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Messages - supruzr

#1
Quote from: Jerethi50 on July 25, 2014, 05:28:39 AM
Quote from: Cyst on July 25, 2014, 05:22:04 AM
Yeah I'm modding rimworld as hard as I can but...
Is it just me, or the coal miner only generates 3k (-300 or so for running the miner)
while the geothermal generator produces 3,6-7k juice?
Because to hell with it, I ain't gonna build and haul no stuff if it only results in less power income. :D

not yelling or anything but HE ALREADY , lol j/k, but seriously this has been discussed before, the concept is that you can mine enough coal to run two coal burners, from one coal miner, and you can place those two burners anywhere you want, instead of having to plop them on a steam geyser, plus that is why there are conveyor belts, if you really don't want your colonists trekking across the whole map every time coal pops up, you can wait until you amass some, toggle the conveyor belt stockpile thingy on, and your villagers will go and load that, sending them on their way home, they make the trek out and back only once. ideally.

The amount of infrastructure required to actually get this working makes the geothermal generator objectively better in every way. The coal economy introduced by this mod is a joke.
#2
Quote from: Chiko on July 29, 2014, 12:17:13 PM
I've been meaning the do that for a while but I always forget to do that. xD

Also, I just found a bug with the Basic Stove again... The food prepared from it cannot be eaten by anyone. Pawns just keep trying to eat the same food until they either mental break on you or die.

I've been digging around the files to see what the problem is and the reason was because one of the ingredients is not edible = the Logs or Charcoal used to cook them. I have 3 options to fix this that would be best to need some feedback:

1-Simply make the basic stove electric, but it would naturally need less power to work.
2-Make logs edible but that would mean animals would prey on logs and your colonists would eat them when there's nothing else to eat.
3-Delete it and just revert to the Cooking Station being the only one.

4- The logs aren't an ingredient in the meal, they're just a side requirement to use the stove. You're not coding it right at all, by making logs an ingredient in each recipe you can craft.
#3
Most of the backstories provide disadvantages. Some are totally without function and act only as flavor. This is meant to be a difficult game. You can reroll any number of times you want without CCM and pick and choose exactly what you want with CCM.

If you want to start in the easiest possible way, generate 5 characters with backstory: Shelter Child / Spaceship Salesman, and you can make each colonist an expert in 3-4 different skills. Since Melee, Medicine, and Artistic are all totally useless, and Social is half useless, there are only 7 important skils to cultivate.

If you don't want to start in the easiest possible way, then what's the gripe here, exactly?
#4
Ideas / Cheap ideas? Sure.
July 28, 2014, 11:04:54 PM
The cheapest ways to improve the Core game are, quite obviously, to incorporate already-existing mods into it. The All-in-One mod is widely used, and has a lot of mods in it that ought to be in Core already.

Add the Clutter mod and the Extra Research Tables mod to Core. They did great work and the art assets belong in the core game. A lot of the clutter objects should increase morale. Maybe some shouldn't. Standardize how much morale benefit per building cost per square they occupy. I.e., bigger clutter objects should cost proportionately more and give proportionately better morale bonus. They should all be weighted more or less equally, so their purpose as clutter (i.e. build whatever you want) is preserved.

Personal items like lockers, desks, and cabinets should contribute to how hapy a colonist is with their bedroom, but on the other hand it doesn't seem reasonable that e.g. tables should provide a larger morale benefit the larger they are. Who wants to sleep in a bedroom with just a bed and a giant table?

==

The Embrasures mod should be added to Core, with some modification. The improvements research should be cleaned up (e.g. there's no reason to separately research improvements on metal walls and metal embrasures) and there's no reason why they shouldn't carry power. They're regular walls with rifle ports in them.

On the topic of military fortification, there's an asymmetry in the game with respect to the balance between siege weapons and fortifications. The ability to construct fortifications in the game is roughly on par with early 19th century "star fort" citadel era technology, but the weapons available to destroy such fortifications are as effective as 20th century bunker busters. Many people in the forums have posted about this in some form or another: e.g. the ability of mortars to destroy player bases even when they're built into a mountain.

Perhaps this asymmetry is intentional, forcing the player not to turtle up. Perhaps this is meant to be encouragement to take the fight to the attacker. Fine, but in that case the player is severely lacking in tactical options, mainly arising from the utter lack of mobile weapon platforms.

The most fundamental issues in the game which are causing the above problem are: no AI fog of war, and no conceptual implementation of z-levels. The AI cannot see a mountain, indeed on a single z-plane there is no such thing as a mountain. On the other hand, the AI also cannot not see your base, and thus always knows exactly where everything is.

Implementing z-levels in the game (without restriction, anyway) turns the game into Dwarf Fortress In Space, and takes most of the emphasis off the surface level. It may make the game balance even worse, by implementing an entire map layer that the player can use intelligently but the enemy cannot.

==

There is also going to be a fundamental divide among players over whether the Colonist Creation Mod should replace the curent Core colonist generator. It changes the premise of the game, at the cost of making it more customizable.

Part of what made the idea of Rimworld popular was that you get exactly three random colonists, and you're dumped mercilessly on a hostile planet with nearly nothing. It's part of the Roguelike tradition, and many people take it very seriously. You don't get an opportunity to min-max your colonists for survival, or ask to start with five instead of three (which exponentially speeds up early development).

In its current state, using the Colonist Creation Mod changes the game from "Playing Rimworld" to "doing the paperwork to figure out that there are only two good childhood traits and three good adulthood traits to make your five characters experts at four skills each, and needless to say they'll all be armed with miniguns or sniper rifles and be wearing power armor". That being said, I think the CCM's interface, and certain customization options, are an improvement over Core. It definitely helps the player invest emotion into their colonists if we're able to make them how we want them.

==

Other things:

By the time the player has researched the ability to build a replacement starship with an antimatter reactor to power it, obviously they should also have the ability to build an antimatter reactor to power their base. Being an end-game tech, one of them should be able to power anything and everything the player is able to build, replacing all previous power technology and being immune to incapacity. At this point in the game, power is the least of the player's problems. You could implement this tomorrow with the right artwork and numbers.