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Messages - cactusmeat

#1
I have to agree with squiggle that chickens don't seem appealing, and remembering the last time I used them they clogged my animals tab, stole animal beds from injured or sick animals, dropped eggs in the middle of nowhere, (that were auto forbidden for not being in home zone), ate entire meals when they needed like 2 rice and bred so quick I just killed them all off to stop the beeping. Maybe collapsible menus for animal types in the tab? Either way, I'm still going to slaughter every animal smaller than dog, too much trouble.
#2
Bugs / Re: One wall at a time !
August 27, 2018, 12:39:44 AM
this happens if you set all the wall blueprints one by one and have the game unpaused where your builder will instantly see work to be done and bring only enough for the first wall segment, and queue up the second one.

either plan buildings when builders are asleep or pause the game and this should fix itself.
#3
Ideas / Re: Nobody makes one meal at a time!
August 26, 2018, 10:12:12 PM
if we're trying for realism we've got a long way to go...

no creating pots or dishes, no utensils, no spices, butter, salt...keeping stoves in the freezer, not using tiered shelving, keeping piles of meat on the floor (and it's somehow sanitary).

if you just imagine that the extra time it takes to create these meals is gathering these readily available things and using them then there is no issue with how cooking works.

if you set up your cooking perfectly then ~1/10 colonists are butchers/cooks.
#4
Ideas / Re: Farming can be a bit tedious.
August 26, 2018, 08:31:31 PM
theres a mod for cut blighted plants (also part of allow tool) and i know it exists, no idea what it is called but theres one for creating grow zones on a single soil type in one click and drag.

i must agree that such things are tedious and any quality of life improvements should make there way into the game at some point.
#5
Randy savage (did you rename the difficulty for this?)
mountainous jungle year round growing
naked brutality
colony age: 172 days
time played this map: 9 hours across 2 days.
No mods

starting pawn isn't perfect but who is?

No steam geysers nearby, mountains stretch the east side of the map as expected. Marble and granite only. But survival comes first.

There's less food in the jungle than I remember, Tyr isn't great at picking berries and somehow fails 4/6 times with 3 growing skill. It's not hard to pick berries, but whatever.

Day 2.5: a raider with an awful knife who forgot to wear clothes shows up and prepares an assault. I don't know what he's preparing but it gives Tyr enough time to build a single wooden trap near the door to the shack. The raider sets the wood shack on fire then busts down a wall (not the door for some reason) and enters to find Tyr armed with a log. I lure him into the trap and after 6 misses from each combatant Tyr comes out on top, suffering minor injuries. The short bow was 2 work away from being done.

In the coming days he starves on occasion and has a tantrum or two. Luckily the mental breaks are over with quickly and he gets back to building a shack and mining his first steel.

day 15: A diet of chinchillas and tortoises have allowed us to stockpile leather for tribalwear. 3 transport pods in less than a week, first an abrasive pawn with no combat skills, then a wimp chemical fascination. The third skyperson is a gay tough nervous man named Paine. I rename the quickly recruited colonist (0 resistance 10% recruit chance) and Tyr welcomes Pain to his camp. They agree to name the site and their faction. I randomize a bit and stumble upon the faction name of Butbum with the colony name of Craps district. I hope this isn't a shitty run but I have surely jinxed it.

One of my previous tribal runs had the (totally randomized) faction name "The Bringa of the Bush" and the fitting colony name of "White Stream". I'm immature, I know.

Day 15: raid around midnight, one dude with a knife, has clothes this time at least. The too smart fast learner raider walks directly over 2 traps and dies. He was in perfect health too. Wish I had resurrector serum at this point, but oh well.

Day 21: Lidia, housemate (reminds me of skyrim) joins the colony. Her brother raided us last week so I say she's a spy. I take her gear and banish her and she trips a trap and dies. I don't know what to say about that. Later that day cargo pod of 16 components lands. Hooray!

Day 31: refugee event, where 2 penitents (whatever that is) are chasing some dude in his 40's. Okay, sure. I've got enough defense for 2 tribals and I only have to down/kill one because raiders always flee at half their starting numbers. Felix joins Butbum. Annoying voice isn't great but 10 melee and 9 plants are skills that are needed here.

Day 33: I have had 2 different packs of cargo pods bring chemfuel and a boomalope self tamed. I guess I'll get a chemfuel generator. Oh wait I can't, nobody has 6 construction.

Day 45: got another refugee event, 4 tribals easily dispatched. Rissa settled into her role as primary builder quite nicely. She's a brawler with double passion in social and intelligence. Wild man wanders in later that day, Tyr tames her (maybe fix the letter to denote gender) and Maya also joins the colony of Craps District.

Day 49: Rissa went on an insulting spree. I drafted everyone and told them to melee her down. Felix says "sure boss I'll kill her for you" and stabs her in the neck. She dies of an infection with 8 and 14% tends using herbal and Tyr's 4 in medicine. Reality check that I do not have a perfect crew here. Also boomalope died of plague.

Day 69: bought 2 labrador retrievers. Sold the human leather and other stuff I was stockpiling. Just testing how much it hurts to chop up raiders. It causes more problems than it solves.

Day 75: this one is odd. A single visitor appears and they are related to a colonist. The letter says "Relationship". At a glance I think somebody got married and divorced so quickly the game was just like yeah they're exes now. I think the game should care about the origins of a pawn when creating their family, it is extremely immersion breaking to have a space refugee related to a 16 year old tribesmen, for example. Anyway, rename the letter to visitor(s) – relationship.

Day 94: 2 lancers stroll in during a heat wave (65 degrees C), I guess because humans can't handle the heat. We have our self tamed rhino "Ruffian" tank a few shots and chop up the bots for a whopping 8 plasteel.

Day 114: psychic ship appears. Makes 4 monkeys mad and I feel my 8 colonists and Ruffian can handle 3 or 4 mechanoids with the help/distracting monkeys. Abusing the AI of the manhunters (and the fact that they manhunt mechs) I lured them into a free for all. I lost an alpaca and a bonded labrador, but no colonist damage. Psychic ships are nasty and I've learned to deal with them promptly. Poison ships however are usually something I can ignore for 60 days.

Day 146: level 5 doctor with blue medicine catastrophically fails a lung install and stabs the healthy lung enough to kill the patient. Other than a missing lung the patient, Knight, was healthy. Sucks. But with the rate that new people arrive in transport pods it won't be an issue.

Day 149: Sparkles has a midnight murderfriend drop into her bedroom. A single mechanoid raid because why not. All 7 colonists and a rhino stand in the hallway and open the door to shoot, close it when it comes close and no damage taken. Clearly not intended to be difficult.

Day 151: refugee event brings 30 pirates with only melee weapons directly into the path of the psychic ship that landed just outside my wall. Shotguns and 2 lopsided battles for them and they are cleaned up and I have a new person to banish because they aren't that great. All said and done we are up to 10 colonists and 5 mini turrets. 0 components. Ruffian runs out of blood, but on day 153 an elephant joins to replace him.

Build updates to 2006 and I play for about an hour more

I seem to have no problems with raids, 3 tribal sapper events within 2 weeks and not even a scratch on my people. Tech is super quick compared to my usual tribal runs.
Auroras seem utterly useless. As far as I can tell you need to wake people up in the middle of the night when it happens and they stand outside for ¼ the time of a party for a mood boost that only lasts during that time.

wealth at day 173 is 120k, with 10 colonists, 5 animals.

I quite enjoy playing and breaking down the play like this but it is so much slower /harder to get to late game. I hope it is useful nonetheless.
#6
Quote from: XrypticPyro on August 23, 2018, 04:58:38 AM
I noticed that the colonists don't receive a "Prisoner sold" mood modifier when using transport pods. I used a transport pod to send BOTH a prisoner and an unwanted colonist as a "gift" to a nearby settlement. It increased relations and caused an alliance but no one in my colony seemed to notice. There were absolutely no negative modifiers from the interaction, none for the prisoner, none for the colonist, and I wasn't checking psychopaths. Not sure if this is an intended feature, cheers! (Definitely on the latest build as of this post).

was the prisoner from the faction you sent it to? You're not selling them using transport pods because you gain nothing from it. Still strange nobody cares about shipping people off like this.
#7
Storyteller: Cassandra
Difficulty: rough
Biome/hilliness: temperate forest. 40/60 growing season. large hills, no river/coast/road
Commitment mode: (yes/no): self imposed limit of 2 reloads per colony.
Current colony age (days): 267
Hours played in the last 2 days: 18 hours this map.
Complete mod list: none.
build 1998

as for my reloads: playing on speed 4... on day 30 somebody had a heart attack (i had 2 glitter meds that weren't used the first time). I'd rather not reroll my colonists/colony for not paying close attention. user error not gameplay error.
used the other reload day 50? when i missed an overhang in a warehouse filled with 2000 chemfuel and insects spawn (even if it was exactly 2 tiles not blocked in)

After that second reload I was being extremely careful in filling in all the mountain overheads with walls, in and out of my walls. hadn't done any non-drill mining in about 80 days of game time when an infestation spawns surrounding my kitchen. not even near the drills i have installed. the letter said nothing of the drills so i frantically search for any mountain overheads i've missed and found exactly 2 in a bedroom (that has existed since day 30). This feels absurdly punishing for such a minor "mistake". 20 hives, 7 of which are in the room with the overhead mountain. now that i think about it the insects tunnel from underground why would overhead mountain matter to them? I know lots of people like insects/infestations but I never enjoyed them especially since the tutorial in game has no mention of how it can happen and what to do to prevent it.

apart from this my tribal colony is maybe 2 years away from leaving this world.
when your colony is this rich (400k, 20 people) world quests are a joke. apart from assaulting faction bases (haven't tried yet), 3 turrets and a gojuicing raider is extremely outgunned by any 4 of my people. I don't even have devilstrand yet because cold snaps. I know it's in the process of being terraformed but if a cold snap happens every year isn't that just winter?

I had a raid about 100 days in where they had 12 raiders : 3 molotov, 2 knife, 2 triple rocket launcher, 1 doomsday launcher, 2 incendiary launcher and 2 others that died in explosions, i don't recall what they had. they all ran towards my base and then mined into the ancient danger that formed part of my northern wall. they wasted the rockets and i took bruises. i think there were some mechanoids in there but they didn't escape. the knife users somehow lived. I know my colony was rich at that point but they would have done considerably more damage had they not been brainless. i'd love to have a new type of raid where they try not to die and avoid friendly fire. maybe have a more extreme version of raid where they are psychos (as in borderlands). Currently the variety of raid types and combat threats can all be solved with the same solutions, or so it seems. Then again: playing on rough.

another raid on day 252: friendly tribesmen appear on the opposite side of the map and attempt to intercept the sappers who set up on my bulk wall (the only wall with no traps or turrets) after fire burns down the double steel door entrance they funnel into their deaths and I lose faction rep. I never asked for their help, and i'm punished for it. feels bad. once they were all dead or fleeing the raiders poured through the same hole into my 18 colonists with assault rifles and one minigun. armor is so good at this point only one person was bleeding at the end of it. got 1 more minigun from this, and captured one pawn who was from the friendly faction. all the raiders were druggies or pyros, which is quite clear now that the forest is on fire.

I can always send a transport pod filled with huskies or leathers to their base for 150 faction rep.

love the new smelter look. usually skipped making them in .19 but since bodies take longer to decompose even on water now I need to have it.
That's all for now.

#8
Having caravans lost upon all pawns being downed feels quite silly, at times abrupt. There's no reason i can think of that it couldn't be like the main map of your colony where you watch them bleed out to see a game over screen. sometimes people get downed with blunt weapons and would be capable of walking within a minute, even with no enemies on that map.

I'd use the hell out of an unarmed attack option, i never want to break fingers of colonists or prisoners when they go berserk. It's a huge hassle to unequip all their weapons. This is also another reason to unequip your melee pawns if they are about to break, dont want them spearing the cook in the face...

Also would be nice to have a right click menu on paste dispensers. you can wait for a pawn to grab one and while they are on the tile you pause the game and draft and undraft them until you have the amount of meals you want, but for some reason you can't set a bill or even prioritize it. what if i want extra paste meals?
#9
Scenario: Rich explorer
Storyteller: Phoebe
Difficulty: Rough
Biome/hilliness: Temperate Forest, 40/60 growing season, large hills no river
Commitment mode: nope.
Current colony age (days):
Hours played in the last 2 days: ~8?

I lost a caravan because my boars would not attack anything. made a new game to test, still happened. they just flee from combat even though they were set to release, properly trained, master was on map.

Still bothers me that the caravan demands are always everything and the clothes on your back instead of something like all your silver, or just your weapons, something an actual highwayman's demands would be. Good bandits intimidate to get stuff, trying not the bring it to fighting terms, especially when outnumbered.

Also it's so easy to get the stranger in black I think it should be disabled on higher difficulties. If a colony should be doomed I would rather not have this happen.

I've been thinking that wealth as the main factor for raid size is not ideal, and judging from how the people on this forum are playing it has become metagamey. It would make sense that raid sizes are affected by

  • distance to closest enemy faction base (see mod:safely hidden away)
  • recent relations with faction, their messengers
  • climate
  • wealth
  • how vulnerable your colony is (# of turrets/colonists and how well armed they are), as determined by their scouts (which may or may not even appear on your map)
Any good war effort has scouts, messengers, generals, etc. these things are simply missing from the game and ruin my immersion in the story. You could send a letter saying that an allied faction or your own colonists spotted a scout, and to expect a raid soon.
Messengers could appear on your map with a ? dialogue like traders do. you could kill or capture them to start a war, setting faction relations to -100, or talk to them for some options. of course the pirate messengers would extort your colony, pay them, they raid less, or give them slaves or whatever. other factions may ask for food, livestock, weapons. I don't think they should require you to caravan to complete, instead have some visitors of that faction come pick up the items and leave.

Currently most raids appear in numbers not great enough to absolutely destroy a colony and take it over, which makes little sense. If their force is small they should aim to steal or kidnap or just start fires to reclaim their territory instead of suicidal attacks against an obvious deathtrap. A lot of the difficulty in this game is entirely mitigated by abusing their bad AI.

I like the idea that faction bases don't like when you settle too close, extending upon that they should have increased patrols and caravans within their borders, meaning that their enemies are much less likely to have bandits in that area, so you can caravan through safe routes instead of always the same shortest path.

All those things would make the factions feel more alive. Of course I understand this is a big wish.

I liked the new component textures, really like the changes to chemical interest.

A bunch of stuff from the mod "better workbench management" has been in 1.0, but a bunch is missing for some ungodly reason. copy all bills, drag and drop bills, and default drop on floor. I've wasted so much time microing silly things just because those are missing.

Still have a question though: why only sci-fi bullet barrier shields and not wooden or metal shields so you can fight in melee without getting stabbed in the chest by a scyther and die? I seriously do not recommend trying to melee scythers. It's super weird to me that the best brawlers dodge all their hits instead of locking swords or parrying.
#10
Quote from: shentino on July 31, 2018, 11:08:55 PM
My colonist died from heatstroke because I couldn't get AC set up.
passive coolers don't require research now so unless you're playing on sea ice or extreme desert that was kinda your fault then
#11
Quote from: Aerial on July 26, 2018, 10:33:00 AM
Maybe higher quality clothing items, at least, could provide a small "I feel pretty" mood bonus while they're in good condition?  That way the lack of differentiation in armor is offset by getting a moodlet.

i was thinking about something like that too. Especially with offworlders being accustomed to certain lifestyles it would be more natural if they cared to have any shred of their previous lives. Perhaps a fashionista trait that gives art skill?

OR people's beauty stat could be modified by their clothes. Or they could have small comfort bonuses just for wearing chinchilla fur.
#12
Quote from: drd23 on July 25, 2018, 08:14:18 AM
Are friendly allies who arrive via drop pod to provide military assistance supposed to crash through the roof of your base?

annoying but sometimes preferable to landing where the threat is or where traders seem to hang out...
#13
both the colonists in that map were downed
#14
Ideas / Animal weights
July 25, 2018, 12:30:00 AM
They are currently very odd. I did some googling to see what earth equivalent animals are. Keep in mind Rimworld is not on earth, but biology functions within the laws of the universe. It is known that an atmosphere of more oxygen allows insects to be larger, where dragonflies could have wingspans of 2 feet.

Some of these just seem horribly off.



[attachment deleted due to age]
#15
Colonists are still slaughtering boomalopes and boomrats in melee range, yet they are smart enough to not do so when hunting. Surely this isn't intended?