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Messages - Kubouch

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1
General Discussion / Re: RimWorld 1.1 available on unstable Steam branch
« on: February 17, 2020, 04:02:27 AM »
Quote
Credits now list the memory of colonists who died.
This is probably the most ingenious and significant part of the update. So cool!

Which credits does this apply to? The global credits from main menu listing all dead colonists from all saves or is it for per-colony endgame credits when you escape with a ship?

2
Releases / Re: [1.0] Don't Shave Your Head! - v1.0.0
« on: January 07, 2020, 12:32:18 PM »
The hair in the top preview seems to be bugged with the latest GitHub release:



Using vanilla RimWorld 1.0.2408 with only DSYH enabled.

3
Ideas / Re: Rimworld's axis of rotation is tilted at ___
« on: September 11, 2018, 02:26:44 PM »
I remember somebody saying his solar panels are useless on ice sheet since it's mostly dark half of the year. Haven't tried myself, though.

Actually, I was wondering the same about the axis tilt thing. It would be nice to customize how wildly the climate would change between seasons. It could be implemented as a multiplier for the current temperature values.

4
General Discussion / Re: New Player... Killed on the Fifth Day
« on: August 03, 2018, 05:01:47 AM »
  • Your are playing an unstable build of an unfinished game. Almost every day, there is a new version adding more features, balancing old ones, fixing bugs and breaking random things. There is a huge amount of known issues which have not been addressed yet. It might not be a stupid mechanic, as you said, but simply an oversight or an issue waiting to be fixed.
  • I agree that a random dude angering bugs on the opposite side of a map leading to them attacking your colony is bad. They should maybe have some finite aggro range. You can report it in the Bugs section, make a Suggestion or raise your voice in the Unstable build of 1.0 available topic. The devs are responsive and it will get looked into if you make an effort with your report.
  • Now you know that bugs are dangerous. Pick a map without them and choose a lower difficulty, for starters. Make it 6 days the next time.

5
General Discussion / Re: Unstable build of 1.0 available
« on: August 01, 2018, 11:20:39 AM »
Thanks for the ongoing feedback everyone.

New build is going up!

Nothing huge in this one, just some various fixes and adjustments here and there. No major single focus.

Hi Tynan, thanks for the new build. Would you mind posting a complete changelog? It's quite difficult to test the effect of changes in the game if we don't know what has changed! Of course you might have decided that by not telling us about the changes we will provide more unbiased feedback?

Good hint might be browsing the Bugs section for threads recently closed by Tynan.

6
Releases / Re: [1.0] Toolboxifier - Easily place smilar items
« on: August 01, 2018, 07:57:54 AM »
Literally unplayable! I think the Dining chair - Stool - Armchair sequence should be rearranged to Stool - Dining chair - Armchair (ordered by a comfort level). This makes my OCD part cringe :D.

Also, the "DOWNLOAD FROM ME" link doesn't work.

Otherwise, nice QoL mod!

7
Outdated / Re: [B18] Universal Fermenter (2017-11-18)
« on: August 01, 2018, 03:45:26 AM »
Hello, is it possible to reposition the progress bar display? In a 3x2 building it is in a akward position.

Hi, I'll look into it. Thanks for reporting. I'm going to update this mod to a 1.0 version when it's stable. Added this to my todo list.

8
General Discussion / Re: Unstable build of 1.0 available
« on: July 26, 2018, 05:32:17 AM »
A few QoL observations:

Renaming bills would be much appreciated. I often have similar bills which differ only in the resource used. East pointed this out in his screenshot.

It would be nice to be able to disable feeding animals. During a starvation period, my colonists constantly tried to feed starving animals with the few precious simple meals I had left.

Drug-eating animals are a problem. If you don't zone them out, they'll eat your beer. Even then, I had a downed chicken and my colonists kept feeding it with beer (didn't have any food around because of starvation fun). Drunk to blackout for days with developed cirrhosis until I slaughtered it.

At first I liked the zone unification but now I share East's opinion on the zone division animal vs human. I have about 10 zones now (different combinations of indoors/outdoors/base/roofed/no drugs/no crops) from which about half is for animals and half for humans. It makes the Animal/Restrict tab very cluttered. I very miss that I can't copy zones. For example, I have a zone "base" which follows the (very irregular) shape of my base. Now if I want to make the same zone for animals without the drugs stockpile and crops, I have to redraw the whole shape from scratch. I think the ideal solution for zones is to revert back the animal/human division and allow us to copy zones.

Also it would be nice if we could restrict research skill and/or assign colonists to LRMS and research benches. I have two researchers now and I want to keep the low-skilled one using LRMS and the high-skilled one researching at the research bench. This is currently impossible as they keep shuffling around randomly.

9
Ideas / Re: Flak Armor Expansion
« on: July 24, 2018, 08:54:49 AM »
I think it could have a fixed "flak armor value" regardless of the textile used and only inherit textile's temperature stats. This way you would avoid the armor calculation complexity.

The same could be done for plate armors - they should require some textile (padding) for temperature control without affecting the armor values. Especially with plate armors there is the protection/temperature dilemma since you can't wear anything over them and by themselves they provide very little temperature protection.

10
General Discussion / Re: Unstable build of 1.0 available
« on: July 17, 2018, 05:10:42 AM »
Remove friendly chat prisoner interaction mode since it's purposeless and confusing.

That's interesting.
It wasn't that purposeless for me. I used it widely, especially in mid-late game with bigger and better populated prisons, to be on good terms with prisoners in case I choose to recruit them. [...]

Same, it's actually a setting I use as often as release. You basically prepare the prisoner, but don't actually recruit them. Then later you can always choose to still go for the recruit or instead release him.

So purposeless? Not at all, not to me at least.

I use this regurarly, too. Both to train the Social skill and to "prepare" the prisoner for potential recruitment. Also keeping their mood high via chatting prevents prison breaks (?).

11
General Discussion / Re: Unstable build of 1.0 available
« on: July 15, 2018, 05:20:03 AM »
I want to leave some experience-based feedback on the colonist usefulness and internal vs. external threats. Playing on Cassandra Medium, Rich Explorer scenario, started around the build 1950, population 11, 212 days old, 0 deaths so far.

I feel like the game is really pushing me to get new colonists. Recently, I got 3 "Wanderer joins" events (banished one wake-up addict). I remember havine more of these earlier, too. Before that I got 3 escape pods and took 2 (see my population graph). I'm trying to keep my colony compact but despite that, it somehow grew to 11 without me trying to do anything and even rejecting some people. It seems like I always get somebody - sooner or later - and the number is high enough  that I can really afford to reject pawns I don't like. I feel like there is nothing pushing me to recruit or keep useless pawns. Maybe changing the flow of the recruits (i.e. more rescue quests and less "zero-cost" recruits such as escape pods and joined wanderers) would make players to take even the less ideal candidates and actually make some effort to get more pawns.

Also I found out I never really use the Social tab and don't pay much attention to the relations between colonists. There were social fights, marriages, breakups, affairs, etc. which is fun but it's all random and there is nothing for me to do about it (maybe keeping colonist mood/joy up prevents social fights, idk). Therefore I just concentrate on building the colony and defending against external threats. I think the social part would be much more interesting if players could somehow influence it. Like appointing leaders and using them to resolve conflicts between colonists, for example. The relations and social system seems pretty deep and it's fun to read through the Social tab but there is no incentive for players to actualy open it and take action.

[attachment deleted due to age]

12
General Discussion / Re: Unstable build of 1.0 available
« on: July 12, 2018, 01:47:09 PM »
I'm for making permadeath default and let players enable saving if they want to. BTW, it is possible to save scum even on permadeath - just Alt-F4, relaunch the game and load the last save.

13
They are extremely easy to deal with. Just use power switches to connect/disconnect battery clusters to/from the power grid. Always have some charged batteries disconnected. When Zzzt comes, just select the power switch of the backup cluster, press V and you're done.

Without the event you can just build power plants, connect batteries and not worry about it for the rest of the game (except increasing W). I noticed the event makes me think about my power layout more and thanks to the batteries self-discharging, the power grid always requires some maintenance (i.e. flicking a few switches now and then).

Introducing fuses as suggested would indeed convert the event into a boring "Building Broke Down" event (if I understand them correctly - never played with that mod). IMO, fuses provide a solution to an event that is already easily manageable in vanilla plus they would remove the power management thinking process that I find interesting.

14
General Discussion / Re: 1.0 Beavers. So. Many. Beavers.
« on: July 09, 2018, 05:16:34 AM »
Same here. Two builds ago, the Alphabeavers got rebalanced (according to the update notes). They first lurk around before eating the trees so you have more time to hunt them down. However, they seem to come in the same numbers as before.

I don't bother hunting them in my colony (also arid shrubland) just to protect the 2 cactuses on the map since I'm growing my own wood in a walled-off area.

15
General Discussion / Re: Unstable build of 1.0 available
« on: July 06, 2018, 04:19:31 AM »
Some changes are indeed experimental.

I'll probably bring back predator attacks at higher difficulties only.

While I despised having my colonists killed by a hungry polar bear that appeared on the ice sheet all the way across the map, and I definitely save scummed quite a few times due to it, if you bring it back please just give somne sort of warning flag before hand.  That's really the only part that made is ultra terrible.   We get a warning for a mad animal, a hungry hunter is basically the same thing and keeping track of every single predator on the map is a bit of a silly expectation for a player to have.

Exactly this. I think predator attacks are a good thing. We just need to get a warning (white popup text at the top is enough) at the moment when the predator goes into "Hunting colonist/tamed animal" mode.

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