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Messages - Mr_Fission

#1
zgrssd, your points are spot-on.  Specifically regarding ideological/role clothing.  The only clothing I pick anymore is a button-down shirt for everyone, with no clothing assigned to any of the roles.  This is because a button-down shirt doesn't interfere with any armor being worn, and in fact is a source of more armor late-game.

Regarding rituals, I assign four of my six ritual slots to the "burn effigy" ritual, and have a different reward for each of the four burns.  That way if I need a new colonist, I can just whip out a burn ritual and get one.  Or find a ruins, get psyfocus recharge, gain reputation, etc.

I agree that fixed-date rituals need a bigger bonus, like you suggest.  But in addition, I think that the ability to pick a specific bonus for each ritual should be removed, and instead there should be a randomly-chosen reward given.

Also broken is the ability to take a free +50% research speed bonus with the Transhumanist ideology.  This is a no-brainer to take.  Why would anyone not take it every run?

It seems like Ideology was never intended to be balanced in the first place.  It's just a random spattering of traits that are either overpowered or terrible, that you pick to make the game either intentionally harder or easier.

It almost seems like balance was never a goal of Ideology.
#2
I had this same problem occur!  I arrested a visiting guest, converted them to my ideology, enslaved them, and they later died.  I was getting a penalty for not giving them a funeral, but I wasn't able to give them a funeral because they were a slave.

I quit that playthrough and started a new game where my ideology didn't have funerals to avoid the bug.
#3
General Discussion / Re: How do I get skulls?
July 25, 2021, 04:48:07 PM
There's no extract skulls option.

Is anyone else having this issue?
#4
General Discussion / How do I get skulls?
July 25, 2021, 01:10:31 PM
For the life of me, I can't figure out how to get skulls for skullspikes.  I read elsewhere that I need to click a corpse and then click a "get skull" button that's supposed to appear, but when I select a corpse, I get no such icon to click.  At first I thought it was due to a mod, but I have since restarted a new game with no mods, and I still can't get a skull.

I double checked and my ideology desires skullspikes, so that's not it.
I'm super confused... any guidance appreciated.
#5
Ideas / Re: Fire worship Meme Idea.
July 25, 2021, 01:07:20 PM
Ooh I like this idea!  It even has a real-world analogue in Zoroastrianism, so it's based in reality.  This is a really great idea.
#6
Same problem, with a Visage Mask
#7
I did something similar a while back.  I saved 22 prisoners in cryptosleep chambers, then sold them all at once to powerlevel a new caster.  When I looked at the quest for the bestower ceremony, I noticed that it was a single level 6 neuroformer.  So even though I only got one, it boosted my dude to the proper level.

Is there any chance you can check your bestower quest's rewards to see what level of neuroformer is on offer?
#8
Ideas / Re: Nutrient paste should give a spare meal
September 15, 2020, 10:48:54 PM
Quote from: Alenerel on September 13, 2020, 12:17:57 PM
When a pawn eats, he usually gets a spare meal to eat somewhere else from his inventory. The problem is that with nutrient paste dispensers, the pawns only get the meal to eat and nothing else, forcing them to always get back to the paste dispenser to get another meal.

Pawns should get 2 meals from the paste dispenser. Or 1 meal, eat it, then take the other.

Agree agree agree one hundred thousand percent.

That being said, NPD is wickedly good right now anyways, and this change would make it even better, so...
#9
General Discussion / Re: Tycho build final testing
September 09, 2020, 07:43:09 PM
Seems cool so far!  Since you solicited comments:

* I really like the floating text that appears whenever a colonist gets a skill level increase.
* The fix to meditation by pawns with health damage / afflictions is extremely welcome.
* The new permits (silver, food, steel) show potential, but for a 45-day cooldown, 500 silver's worth of value is... well... awful.  Silver and steel in particular are easily gathered in the early game, when the permit is most available.  Although steel can become scarce in the midgame, 250 steel isn't enough to make a difference at that phase of the game anyways.  Same story for silver.  Food is more interesting, because it can provide packaged survival meals before the research for them is finished.  But once the research is finished, the value of that permit falls.  Glitterworld medicine is the only permit that maintains its value throughout the game, because it can never be crafted.  And in maps with few / no trading partners, it takes on even greater value because of its increased scarcity in that scenario.
* I don't understand the point of the new clothing items (beret / cape).  Maybe they fill some special role that I'm missing?  Seems useless.  I can't even put a cape on if I'm wearing power armor.  Disappointing.
* Eltex skullcap is good.  Functional gear is always welcome!  Although the armor loss isn't really a sacrifice compared to the eltex helmet, making it seem like a pure upgrade that simply invalidates the helmet.  Nobody wears eltex gear for the sharp resist.  Would be cool if the skullcap inflicted some amount of pain.  That way it would speed up heat dissipation, but the tradeoff would be lowered consciousness, and thus lower movement speed.  At least then the roles of the skullcap and the helmet would be a little more clearly delineated than they are right now.
* [Edit] Actually, having an entire line of "pain-enhancing" eltex gear would open some interesting game options.  The current batch of eltex gear would produce more middle-of-the-road casters, with higher speed and more ability to withstand damage before being downed.  The pain-enhancing line of eltex gear would produce a super glass cannon caster who is easily downed, but extremely powerful if they avoid damage.  Just a thought.
* The gunlink is very cool!  Anything that grants a unique ability in return for a sacrifice of some type is a winner in my book.  Love those dual-edged swords. :)

* Regarding the new caravaning system, I wasn't sure what I was supposed to be looking for.  I didn't see any obvious changes?  Can you clue me in on what to focus on?

I'm not sure if this is the proper venue for it, but could I please put the bug in someone's ear to consider a small feature request?  I would like it if when I toggle the "food autoload" feature on or off on the caravan screen, that it stays on or off for all subsequent caravans I make.  That way instead of having to disable it every time I make a caravan (I really dislike the game trying to think for me), I'd only have to disable it once per playthrough.  And if people like the feature and choose to leave it on, it won't adversely affect them in any way.
#10
Discord patch notes for build 1.2.2744 states "- Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule."

That's not terribly descriptive, so I used dev mode to add Fibrous Mechanites to my caster on the unstable server.

I found that when the caster has the affliction, and it is *NOT* treated, she will not meditate.  However, as soon as I treat the affliction, she will begin to meditate.

This behavior differs from the stable build, where the caster will not meditate with Fibrous Mechanites, regardless of whether it's been treated or not.

Given this change in behavior on the unstable server, combined with the patch note on the Discord, from my perspective, the stable build's behavior seems to be the bug, and the unstable build's behavior seems to be the correctly-implemented feature.
#11
I don't think hardware matters.  I've got an intel i9-9900, 32 gig ram, and an nvidia 2080 and I still get lag from forming even small caravans.

I don't think health conditions matter.  It seems to be an exponential increase in lag between each "X" that gets checked when adding any people, animals, or items that changes caravan weight in any way.

The problem is that the feature is running what is probably a very long and complicated chunk of code each time you check any new item that changes weight.
#12
https://ludeon.com/forums/index.php?topic=52783.0

I reported this as well, but forgot to supply a savegame, so it got buried.  I'm actually surprised that only the two of us have reported this so far.
#13
I never said that raid strength was related to tech level.  I said that large scale centipede drops are a "late, late, endgame encounter", which is true.

The topic of this thread is "are nuclear stomachs overpowered".  I'm not going to burn any more brain cells on arguing with you, because you already answered the question perfectly when you said "I am not sure we are playing the same game".

We aren't.

I am playing Rimworld: Royalty.

You are playing Rimworld: Vanilla.

My points are valid when you include the entirety of Royalty content.  Your points are valid when you remove psycasts and play vanilla.  ~Fin~
#14
"Okay dude.  Have fun with that" is a conversation ender.  I'm not sure why you're repeating yourself.

I'll be happy to demonstrate the proper handling of a centipede drop when the next one happens in my base, and I've got my base up to that tech level (recently restarted).
#15
Okay so let's recap the scenario you've devised:

You refuse to use psycasts.
You insist on fighting in your workshop.
Your workshop is 5x5 or smaller.

Okay dude.  Have fun with that. :)