Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - xrumblingcdsx

#1
Don't forget to limit the zones of your animals. If they eat meat you can feed the dead to your dogs. If you have a psychopath make sure you're dicing them up first to get that leather.
#2
Quote from: Nynzal on August 08, 2018, 08:02:43 AM
Randy Merciless on Sea Ice
Mods: Numbers, Private Hair Style Collection

Chickens of a trade caravan just stole my meals that are located behind doors and in my stockpile.
Also forbidding the door obviously does not work. Do I have to place a wall in front of my doors now, everytime I get a trader?
Sounds like a minor issue, but on Sea Ice that can easily mean death if trader animals now steal food.
Had the same thing happen to me on sea ice a few builds back and I did the same thing you're thinking of I walled in 9 stacks of food for emergencies only. Chickens are a scourge. They eat very often and when all I have lying around are meals they eat me out of house and home.

I really wish we could designate an area for visitors. If it's nice you could get a bonus to relations, if you murder them all... your relations would tank.

On a side note I had a hungry wild wolf on the map go after and kill a yorkie as the animal trader was entering and I got a penalty to my relations from it. Seemed a bit unfair.
#3
I read your other posts, you're playing sea ice pretty similar to how I do with a few highly modified pawns. I've yet to build any turrets but I'm only on year 3 so far.
#4
As said before, it's a quick jump from tribal to industrial. I like that a few medieval techs were added and it's my hope that this continues. Maybe we could get more limitations on tribals, like researching how to mine, or just more filler between industrial and tribal like crossbows, trebuchets, etc.
#5
I suggest you try Sea Ice. It's the only way to play.
#6
Damn Greep, sucks about your Hydroponics. On Sea Ice that'll put you back significantly.
#7
Quote from: Greep on July 31, 2018, 03:08:27 PM
Storyteller: Randy, rich explorer
Difficulty: Merciless
Biome/hilliness: Sea Ice
Commitment mode: Yes
Current colony age (days): ~140 days
Hours played in the last 2 days: ~10
Complete mod list: vanilla

To get any real challenge from sea ice you have to increase your wealth and colonists. Solo games are not a viable gamemode anymore. When picking a colonists for sea ice you really have to have one with 5 construction, good plants and intelligence. Otherwise you don't get your colony off the ground. I'm 60 days in on my sea ice playthrough and I have 6 hydroponics bays, 4 turbines, 2 colonists, and 2 bedrooms built.

Greep is right though, there is very little challenge in this game if you keep your wealth and pawn count down, even on merciless. I remember in A17 I used to get mechanoids with just 1 pawn. In my 3 games so far I've yet to see a mechanoid event.
#8
General Discussion / Re: Steam Achievments
July 31, 2018, 04:24:02 PM
I told myself I would wait for steam achievements before I revisited the game... but I couldn't help myself.

But yes some of us are achievement hunters.
#9
I got the stranger in black to come when my only pawn collapsed due to food poisoning. He got back up before the stranger even made it to the base. I don't know about the rest of you but the pawn I got from this event is great!! Good skills, good traits, etc. Seems to trigger a little too easily though.
#10
Just played another game, where I started sea ice with a pretty good pawn who unfortunately only had level 3 in construction and no passion. This means he can't build a wind turbine, a smelter, or a heater. It took me nearly 45 days to get his construction up to level 5. I pretty much had to wait on spacecraft chunks to fall to be able to deconstruct them. Only through a miracle was he able to survive all the frostbite ridden. Winter nights.
#11
Quote from: East on July 25, 2018, 12:31:12 PM
Quote from: Tynan on July 25, 2018, 04:24:16 AM
We're gonna add some feedback indicating the cause of mental breaks.

But is this possible? A mental break occurs when you fall below a certain number due to various causes. Removing one of the most recent causes does not work. It is more effective to add a tutorial on how to manage your mood.
I think it was in relation to my post. My colonist kept getting the same mental break: food binge. So he was going to add language to explain why you got that specific break and not a different one. I'm curious what the math is behind the breaks, as it does not appear to be entirely random.
#12
General Discussion / Re: 1.0 Way more raids etc.?
July 25, 2018, 08:53:21 AM
Why don't all the raids show on the history graph?
#13
Played on 1.0.1972, Sea Ice, for 1 year, Randy Random Merciless Struggle & Commitment Mode solo:

Recap: I was going for a role play solo survival on the sea ice. Haven't played heavily since A17 and wanted to see if it was still viable or challenging. I would say sea ice and the game in general feels easier now, but getting steel is more difficult since there were no mechanoid events in year 1. Another 10 steel and i would have been able to start smelting steel from my large collection of chunks. The steel would then get food production off the ground, but even without it I only had to resort to (1) cannibal meal. This occured after my colonist had a food binge and some unwanted visitors right before the coldest part of the year when few animals or raiders come to visit.  I didn't really feel threatened at any point in the game from raids. My pawn with (6) in shooting and a charge rifle was able to handle every raid without any real difficulty or need for medicine (I think wolf got wounded once from a mad wolf ironically).

Day 04: Mental Break (Food Binge)
Day 04: 1st Raid
Day 19: 2nd Raid
Day 19: 3rd Raid (16 hours between)
Day 23: 4th Raid
Day 38: Mental Break (Food Binge)
Day 42: 5th Raid
Day 49: 6th Raid

Above i listed my raids. I had a total of (6) raids even though my graph below only shows (3) for some reason, is this purposeful? it would be nice if the graph accurately portrayed raids and bigger events.

Both of my mental breaks were food binges but both happened when i had excess food. Is this intentional?

Still a little irked that neutral factions eat my food stores. I could see this being acceptable for an ally, but not a neutral faction.

I wish we could vet the colonist joined event, i immediately dismissed him and got a mood debuff that sent me into my second mental break. They never even spoke or saw one another.

There were a ton of Quality of Life improvements i noticed, is there any chance we will get some sort of condensed storage? The need to keep all of my perishables indoors now on a map with limited resources is difficult.

#14
Hey Tynan,

Love what I'm reading here. Plan to play this unstable branch tonight. I'm a little late to the party, I know. I'll post some comments after my initial playthrough. But here are some observations from watching others play it.

I typically play Sea Ice, which doesn't give me any geothermal energy. And because wind and solar are unreliable sources of power I typically build a lot of ship reactors to power my hydroponics. They became quite expensive in a previous version and it takes a long time to build them for little reward. Any chance their power output could be tweaked, their size could be decreased, or another generator could be added that's more in line with endgame and the sea ice gameplay.

Bases still look like massive stockpiles. Is there any chance vanilla rimworld will incorporate storage options for those of us who like more compact bases? IE storage crates or chests? I imagine you would have done it already if you had the intention of doing so, but I've never heard your reasoning behind not doing it.

I like the fixes to reseeding. Before my maps always looked barren and this drove me to playing snow covered maps. And when it was released, I almost exclusively played Sea Ice because of that.

Love that we can now move all benches around. Can't express how painful it was to delete them on sea ice games when ur base starts to expand.

#15
Off-Topic / Rimworld Like Game: Starmancer
February 26, 2018, 05:09:43 PM
I'm really excited for this games potential because it reminds me a lot of rimworld, but I would never have known about it if I didn't check kickstarter. So I'm spreading the word guys: https://www.kickstarter.com/projects/1424711375/starmancer/description