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Topics - Yoshida Keiji

#21
I want to be able to re-install them like we can do now with work benches. I started on a world tile that has an Ancient Asphalt road traversing diagonally and in my day 115 I'm finishing my city walls. I know enemies will use them for cover but don't like the idea that I can only deconstruct them. My pawns can haul a stone research bench that is 2x3 large and other bigger items like 2x4 dinning table...so why cant they just reinstall a 1x1 lamppost? I don't mind if the barrier requires two or more people, but I should be able to move it. I could even make a very cute entrance to my colony.
#22
General Discussion / RimWorld Inconsistencies
October 17, 2018, 06:27:50 PM
You plant cotton and with "Carpet making" you can lay carpets in 5 colors: Red, Green, Blue, Cream and Dark. However, when you tailor clothing with cotton... apparels can only be made...cream color...

What happened with the dyes used to color the carpets?
#23
General Discussion / Wild man wanders in (polishing)
September 15, 2018, 01:59:08 AM
I just got my first wild man wanders in...who is a night owl but spends his time during day time...
#24
Mods / [Mod request] Arrows and Bullets.
July 11, 2018, 05:25:45 PM
I would like a Mod in which ammunition is a requirement for firearms.
#25
The drug description says it prevents "Infections" before they take hold.

But Malaria, Sleeping Sickness and Plague are "Diseases".
#26
Started a game with Randy Extreme in Tropical Forest.

First thing I notice is the Factions now has Neutral Outlanders in cyan. Map Generates and now animals have more definition.



I open the Work tab hoping to see "Repairs" and it is still not there...sigh... I see Plant Cutting now has flames.

Checking Animals tab and I see all pets are already tamed...makes sense to me.

Wildlife tab is for pussies.

Research tree revamped, cool. Noticed Prosthetics and Bionics now available.

History tab with Show letters looks interesting, lets hope all notifications remain listed.

Checking now my first 5 starter pawns that were not randomized as its my own play style.

One of them has "Tunneler" trait...this one was missing for long ago, good job there.


Starting to play:

Day 01:

Look for a sweet spot near the Ancient Shrine if possible and with an ancient room around as I never build my stating room myself, this is a "Small Hills" map, I create a Stockpile and set a roof so my staff won't deteriorate and I get the notification that I cannot build a roof with the presence of a tree, this one is good update, gives a more realistic impression without z-level.

One of my pawns doesn't haul, look at the Character profile and set to Growing my first plantation and slightly heard the sound of area expansion, I liked it.

I now noticed the "Toggle automatically rebuild of destroyed structures"...this must be your way to make up for the loss of the "Repairs" work.

Looooooooooolssss....one of my pets is a boomrat!!!

My pawns start building the colony and noticed the weapon range bubble without need to draft a pawn, that was a sweet and smooth upgrade, thanks.

Double sleeping spot is nice and long needed.

Owwww how cute... my third pet is a Chinchilla!

I always schedule all my pawns to have 1 hour of Recreation/Joy before their sleep time, it looks like the Wandering around joy pathes.... Them too far away, maybe its the same as before.

Finished my first day like this:

#28
This is a follow up from: https://ludeon.com/forums/index.php?topic=41583.msg409835#msg409835

Traveling the world with caravans, suck. And to make it worst, you may engage in ambushes and/or attack other outpost scattered around. Occasionally, you may capture some enemy survivors. By experience, you will soon learn that some steps are positive while others are negative.

If you managed to capture an enemy, you must either travel towards an outpost to sell the slave, or go back to your base and emprison the captured there...however...there are instances where all your characters go to unload their inventory first while leaving the prisoner...literally hanging around in the open...and he/she escapes... as the caravan will be leaving the subject at a map border... ... ...

What you can NOT do...is to keep assaulting other outposts as the prisoner may just walk towards the enemy base and eat tons of bullets before even reaching his/her goal... which wasn't decided by the player by the way...

Inevitably you will end up asking yourself...why cant we just tie them to a tree instead? Or a muffalo?

The prisoner should ideally, be sent to a designated prison cell or at least "escorted" on arrival... but certainly not be left alone to wait for a warden to pick him/her up.

We need to be able to capture downed enemies without the need to build up a room for them in order to treat their wounds. I usually use the enemy facilities as prisons though, but case by case instances, sometimes we really want to patch them up first, before transporting them to a cell.
#29
Some characters sustain enough injuries to get downed but not much to cause them immediate death. However, some may be in severe to critical conditions when the expiration timer really matters.

You can choose to doctor the wounded on site or at your hospital, or somewhere in between literally. So far, the only way to check their status is by dropping them and re-picking them up which makes you lose a slight of movement. The wounded character should have a display of its health condition while taken for treatment.
#31
Bugs / Bug: Cannibal trait failure
May 12, 2018, 12:18:35 AM
I have a Cannibal character who is also a cook. She just butchered 9 raiders, and after finishing her task, she had some human meat before heading to bed...only that, she went to pick up a Fine Meal for her inventory instead of taking more Human Meat.

If a Cannibal wants to refill his/her inventory while my colony has 408 Human Meat, I want the Cannibal to get Human Meat over meals.
#32
General Discussion / Furniture: Dresser & End table
April 06, 2018, 12:19:43 PM
Since B18, so far I never had the need to build any of these "Dressers" neither the "End table", that is because a bed already provides full comfort bar to the assigned pawn. Does anybody here actually use these?

In my current game with Randy storyteller Extreme difficulty, I'm on day 84. First growing season was severely slowdown due to Volcanic winter and the second growing season with a Cold snap, I also had Yorkshire terriers join, so there's plenty of mouthes to feed (I know I could have just butchered them but just waiting for the first trader to come and sell them). So I had no cotton plantation to place carpets, which I often do to improve beauty by always skipping stone flooring in bedrooms.

I want to improve Beauty.

But sculptures and flower pots always cause sleep disruption. And I cant stop thinking the functionality of these two furnitures should be swapped from "Comfort" to "Beauty" instead. Opinions?
#33


Savefile:https://drive.google.com/open?id=158QWvfMAjVxScO9Qn1wsWQkV8Roe8R05


Shouldn't "Cheering up" be blocked for someone who is Disabled in Social?
#34


Evidently, the Centipede is outside and fired a shot that hit the walls from the outer side, but started burning flammables within...
#35
General Discussion / Map cropping
March 08, 2018, 07:10:43 AM
Cropping is a term common in image editing applications, like when you take a screenshot but you want to "cut out" the borders. With this notion, I think the maps should allow the player to "crop" and "center" the area where we want to play. For instance if you want to play a default map size if 250x250, give the player an initial 275x275 and allow the player to crop within.

I always get this feeling as why not "move" the map's center 5 tiles in one direction and leave out the other 5 tiles of the opposite direction. The way maps are generated are somehow odd, specially when looking for Steam Geysers and most or all of them appear at the map borders, same for mountains, rivers and roads.
#36
For Lost Tribe scenario (Ice Sheet) where you start with 300 wood, even crafting just two war masks feels expensive.

If you compare with other objects for tribal start:

* Doors cost 25 wood.
* End table costs 30 wood.
* A 1x2 table costs 28 wood.
* A 2x2 table costs 50 wood.
* A dresser costs 50 wood. Etc, etc, etc.

It doesn't make sense that a small object like a mask costs more material than larger items.
#38
Tynan, I want you to fix the following:

There is a disparity between these two blueprints when selected. The Sun lamp does NOT show it's light range once laid, but the Orbital trade beacon still DOES show how much space it will cover, while both blueprints are forbidden.

This results in easier wall building for the OTB but not so for the Sun lamp. Make the Sun lamp range STILL show its radius just like the OTB does.

Of course, people can still build the Sun lamp first, power it and "Create growing zone" matching it's range. But it is terrible execution. The powered Sun lamp will be exposed to attack and weather damage, power lines will not have any cover and if temperature is bad, the sun lamp may consume electricity but the terrain won't be ready for plantation. So the "proper" way to build a Greenhouse is by starting with its walls first.

Building a storage facility around an OTB is always easier than building a greenhouse. As I can start laying wall blueprints while the OTB is selected, but not so for the greenhouse.



I know that a 13x13 tiles room is all I need as the corners can host heaters but still is uncomfortable when you have little tight space and must include corridors.
#39
General Discussion / Backstory childhood: Organ farm
January 08, 2018, 06:15:26 AM
I find it inconsistent that pawns showing up either by escape pods, or any other means do not have missing organs. This character customization reminds me of the Island movie https://youtu.be/_ZyNJ3cKfEg.

Tynan, can you improve character creation process?
#40
General Discussion / Someone's organs harvested
January 04, 2018, 07:00:27 AM
Removing an organ from a prisoner penalizes the player with 7.5 in-game days (45 real life days). Why?

The prisoner is a pirate who came to kill us. I don't see why that should give my Colony a mood debuff?

Then I happened to assign one of my Medics to do the operation, who also happens to be a Bloodlust. When I saw the -5 thought in her "Needs" tab I went to double check in the wiki to realize I had mistaken the job that fits better to a Psychopath. Now my understanding is that the first is much more violent that the last one. In the sense that Psychopaths are mostly emotional or psychological offenders than physical.

Either way... 7.5 in-game days...for harvesting an enemy who came to bring us death... is strange to me. And I did it out of necessity because I have two Colonists with destroyed lungs I wish to replace rather than lucrative interests.

Can I have a reduced or none penalty (completely removed) once that organ is transplanted to a Colony member?

Personally if I were the receiver with acknowledgment it comes from a pirate who came to kill us, I wouldn't feel morally bad about it.