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Messages - Trish42

#1
First of all I would like to say - wow, what an awesome update to the game! Since the new version came out, I've been playing it basically non stop for two days! Here I must note that I have played a lot of Rimworld but have skipped the last version and haven't played for quite some time now. I'm saying that firstly because it got me totally immersed again and secondly because I have quite a list of praises for the work that has been done on the game - here it goes.

Starting a new game before this version sometimes made me quit before I even started playing - choosing 3 "ideal" colonist took time and felt like a chore, so I was more than happy with the new selection screen where you can choose to start with only one colonist and start the game quickly. I was also glad that all the starting resources weren't scattered around the whole map but were in close proximity, so I wasn't wasting my initial setup on hauling them from afar.

I love the new colonists icons on top - they are just practical! I like the passing of time being shown in seasons! I like the new expand/clear build roof area tool! Took me a while to notice it was there though.

I'm extremely happy (+50 mood) about the ability to remove floors, reinstall furniture, make your own weapons, armor and helmets at the machining table, carnivore pets not dying from starvation but hunting for themselves, variety of animals on the map, list of leathers alphabetized, new moisture pump so you can again remove mud and shallow water, cremating dessicated animal corpses without problem (what can I say I like my environment clean and without mud). Prioritizing build tasks now works awesome! Prioritizing deconstruction of walls also. I somehow expected it to work for removing floors as well, but I guess the mechanics are different for floors (got around that one by creating a new area around the desired floor so the colonist would finish removing all the floor tiles and then moving on to other tasks). It's also excellent that production benches now have min and max skill limitations, now I can fine tune who works where in accordance to the quantities I have set up! It would also be great if work benches could be reinstalled in a different location.

New social relations are awesome! Double beds can finally accommodate two :) New music tracks are amazing, I listened to the soundtrack before, but in-game it's just amazing!

Keep up the awesome work Tynan and team! :)
#2
Apparel and weapons description while not equipped differ from descriptions when equipped. The screen when you click on the info icon under "Gear" ie. when equipped - shows generic stats (for generic duster or normal rifle) - and I was expecting it to show stats for that particular item (it really confused me how my devilstrand duster all of a sudden has such low stats, or my brand new superior asault rifle has lower accuracy than expected, or that I couldn't compare if the devilstrand or the alpaca wool duster have better armor stats without taking one of them off, or seeing the real stats of the weapon without dropping it).
#3
Saw it a couple of times as well with a couple of different animals.
#4
Siege sandbags blueprints stay visible on the map, cannot be removed, interacted with or built upon. Happens in siege situation when construction of sandbags has started and the enemy flee before finishing all the sandbags construction.

Had this in my first game of A14, still got them on my map I'm playing. Tried to reproduce the bug but with limited success. There is probably some other factor involved, because bug reproduction using dev-tools sometimes shows this bug, sometimes doesn't. Execute raid -> pirates -> siege, then wait for siegers to land and put the blueprints up, once they started building the sandbags and have built most of it or almost finished building -> force enemy flee. In some cases this bug happens in some it doesn't. Couldn't figure out what's the difference between the two.
#5
Ideas / Re: Growing zone priorities
July 18, 2016, 10:06:00 PM
Quote from: winddbourne on July 17, 2016, 12:23:03 PM
I'd also like to be able to set priority zones for construction. It's a real pain to plan out an entire village and then manually forbid every block one by one while the game is paused. It would be so much easier to plan a bunch of stuff out and give them some sort of rough order as to when I need each thing finished.

You could make a new area so it encompasses only the room(s) you want to build first (or make an area that encompasses the build zone with low priority and then click on the invert button so you have the rest of the map in the allowed area) and then expand or clear allowed area accordingly (and then assign people or just builders to that specific area).
#7
General Discussion / Re: Awesome music
September 01, 2015, 06:07:05 PM
All praise from me as well, the music is awesome, and the new songs as well! :) Being an avid gamer, I'd say the music is a crucial component to the gaming experience and I've played more than a number of games that had great story/mechanics but the music was all wrong and it had destroyed the whole experience.
#8
Ideas / Re: Guest rooms?
August 29, 2015, 03:35:16 PM
Yeah I always feel bad for them, poor things just lying around wherever... A guest room would be great, it could be used not only to boost relationships but to deteriorate them as well if you don't have a suitable guest room, or it is filthy and so on!
#9
Ideas / Re: A few thoughts on the new version
August 29, 2015, 07:01:02 AM
Quote
With crematoriums you can set a stockpile nearby that only accepts rotten animals
and set the crematorium bill burn every animal but set the ingredient search range to only cover the nearby stockpile
It works like a charm for what you wish to do!

Thanks for the tip! Will try it out! The thing was that a toxic fallout killed all the animals on the map (except the tamed ones under a roof) and there were so many dessicated animals lying all around the map! Wanted to have one guy just clean the place up.

On a side note, I forgot to say that the new songs are great! :)
#10
Really useful info all around!
#11
Awesome thread :) muffins, again those are just great drawings!
#12
Yeah, a message archive would be extremely useful. I was kind of expecting such an archive from the start, sort of "Caesar 3" like which was really simple as I recall, just a list of message titles which once clicked open the corresponding dialog, or something like this:

#13
Ideas / A few thoughts on the new version
August 26, 2015, 06:03:48 AM
Loving the new husbandry aspect as well as the new traits, room requirements and new items! Loving the new medicine icons for limiting medicine quality, maybe food icons as well? :) Being able to uninstall stuff is awesome as well!

Here's a couple of my thoughts on the game:

1. Butchering/Brewing as separate work assignments from Cooking
I'd love to see butchering added as a separate skill/work assignment - having trouble getting the main cook to make fine meals before simple meals if there's meat available (even if it is unprocessed meat at the moment, i.e. animal corpses), so I'd like to be able to set butchering as a priority over cooking, and also maybe brewing as a separate option (so that one pawn can be set brewing as a priority). I realize that draws the question of separate skills... but maybe one skill (cooking) can affect all those three work assignments for now (same as is with crafting). Also I must note that I did enjoy the separation of smithing and tailoring from crafting a while back, really useful!

2. More racks
Loving that you can place clothing in racks now! I liked it when the equipment rack had added some beauty points. I'd love to see a similar rack for food, medicine, even artillery shells and having a beauty effect again - then it would really be a useful item as well, eg. improved beauty around mortars besides it preventing shells from deterioration outside, adding beauty to the pantry - all that meat that gives off -30 in beauty - besides produce is usually stored on shelves :) - maybe some day have a "tall rack " that is also on two tiles but can accept a 2 times larger quantity so as to save space. That would be rather useful and improve the quality of life for the colonists through beauty. And also as I heard mentioned before - a through :) basically the same food rack that accepts only hay (and has a 2 times lower deterioration rate perhaps) and one can be set for meat for the wargs.

3. Animal filth
My cleaners are having a terrible time cleaning through all the extra dirt created from animals, it's much harder to keep the colony clean and nice. Maybe it can be collected and used for manure which can boost the crop yield a bit.

4. Preference for better beds
When choosing a bed, a colonist chooses at random, I kind of assumed they would choose a better bed, especially medical beds, I'm having to set beds in my sickbay to non-medical so that the colonist would choose the best one available - a hospital bed (good) set to a vitals monitor, instead of an ordinary (poor) bed which is set to medical.

5. Crematoriums
A checkbox or some sort of distinction to accept only dessicated animals would be a nice addition. Crematoriums set to accept desiccated animal corpses from 0%-99% sometimes won't accept 99% or below, but when set to 0-100 will accept 99% corpses. Haven't been able to reproduce the bug yet, but it's been there for a while now. Currently I'm having trouble to get the crematoriums to burn only rotted or dessicated animal corpses and not the ones that can be butchered for normal meat.

All in all, the game keeps getting better and better! Keep up the awesome work! :)
#14
Stories / Re: Bro Iguana
August 04, 2015, 04:59:46 PM
Similar thing happened to me, but it was a boar, was so relieved I can't tell you. My colony was no match for a centipede attack at that moment. Thank you boar :)

#15
That's so funny! Great story :)

Quote from: muffins on July 27, 2015, 06:58:32 PM
[gorar image]

True story. I genuinely thought that Gorar was a boy. I even drew her as a boy - https://ludeon.com/forums/index.php?topic=11206.msg153030#msg153030

Gorar is volatile (so she gets upset very easily), a psychopath (so she doesn't any social enjoyment during joy-time) and she's teetotal (so she won't drink beer during her prescribed joy-time either). So during any problem times (fallouts, post raid clean-ups etc) she's always complaining and I'm always ordering her to drink beer. Drink more beer, damnit.

Then I get a female psychic drone ...

Oh ...