops
Yes! Makes that event much better

Quote
Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect.
Yay :)
#138
General Discussion / Re: [Guide] Animal Handling Manual
September 18, 2017, 09:15:31 AM
There is another great use for animals: wool
Especially when playing in cold or hot biomes. A wool hat makes a huge difference
#139
It's true that you do tend to the same stuff in slightly different configurations because there is an optimal way to do things. That goes for pretty much all games though.

But adding some true diversity and meaning to things would really help. There are only a few animals that really stand out. Alpacas and muffalos mostly. Boomrats/boomalopes. Wargs maybe. But also a vast amount that I wouldn't want to see gone, but that are basically the same.
Earlier I saw a monkey manhunter pack for the first time, which was fun, but it might as well have been almost anything else.

Some simple production chains for high end gear would indeed be nice. At the beginning things can stay simple and later get more complicated. This would also allow pawns to be bit more distinct as you can have them work in specific points of the chain.
#140
Quote from: Robb on September 02, 2017, 12:13:10 PM
No mods...Just happened to notice it when I had some furniture being made...1 pawn started the pool table but my another finished it and it was of legendary quality.
Technically that's not crafting, but construction. With construction I think the one who finishes it determines quality
#141
General Discussion / Re: This seems wrong (affair)
September 02, 2017, 09:24:14 AM
Obviously a threesome would solve this issue
#142
General Discussion / Re: A few questions
August 28, 2017, 11:09:24 PM
Are you running mods? Vanilla doesn't earth quakes as far as I know
#143
General Discussion / Re: A few questions
August 28, 2017, 07:47:05 PM
1.) Walls block things. Pawns can fully hide behind them and lean out to shoot. You can place sandbags in front of turrets

2.) Randy is random. He can be nice to you or screw you over completely.

3.) http://rimworldwiki.com/wiki/Events

Insects hives are the game's counter to building mountain bases. You can get them instead of a raid when you dig into mountains.

Psychic or poison ships randomly fall out of the sky. That can be away from your base or by luck right into your courtyard. So you can't really defend against it as such. Combat wise it's a standard mechanoid fight. How that goes depends on how much cover is available. Snipers help a lot too. It's also possible to build a bunker with walls so you have some cover.

4.) Give it a try and see for yourself. I liked mountain bases a lot in the past, but insects have been greatly buffed recently. They were manageable before, but are really murderous now. It's essential to build a defendable base with wide hallways and multiple exits from rooms

5.) They spawn a couple of hive pods in a mostly random location in your base. Plus some insects. Then every couple of days the hives spawn new insects. So you need to take them out relatively quickly.
#144
Ideas / Re: Remove roof collapse from the game
August 23, 2017, 12:03:03 PM
Just leave some pillars standing. Or build supports. Like in real mines
#145
General Discussion / Re: Hunger speed?
August 22, 2017, 07:04:45 PM
Isn't the hunger rate listed on the info page together with all the other stats? Some animals are definitely hungrier than others.
#146
Some more furniture options would be nice
#147
General Discussion / Re: Good Mod Loader?
August 21, 2017, 09:55:47 AM
This lets you at least save different mod configurations:
http://steamcommunity.com/sharedfiles/filedetails/?id=840043916

Pretty useful to go between different setups or a heavily modded and a more vanilla game. It also allows you to load the modlist from a save game
#148
StacksXXL can be OP. But I too use it with x2 for most item types. That cuts down on the excessive storage requirements a bit, but doesn't eliminate them

I mostly use quality of life mods that make management less tedious. CleaningArea for example allows you to seperate cleaning from the home zone. The WorkTab of course to have finer control over jobs. Quality Builder to always have the best person on a job.
And UI mods like Colonist Bar and Medical Tab. Several hair mods to add some variety
Or something like Trading Spot that removes the annoyance of traders getting in the way of combat

Miniaturisation is great to move stuff around you wouldn't otherwise be able to. Also includes some items you maybe shouldn't be able to move, but you can freely edit the mod files

Then there are ones that add new features, but aren't overpowered and fit well with the game. Such as Hospitality or RimFridge
#149
General Discussion / Re: Stupid Noob Questions
August 18, 2017, 07:17:01 PM
I vaguely remember a YouTube video where a colony got wiped, then a random stranger shows up, single handidly defeats the attackers and takes over

#150
If you have the long side of the rooms facing outside, it also works to place a cooler every second or third room and vents between all