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Messages - Bobylein

#1
Releases / Re: [1.0] Zetrith's Multiplayer
February 15, 2019, 03:35:07 PM
I love this mod, we played now for 4 hours straight without any problem, it just works so well! even with steam and direct connections mixed.

Thanks for the work you've done!
#2
General Discussion / Re: Post your best tips
December 07, 2017, 01:38:31 PM
Boomalopes are a GREAT source for Chemfuel.

Have a bunker for your Boomalopes during a siege, a whole herd can go off pretty fast and badly.

Store your chemfuel seperately, best under overhead mountain because sieges and other stuff.

If you have batteries, don't place any cable near those chemfuel storages except if you like FUN.

#3
General Discussion / Re: How do you deal with blight?
December 07, 2017, 01:32:32 PM
I let my colonists cut all infected plants and then forget about it until they are starving, then I cut down the whole field as all plants are now infected and get hunting until the next harvest is ready.

Yea...
#4
Awww, but this mod looks fantastic.
#5
Sola I fully agree with you.

For me it's too, that they'll haul tons of stuff at one time but can't do the same thing at other times.

For now it's just a death sentence for them, I don't want that immersion breaking, lazy, useless, leeching, snobby fucks around in my colony.

Now that might sound like I am from the "all those mood debuffs are bullshit, I would not break down when I see my two best friends being eaten by wargs in such a situation" crowd.

Nah, I like the general idea that some people don't like dump labour and I agree that incapable for most other jobs makes sense.
I would just like to see some consistency, hell make them completely unable to haul stuff, then they'll get what they deserve and die most of the time or give them a severe mood debuff.
#6
As scrubs and toilet paper I guess? I bet it's pretty hard to get toilet paper on a rimworld...
#7
General Discussion / Re: Latest update ffor A16!!!!!!!
December 01, 2016, 01:42:31 PM
I don't want to stir the hype but I say A16 will be multi-player introduction, that's why the world on the first teaser as an universal symbol of the Internet.

Here you see the drop pods to siege other player colonies.

Seriously though, it's just a dream of mine.
#8
OP did you try to read your modlist yourself? Something borked with the res/font so please just write it down.
#9
I prefer the cryosleep casket for my addicts until I get hands on more :P
#10
In alpha 14 I had a colony with three straight couples, one were nudist who had every evening some lovin, one couple had every some days and the last never, but she hated him really bad because he killed her mother who came to raid the colony so...

#11
Quote from: Doc Savage NDMF on August 30, 2016, 06:17:10 AM
Even Chillax seems like a PBS drive for grief. I like challenges, just not every minute of every day never ending let's do another one just because we can. Heck typing this I keep expecting the Solar Flare to kick in so I have to retype it...  ;D

Be nice to actually have some "random" for a change. I hope that will come as the game fleshes out and the number of things we can do and/or face becomes more diverse.
_

Well on Chillax it's not as bad as events are far more drawn out but on the other tellers: yes.

It's like: Ohhhhh not ANOTHER mech shippart, I already cleared 8 of them *sigh*

The problem is that some events just don't pose any challenge once you have the routine but you still need to do the set up and fight which is mostly exhausting. (I am looking at you godamn shipparts!)

The problem is that I have no solution for that really, maybe some bigger events with foreshadowing so you can prepare, like huge siege with an added assault from the other side of the map or pods.

Or different kinds of raids, not just the "we burn everything down because we hate ya" type of raid but also "we just want to steal some stuff, best without any casualties"

No idea, just something different so not the same events happen after each other.
#12
General Discussion / Re: Alpha 15 Economics Study
August 30, 2016, 05:30:00 AM
Quote from: Aatxe360 on August 30, 2016, 01:44:47 AM
So will time spent or opportunity be factors in the cost?  There are hard and soft costs for everything.  EVERYTHING.

Soft cost in Rimworld are what? The food, defense, recreation facilities or am I understanding that soft/hard cost stuff wrong?


@brcruchairman
As far as I understand it the market price shown ingame -50% (as per trade value mod) +- some percent depending on trader type and a little random? modificator, what would be really interesting is how big the range of the random mod and the trader type mod is.

We can even find out if a trader is supposed to offer an item cheap or not, it's in the defs too.


But I see your point taking this as an exercise, just keep that points in mind when you try to find out what modifiers are at work.
#13
What Nolan says, it's to stop people from poking through the door, taking some potshots and then go back until the manhunters are far enough away to do tje same again.

They SHOULD and did so far only hit doors when they saw colonists entering it.
#14
That raids are bigger than your colony is nothing special though, the other storytellers do the same.

My experience with Randy ended when I drove off a 10 man siege with 5 colonists (had 3 other colonists at base that were incapable of violence)  just to get at the moment the siege party fled another raid from the other side of the map with personal shields and shit.

Everyone of my guys was severely wounded and I suspect some only stood because they were high on yayo and wakeup.

That was the moment I was really upset with Mr. Random.
#15
yea had him some months ago in a playthrough too, led a pirate raid.