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Messages - Peto2

#1
It is possible. It is not probable. I mean, if you search deep enough, you could find almost anything somehow related behind these years
#2
Started naked brutality on rough. Awesome experience, even though short (only 1 year, because of my stupidity). Experienced three manhunter "packs" (I got heart attack when I read it, but then it was only A chicken... then A raccoon and A chinchilla, fun!). One toxic fallout, which took about one quarter of the year. Sadly, downed animals in toxic fallout rot immediately after being cut to death, but I was fine. Some visitors and traders, two raids consisting of one person, the second one bested me (my pawn was weak from food poisoning and got downed very quickly).
Got a few recruitment options, but they were all bad, so I only rescued them. (I wish there was an option to rescue even hostile faction members, because I usually play super nice, and an option to deny rescued person to join colony) EDIT: Now as I think of it, there probably is an option not to recruit downed and rescued pawn, I remember something from the patch notes, I'm not sure, maybe I am confusing this with banish option. Nevertheless, it would be awesome if I could also help but then not recruit people fleeing from pursuers. I am sad every time I deny an 80 year old person... banishing seems a little bit harsh, even though it practically means the very same thing)

What frustrated me was construction limitation. No possible recruits had high construction skills, nor my pawn, so I had to build redundant things just to level him up to build freezers etc. This was the only tedious thing I encountered, but I guess it's okay. Maybe a better thing would be to include quality of some things like freezers, where high quality would mean perfect efficiency, while lower quality would be... well, worse. But that would mean a new mechanic and it's not so important.

All in all, very enjoyable, naked brutality is awesome. Got an idea, but probably for modders, where there is no recruitment available, but research is much faster. Some experience like in The Martian by Andy Weir. RimWorld gets better and better. Today I'll start another run, hopefully longer.

#3
You're right, forgot to check that. Thank you :-)
#4
As shown in picture, the pawn actually chooses a shell farther away, ignoring shells nearby put in shelf. If there are no shells outside shelves, pawn will not operate the mortar at all. Should be a bug, as they could pick shells from shelves in earlier versions.

(I play vanilla RimWorld and the mortar was set to shoot explosive and EMP shells)

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#5
Ideas / Clearence & room size
October 24, 2016, 10:44:51 AM
(I am very sorry if this topic has been already discussed, I am new to the forum)

I just wonder if anyone else thinks that the current mechanic regarding clearence, room size and space buffs and debuffs isn't a little bit harsh and perhaps a little bit "stupid". Placing bed in the middle of a huge room simply not to have any debuffs does feel stupid to me. Who places bed in the middle of the room? I, in the real world, would always place everything next to wall so I have space in the middle, not the other way around. RimWorld is a great game, very complex, but this just seems too much and for no obvious or simply understandable reason.

I would remove the clearence mechanic at least and maybe let rooms be smaller without any penalties to moods of colonists