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Messages - Ashery

#1
Not really a fan of the combined beauty and room stat indicator. The display feels incredibly cluttered regardless of what information I'm looking at and I lose pretty much the entire SW section of the beauty display due to the room stats being displayed on top of it.

In the hundreds of times I've used those tools, I can probably count on one hand the number of times I've used them simultaneously.

Quote from: Crater on December 13, 2016, 04:24:59 AM
What does it mean when it says "Your faction can only have one base." I assume it's possible to settle another base, otherwise the button wouldn't exist at all. Is there some prerequisite, or do you actually have to abandon your old base entirely to form a new one?

It's in the options menu.

QuoteTraders are willing to pay a lot more for goods now. Seems like it could use some more balance. It would be too easy to get rich selling stone blocks when they buy them for around 1 silver each. Also, I've been selling dead raiders clothing for 20-30 silver when they would have sold for .50 in A15.

Goods are also quite a bit more expensive. I haven't played a full game (Would be impossible considering how slow I tend to play, anyhow, :p) yet, but in a test game a bionic was selling for ~1900, which is a bit over 40% more than normal.
#2
Pretty simple.

Most items now have a negative beauty modifier.

This includes stuff like leather cowboy hats, which default to -6.

But a masterwork cowboy hat will have a +500% beauty modifier, which bumps the beauty penalty to -30.

Which makes sense from a strictly mechanical sense, because 5 * (-6) = -30, but it feels off. Especially since an awful cowboy hat has a +1 beauty rating.
#3
General Discussion / Re: Skill Decay
December 05, 2016, 11:17:33 PM
Quote from: ArguedPiano on November 29, 2016, 05:33:17 PM
-I always encourage fact checking  :)-

A dangerous game, :p

Actual skill loss stops at rank nine, just below the ceiling to hit ten.
#4
General Discussion / Re: Fibrous Mechanites
December 01, 2016, 09:27:47 PM
Quote from: Shurp on November 30, 2016, 07:18:36 PM
Only use medicine for surgery, period.  Herbal medicine works fine against any disease.  Well, I'm not 100% sure about plague.  But flu, mechanites, sleeping sickness, injuries, injury infections, herbal works just fine.

Depends on the stats of the doctor and patient. That 65yr old that's the backbone of your research team? Don't risk his life in order to save a handful of medicine.

I'm strictly speaking about diseases that can kill here. You can get away with just doctor care and not even herbal for mechanites.
#5
The issue is simple:

When one pawn is doing the 'View Art' joy task and examining the art on a bed and the pawns assigned to that bed happen to get flagged to rest during the same period, the bed will be considered "in use" and the pawns trying to rest will simply fall asleep on the floor.

It makes complete sense why this happens code wise, however, and it's an issue that rarely occurs and so hasn't been spotted before now.

My game's lightly modded, but they're all QoL mods and I don't see how they could influence this behavior.

It should be trivially easy for someone else to confirm, too. Just dev mode one pawn to 0% joy and another to <25% rest and build a double or royal bed of excellent+ quality that's assigned to the tired pawn. Then, draft the tired pawn to prevent him from resting and draft and undraft the joyless pawn until you get the "View art" task. Once the joyless pawn is actively viewing the art, undraft the tired one and watch where he goes to sleep.
#6
General Discussion / Re: Impressive bedroom designs?
November 01, 2016, 03:56:04 AM
You need a masterwork silver royal bed to get +5 from a 2x2 bedroom.

The problem with the bedroom isn't so much that it's too big, it's that it's being stuffed with stuff that, as Zhentar points out, drags its overall stats down.

Daylilies provide only 24 beauty and the room's running an average in the mid 30's, so while they don't bring down the average as much as an empty tile, they don't actively improve the Beauty score. Though they do drag down the Space score.

The thing is, with Impressiveness, the key is quality, not quantity. You want items that contribute either a significant amount of wealth, beauty, or, ideally, both. High quality wood sculptures (Grand ideally, but never small) are a good source of relatively easy beauty and a modest amount of wealth. Devilstrand armchairs work well for wealth. Masterwork+ wooden royal beds should contribute a solid amount of beauty along with a healthy bit of wealth. You can transition to higher end materials later. Silver is a particularly effective building material as can acquire such a large amount of it. You can actually get a 35 tile room up to very impressive (+7) with a masterwork silver royal bed, a masterwork devilstrand armchair, and two excellent large silver statues.

The problem with quantity is that it drags down the Space score of a room, and considering that that's your lowest value of the four scores that contribute to Impressivness, it gets weighted 5x as heavily as the others. So even a relatively minor drop in Space can offset pretty significant gains in Beauty or Wealth.
#7
General Discussion / Re: What events have you disabled?
October 31, 2016, 12:22:47 AM
Self-tame, wanderer joins, and construction failure.

The former I find annoying simply because it fires so often; it'd be one thing if it was an actual rare event that only happened once every couple years, but it's just far too frequent for my liking.

Don't like wanderers because they take away my control over who joins. I know I can arrest'em and just let them "escape" uncontested, but I'd rather just not have them join at all.

Construction failure because it's simply a poorly designed game mechanic as it's currently implemented.
#8
General Discussion / Re: Symmetry problems
October 30, 2016, 01:12:51 AM
Quote from: RawCode on October 30, 2016, 12:36:35 AM
there is no problems with symmetry, and there is no reason to keep everything symmetrical.

And there's a fine line between symmetry and cookie cutter.
#9
General Discussion / Re: Symmetry problems
October 29, 2016, 05:47:43 PM
Simple: Make rooms odd by even, ie 7x8.

Door on the odd side, bed on the even.

More complicated: Symmetrical relative to what?
#10
General Discussion / Re: Raid scaling feedback loop
October 28, 2016, 11:23:09 AM
Quote from: Shurp on October 28, 2016, 07:10:16 AM
Without turrets... well, vanilla Rimworld doesn't give you a lot of options to improve your defense.  cutting down a clear fire zone and setting up cover on your side is about the most you can do.  It's going to be hard; you may want to reduce the difficulty level.

It's actually quite viable even on extreme.

The mid-game is probably when this technique is the most difficult as you won't have a fully established and cleared perimeter to work with. This is particularly true if you happen to get hit by a tribal raid around that point.

Also, you need to avoid overcommitting to a defensive position. This is a pretty dramatic change from the standard killbox approach, so it can be a hard habit to break out of.

The one downside is that you're guaranteed to take *some* damage, so it's just a matter of time before a colonist gets a permanent brain injury.
#11
General Discussion / Re: Colonists Not Eating at Tables
October 25, 2016, 06:48:16 PM
Quote from: Ildac on October 24, 2016, 09:21:42 PM
RimFridge helped for the most part.  Some people still refuse to eat at the table, but at this point that's their goddamn problem. >.>

One way this problem crops up is when a pawn decides to eat a meal they're carrying in their inventory.

When they don't have a meal in their inventory, they will first go and grab a meal before deciding if a table is close enough. So if your freezer is close to your dining room, there will never be an issue.

But when they are carrying one, they will look for a table around the point they're currently standing. And unless you're building a microfort, this will cause frequent tableless meals.
#12
General Discussion / Re: Not making progress
October 23, 2016, 08:19:58 PM
Quote from: Shurp on October 23, 2016, 06:10:38 PM
Also check out a downed enemy's stats before capturing him.  If he's useless just execute him on the spot.  (You won't even be penalized for this).  Ditto for spacers who land; let them bleed to death if they're not worth saving.

But...how could you let the durability of their clothing just go to waste like that? At least strip them before executing!

Also, spacers carry no penalty if they die, so free medical training on top of that sweet, sweet synthread clothing!
#13
General Discussion / Re: Beer
October 23, 2016, 06:13:28 PM
Yea, that's annoying but there's an easy fix.

Just create an animal zoning restriction that permits everywhere but the beer storage room.
#14
Quote from: Alenerel on October 19, 2016, 08:58:14 AM
Actually I think that pemmican is more efficient than simple meals. Simple meals gets 10 pieces of 0.05 (0.5) nutrition and turn it into 0.85 while pemmican turns 10 pieces of 0.05 nutrition into 18 (0.90 in total).

Also pemmican comes in small portions so a colonist isnt forced to eat 18 cooked pemmican, he can eat 20 to get 1 saturation instead of 0.90.

Building on this, a colonist heads off to eat once nutrition drops below 0.25 out of 1.0, so there's typically around 0.05 to 0.09 wasted nutrition with simple meals under most circumstances.

As for the OP's situation, you can also do a basic starvation diet to cut your food demands in half. Either forbid all food during most of day or restrict access to it via zones (And manually prioritize your cook to use the stove to prevent him from grabbing food to eat) and then drop those restrictions right before your pawns wake up. Once they all wake up and grab a meal, cut off access again for the rest of the day. This limits the worst of the mood penalties to when they're resting so you only have to deal with an hour or so of -15 from being urgently hungry before bed.
#15
Yea, Lucy is definitely bugged. The in game information page for it says you need a dose every five to six days, but it's been nearly two seasons now and nothing has changed.