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 - codyo

#1
Same problem here. Anyone know how to fix this in dev mode?
#2
I think this is due to the latest patch. I have this problem too in version 1.3067 Did you see this issue as soon as you started up the game after the update?
#3
From what I've seen so far, and what my friends have said in their playthroughs as well, dryads aren't as useful as they could be.

Tree pruning times don't seem to be calculated right as my colonists definitely go past the 5.8-7.0 hours necessary to "maintain" a gaurelen tree to 50-75%. Often taking basically all waking hours of their day from sun up to sun down and bedtime while glued to their tree. Even with decent colonists that have 12 skill in plants, and keeping the connection strength at 50% they take so much time to deal with.

Why have three hauler dryads for example that take up the entirety of your pawn's worklife to maintain, when a handler could train three golden retrievers to do the same work, and then the tamer can go about the rest of his day doing other chores?

The growing skill seems to have very little effect, as I had a colonist with a skill of 4, pruning for 7 hours compared to my other one that's level 13 who prunes for around 6 hours on trees up to 75% connection. I don't think I'd ever dare go above that and brave the harsher connection decay.

This makes me think Gaurelen trees are better suited for being connected with your Non-Growers and unskilled Trash pawns who do barely any useful work. As their time is mostly worthless in the first place. This is what I suggest to everyone else playing with gaurelens to do as well.

Mainly. I think it would be better if the time it takes to maintain a gaurelen tree to 50% connectivity be much, much less than it is now. And make it so that pawns with skills in growing have a much more significant effect in cutting down pruning times.
#4
General Discussion / Re: Changes to Animals
July 21, 2021, 12:41:14 AM
It's not that immersion breaking. It's not like a giant herd of horses can all pick up corpses, weapons, and piles of silver on their own in real life.

This is mainly just a balance change, so animals aren't giving out a giant amount of food in this update + wool + skins and whatever else while all being super intelligent to train. The point isn't just to have only one species of animal in your colony any more that solves all your problems.

Buy and train dogs if you really need the haulers. Other trainables exist.
#5
Quote from: thenewexpansionsucks on July 20, 2021, 09:51:32 PM
A colony where i dont have to play on the ideology expansion and have my animals roam away.
come on how do i opt out of this gay shit

Just make a pen. They're dirt cheap, and a big one will only cost like 30 steel or wood
#6
Trying to play as a Tree Desiring ideology tribe.

Growers can't automatically harvest from zones with "Allow-Cutting" Off and "Allow Sowing" on.

If "Allow Cutting" is on, then they will harvest but begin chopping down the trees they love inside the growing zone...
#7
Growing zones even with "Allow Cutting" turned off, will still mark -adjacent- trees around the zone for cutting by the farmers.

Please prevent colonists from doing this, it is making surviving as a tribe of tree lovers very difficult if the believers destroy any and all trees that suddenly sprout by a farm.
#8
I'd like to see more story generation potential for social relationships between colonists. Have them remember more important points in the colony's history, add more uniqueness to their personalities. (Basically replace and expand upon the popular Psychology mod)

Ideology seems to be expanding on this with roles for Leaders and Guidance pawns, this is a good step!

Also it's about time Tynan added more to the "race" characteristic that every pawn has. So far we only have normal (although cannibalistic prone) humans. The next DLC should feature more on all the strange, awful, and wonderful mutated derivatives that humans in the galaxy have spawned. Or focus on the sci-fi space side of it and even add a rare alien humanoid race to the Rimworld.

I'm not sure what would be lore friendly for rimworld, that will be up to the developer, Tynan, but my guess is that any potential "alien" race might be psionic plant related - while in fact being the indigenous species.
#9
Quote from: ShadowTani on July 08, 2021, 07:08:13 AM
If possible I'll probably lean towards a dominatrix-driven technology-haven with a healthy appreciation for bionics/archotech modifications. It's the general colony-setup I usually roleplay, but with a dedicated slave-system and other DLC features I seem to be able to amp that one up a notch. *evil chuckle* And unless I'm mistaken there's also room for polygamic relationships now? Can't wait to see what we can do overall, lol.

It seems that a lot of people are planning on dominatrix-amazonian slave trader colonies :P

I wonder why!
#10
The main point of the game is meant to give your colony the occasional loss. Losing random colonists or seeing them seriously maimed is all part of the challenge you have to deal with.

You're forced to play in a way that will lead your enemies into kill zones and heavily trapped corridors. Sometimes you're able to rout an entire raid by just having a third of their force go down to passive defenses.

As another poster explained, you don't want to ever go into a fight that isn't skewed your way. Never fight man to man on open ground.

The last thing is that you should always be aware of your colony's state of wealth. Like, even if one of your colonists might die in a raid, maybe you were able to capture two raiders in return. To the game that means the wealth of your colony still grew, as you profited in the number of pawns you have in your possession. Not to mention everything that raiders can drop after they lose, increasing your wealth further and drawing even bigger raids in the future. If you're struggling, try not to build grand and giant things too fast or take on too many pawns without a system of defense.
#11
Unfortunately. The expansion is not a part of this public test! (This is the free update)

It is heartbreaking  :'( yes
#12
Who else is looking forward to the new expansion?

With ideologies coming, what kind of warped society do you want to create with your crashlanded trio? Or lost tribe for that matter?

For myself, I'm looking forward to seeing what kind of colony I can make around tree-worshipping, sacrificial psionic fanatics who are natural enemies of any imperialistic faction :P
#13
Issue:
Animals aren't forming relationships after birth any longer in 1.3b. No mother-child, no sibling-sibling, no aunt or uncle links are being made.

This is allowing me to breed an infinite number of animals since there is nothing to stop them from inbreeding. My muffalo and pig populations are growing exponentially from this to the point that food is a very trivial issue for even 10 colonists. None of my animals were given relationships when born.

My current save:
https://drive.google.com/file/d/100-ca4O5xbLd7BiXDKV2z_J-XalckTqf/view?usp=sharing
#14
A Dog Said for animal prosthetics.
Mad Skills to balance the skill decay rate. It's so hard to get anything above 18 and stay above it in Vanilla.
Door Mats. Or anything that makes cleaning not so terrible to deal with.
Smart Medicine and similar mods that let doctors carry medicine and treat the wounded in the field is extremely essential.
#15
I think the speeches last too long for sure. It would be good for balance if colonists promoted to royalty give more inspiring buffs to other pawns while losing access to normal labor. Small buffs to manipulation, consciousness, or walking after a speech. Or when in conversation if a noble gives a commoner a compliment, the commoner feels happy for a couple of days. Other pawns should be more inspired and/or properly directed by their leaders. Instead of only receiving a small mood buff.