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Messages - Electroid

#1
It's probably a mix of you dont want to get too much of a negative mood. And your not wanting that much food.

If 3 to 10 extra corn a day is wasted and that's what ends your colony you have bigger problems. Food is so cheap that there should always be a ton of excess.

If you are incredibly limited due to your region maybe try the food processor, it's better than you think. Only uses 6 food a meal
#2
I think events that give you wealth and you have to use those in some way to minimize it should be more interesting then just removing them. You are already playing this game at an extremel challenge, if you want less of one you have multiple ways of making it easier.
#3
I almost never have my colonists out of armor, takes too long to put it on and too much micro for 12+ colonists to have to change into. It's manageable when you are going to attack and you are in a caravan or you have only 3-5 pawns.

But once you hit 10+ generally everyone gets armor of some sort and only the best shooters get the best armor, or a very important specific colonist.
#4
Ideas / Re: core engine limitations
October 21, 2018, 10:08:28 PM
well this game was just released. So you are probably expecting all this in like a few days?

if that's alright with you of course.
#5
Ideas / Controlling animals late game.
October 05, 2018, 01:08:42 AM
Hello. Basically what the tital says.

At some point in this game you will generally be getting to about 50+ animals. About 20% ish of those will be haulers.

Could we make it easier to tell a group of animals to be in a certain zone. Rather than having to click and drag down the entire menu. Then scroll then click and drag then... you get it.

Could we have the option to shift click on one of the zones and have all the animals beneath that one adhere to the new zone. This would make controlling animals a dream.

Thanks
#6
General Discussion / Re: Making armor useful again
October 05, 2018, 01:01:48 AM
I quite enjoy how the current armor system works. A straight improvement from the last imo.

The biggest problem I have now is that colonists seem to frequently get there head blown off by Lancers more than I care. But shit it happens
#7
Ideas / Re: Hunger rate for sick people
October 01, 2018, 11:04:27 PM
you don't have an apatite, but sometimes you need to force down those meals in order to stay healthy.
#8
Quote from: ikodan on September 30, 2018, 01:47:20 PM
Hello,

I played about 3000h to rimworld, the first problem of this game is that it is reasonably not worth playing without at least 150 mods, and that the system proposed by ludeon is catastrophic:
-The mod system is disgusting and you will easily need dozens of hours to find a good mod order (and a mod to change the mod order) for it to work at best, yet you will have tons of bugs and your game will lag for nothing.
-Whenever ludeon updates, all mods must be updated, and many of them will not be updated, or several months later, and so RIP your save ; and because some mods are updated, RIP your save too if you wanted to downgrade the game. Also, the fact that all the mods have to be updated at the same time as the game is really a big problem, some games like ark do not have this problem and mods that dalt of 2015 still work.

I can not play rimworld anymore because of this disgusting system. I had done the best mod pack, n ° 1 of the workshop, with more than 200 mods, I gave the file to automatically put them in the best order, and there were still bugs, and because of the update you kicked in the anthill and nothing can work anymore. For me it's unacceptable.
I entirely disagree, I play the game nearly entirely vanilla since early alpha 4/5/6 days when there was barely anything in this game, if you already have 3000hrs in a single player game that is worth 35$ you have easily DESTORYED the price to hour ratio that you would expect.

It completely baffles me that you fully acknowledge that this game is in an alpha state, you play with hundreds of mods and you fully expect it all to be working flawless FOREVER, get your shit outta here.
#9
General Discussion / Re: 'Social' is worse than ever.
September 23, 2018, 06:23:55 PM
I'm pretty sure being high in the social skill makes it easier for your colonist to make friendships and / or get married and being able to maintain that marriage. which provides MASSIVE mood bonuses.

On top of that having a high social skill usually gives ~ a 15% price reduction for buying, and price increase for selling. that's 30% increase in total.

I would say the social skill is exactly where it needs to be. gives mood bonuses, recruit high quality colonists better and provides a financial bonus while selling / buying which you WILL do.

what else do you want this skill to do? rocket you off into space?
#10
General Discussion / Re: New wealth system in B19
September 13, 2018, 06:44:03 PM
I find it so weird where people will try to min-max playing on the hardest difficulty just to have the game play like it was on a lower difficulty.

I mean Sacrificing a pawn once a year to reduce raid sizes.
remove all your flooring.
damage all your equipment to below 30%.

it feels so weird. Just play the game, accept that it will get more difficult over time, accept that you will eventually lose pawns.
#11
General Discussion / Re: Most protective non-armor outfit?
September 13, 2018, 06:41:10 PM
Quality matters, I'm pretty sure its either devil strand or lizard skin that is the best.
generally I go Duster, T-shirt Pants.

Nothing worse than normal quality for my colonists, and then I sell the rest.
#12
Bugs / Frame Rate Delay
June 23, 2018, 11:08:39 PM
If you have the game on 3x speed and you right click an item you will have major frame rate drop.
#13
General Discussion / 1.0 [Plants] respawn
June 23, 2018, 11:04:57 PM
Grass seems to respawn normally after winter, along with a couple of bushes and whatever else.
(it used to spawn on the edge of the map but never quite get back to the middle.

BUT having said that, it seems that you still get very little grass, after the first initial year. So again you get that very distinct brown look everywhere.

#14
I have had the opposite experience. There have been a lot of berry bushes that spawned and constantly seem to reproduce berries. but once the snow comes and clears them out it seems to take too long for vegetation to respawn.
#15
Ideas / Dungeon Crawling
December 20, 2017, 02:59:45 PM
A new type of event with relation to the newly implemented caves feature.

This could involve a mixture of fog of war (using rooms) with multiple kinds of enemies, various traps and loot at the end. This would be fantastic for a mixture of exploration, risk vs. reward. gearing up your pawns for an expedition etc.