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Messages - halby

#1
Ideas / Optional Unobtrusive Community Moment Sharing
September 03, 2024, 11:36:00 AM
GOAL: unobtrusively / quickly / optionally, give people a way to think of their colony as a story to be shared as well as a game they are playing.   
Why?:  I think even when we DONT share a story, the act of thinking about a colony or colonist as something that we MAY tell a story about, makes us care more about whats happening... The important part isn't to get people to do more storytelling, it's to lower the barrier to entry to imagining that we COULD tell a story if we wanted to.

Challenges:   Moderation,  breaking the flow of gameplay, interrupting the flow-state of relaxed gameplay, or interrupting the tense action state of dealing with a cool challenge, feeling like homework, feeling like 'reddit already exists why should i do this', we want people to know for sure that whatever they post someone will see, but also we dont want them to be able to follow up on that and get distracted from just playing the game, no rating system, we want the effort of people feeling like what they said was heard, to come from their imagination,   

Ideas:  to avoid interupting gameplay, maybe do all of this on the loading screen? or when ppl pause, this could be the pause screen? so like you go to grab some water, and come back and just see a cool screenshot from someone else's game on the left, and then a few smaller screenshots from your game of how your base has changed or a colonist interaction like 'hey did you notice jane was flirting with benjamin at jakes wedding?'  etc etc... and then you have the option of just smiling and clicking unpause, or like tabbing thru more and more screenshots from your game, and finding one you like, and sharing it so that it'll appear on other peoples pause screens...      Then mid-game now that we've teased you with the pause screen, there's a button you can do to generate a screenshot of your home-area on the left and close up screenshots of all your pawns on the right, and you click that button when something cool happened, and maybe you can rewind thru time a little bit while looking... so lets say we save only the non-paused last 1 in game day of stuff, and you can rewind fast forward thru it and see your base, and each of your pawns, so like if you notice that jane lost a leg, and you didn't see it happen, you can click the pause thing and scroll back until jane gets killed by a squirrel, and be like, oh thats what happened, ha ha. 
#2
speaking of enhanced tabs, i really want to see peoples # of flames (desire to do taht job) when i'm picking jobs, cuz usually i don't assign jobs based on current skill at all... who cares if you are lvl 11 now, what i care about is how quickly you'll become lvl 20 :)
#3
Enhanced Tabs, noone can live without it, but it's no longer listed on post #1, is this a typo? or is it DEAD?
#4

Finished up that game, I felt like i was doing amazingly well,
Died on 80th day to a psychic ship, spawned 2 lancers and 2 centipedes, the lancers kept 1-shotting my colonists from 3 range further than my survival rifle/great bows could reach... i needed either tinfoil or a sniper rifle, but yet again I NEVER GENERATED A SINGLE SELLABLE ITEM IN 80 DAYS :P
full joy/comfort, somewhat interesting dining room, lots of beer/food, 2,000 stockpiled steel, all imortant researches unlocked mortars/hospital beds/smelter/brewery/geothermal/etc etc...  20 construction skill on my builder, and masterwork sexy wooden beds for all.  noone went berserk ALL GAME... 80 straight days with noone breaking due to mood, that's gotta be a first for me on this difficulty, and was the main focus of this playthru... i kept a tiny stock of beer, and paid very close attention to keeping peoples joy/comfort/space/beauty bars full.

I feel like I've really improved in the one area I focused on (mood) but I still need a way to generate enough income to buy sniper rifle...   IE: within 60-80 days, I need to earn about 1,500 steel.   I feel like I should reserve all of my starting wood for butcher table, tailor table, brewery table... because masterwork steel beds are only 5% less efficient than wood, and buying wood hurts my goal of saving for a sniper rifle.   

Another possibility is that around day 50, once I'm all settled in, I should stop mining steel, and start hunting down plastasteel and uranium to craft gladiators with for cash... I've still never once made a gladius, despite reading and believing that its a good source of cash... I just always need more steel :p
#5
medicine buys for 23, and sells for .23 ... hard to imagine buying, crafting, and selling of anything being profitable on this difficulty setting, but I think I heard plastasteel crafters were a thing? anyone know fo sho?
#6
The math of the game is what I have fun with in my brain pan, and it ONLY matters if the game is super duper hard... if the difference btw plastasteel crafter and cotton farmer is "super protifable vs super profitable" then noones gonna care about the math.  it's only when many professions have negative profitability under specific circumstances, that the math becomes fun.
#7
Task value math ...

one skill 0 colonist sleeping in the middle of a corn field with his own table and supply of refrigerated meals provided by someone else who spends 8 hours sleeping and 2 hours joying and 14 hours planting/harvesting planted in gravel... and his corn field is exactly large enough that he never runs out of things to do, and there are no blights...

generates X corn/day avgd over 100 days.

same situation, skill 10

same situation, skill 20

If we want to imagine how much wealth he's bringing to the colony we'd take the cost of feeding him away from the ammt of food he produced which we actually ate * price of buying corn... then the remainder * price of selling corn

We'd obviously find that the larger our colony is, the higher the value of this guy is, because more and more of his harvest is being valued at the 'we are gonna eat that' price.




Second dude is a cook, 0/10/20 skill  he has a stockpile right on his cook stove, and a bed right there too, and drops his meals onto the floor, spending all his time making meals... assuming he has unlimited raw materials, his wealth to the colony = num meals eaten by the colony * buy price of meals  + num meals he made that we didn't need * sell price - cost of what he ate/drank/his clothing wear. - cost of his ingredients that would have been eaten this month * buy price - cost of his ingredients that wouldn't have been eaten this month * sell price     

Again we can see that his profitability increases with colony size, and he also has a maintenance cost which can theoretically get quite high...   Mood is trixy here, because we trade huge ammts of raw materials, labor time, for a moodlet...  the increased raw materials/labor time don't translate well into sale price, but they translate quite well into buy price...  So for example if we assume that best quality meals are required for their moodlet for all pawns, then the maint cost of this guy = buy price of best quality meal + alcohol price + clothing wear cost ... that eats into his profitability quite a bit, and for some occupations such as a miner who's mined out all of the nearby stuff, it might make him completely un-profitable ...


profitability of a miner can theoretically be increased if he disassembles his bed and brings it with him to each dig sight, but it's questionable, especially based on biome, whether this increase in productivity will outweigh the cost of the outpost, and it also requires hauling time of meals and construction time from presumably some other builder, and his mood will probably be decreased but maybe he can manage that and so on... anyway...  assuming he just lives at home and goes on mining expeditions his profitability is probably the highest of any pawn in the game early, and then the lowest of any in the theoretical latest of late games when the entire map is mined out ... and the big question is, at what point is his profitability so low that we shouldn't bother mining anymore... I suspect most games actually never get to that point, especially on the largest map size... but it's an interesting question.... Again his value increases with 'demand for steel' though I honestly have never reached a point where I mined some steel and knew i'd never need it... that just seems absurd... his value decreases over time, and I'm quite sure that it goes negative at some point, cost of feeding him, clothes, beer... some super wealthy colonies might be giving him 8$ beer and 10$ meals every day so when he gets to the point when he brings home 75 steel per 5 days, he's probably not worth it anymore. 

cotton farmer

tailer

gladius crafter who buys plastasteel and crafts it then sells the knives

etc etc etc...

It seems like the whole game could be described in a spreadsheet,  it makes no math required sense that because of the huge overhead of buying plastasteel,  your gladius crafter will probably be xtremely profitable... because 'huge barrier to entry' usually means 'higher profitability' ... economics, yo.  but i suspect it's also higher risk, because of the quality randomness..

Fun.
#8
All problems can be solved for a cost of X silver, it really comes down to efficiency, and a race against the raid timers.

For example,
short: buying beer is a good temporary fix for broken folks, but it costs silver which is permanently lost
long: building more power/hydroponics/brewery and making beer costs way more, but at least all of that investment keeps paying for itself forever

both of those solutions take resources (work/steel/wood/silver) away from other tasks...

Your first 3000 steel is pretty cheep, you trade a little bit of labor for it... but after that, you're spending more and more labor per steel... at some point, be it at 3000 or 10,000, mining will finally be less efficient way of getting steel than simply buying it in exchange for some other labor-produced item..


For example buying 350 steel on this difficulty costs about 700 silver  mining 350 steel takes 1 day labor early, 3 days labor midgame, and 5-10 days labor later in the game.

generating the 700 silver needed to buy 350 steel by growing cloth, and making dusters takes an initial investment of 5000 steel, then 1 days labor in planting/harvesting/crafting

So in the early game it makes tons of sense to mine, but the later you go, the more you'll be relying on investment dividends... as we all know, the earlier you invest, the better off you'll eventually be, but if every bit of labor we have is needed just to subsist, we never get around to investing in sustainable economy, and then eventually (since raids get bigger over time regardless of what we're doing) we get overwhelmed.



The problem is the overhead... on a normal game, even on the hardest difficulty, I can easily plant vast fields of devilstrand in the first few days, so that in a few months when mining steel becomes unreasonably expensive in travel time, I can transition to living off my investments...

sources of cash such as art + stonecrafting are the same idea, it costs more as your supply of stone runs dry...  but in this case, stone doesn't really run dry very quickly, and you get the side benefit of free rooms with thick rooves..



I feel like i have a good understanding of the THEORY of how to play efficiently, but what's important is the exact details.   


For example: some made up numbers.

'wealth' represents the ammt of steel we can buy with the proceeds from selling this thing. 'day' represents 8 hrs of skilled labor

Mining Steel:  Overhead: 0steel/1worker 350wealth/1day early,  3.5w/1d late ... decreasing logorithmically
Hydroponic Cloth:  Overhead: 2000steel/1worker (to get enough to completely eliminate downtime)      10wealth/1day
Hydroponic Cloth Turned Into Dusters:  Overhead:  1000steel/1worker (because half our labor will be at the tailoring table)  20wealth/1day
Rich Soil Devilstrand Turned Into Dusters: Overhead: 0steel/1worker 30wealth/day
Buying PlastaSteel and crafting it into gladiuses:  Overhead: 0steel/1worker  35wealth/day   (though there is no permanently lost overhead, there is a huge requirement for initial capital that you invest then get back)

I'm making all of these numbers up, but you can see how, if we had these numbers, it'd be easy to decide what to do...  early on, mining is by far the best bang for the buck, but once your mining expeditions yield less than x steel/day (maybe 3.5?)  it's time to transition to the the best income source you can afford... the more profitable endeavors require more overhead, and some have higher risks... etc.

without numbers we're all just gut-feeling things, which is fine because efficiency doesn't really matter unless the game is hard enough to MAKE it matter...  the harder we artificially make the game by enforcing our own house rules, the more efficiency matters :)
#9
I've tried individual bedrooms from the get go, but the fact that they each need walls/heater makes it much harder than just sharing a bedroom early on... in the super early game you have new colony optimism anyway... same with the table, the more you put off the important stuff just to get +mood when you don't yet need it, the more corpses you pile up.

Also, vents seem pointless in extreme weather... it takes like 3 vents to get a room fully surrounded by 70 degree other-rooms to heat to even 60 degrees, and thats more metal than just making another heater would take... sure you save power, but not really very much considering your hydroponics room uses like 4000 and all of your heaters combined are a fraction of that.



"My rec room is sexy" +5  , "joy activity in a sexy recroom" +10 so total of +15... same goes for dining room, and bedroom (+5 sexy bedroom, +10 super comfy)  They are each +15... and the title refers to temperature, ie: not so cold that manhunters/raiders die of it, but cold enough to require a parka.
#10
If late game is boring, just make the early game harder so you never get to the boring part. :)
#11
ya I make sure to make my ice sheet warm enough that raiders don't die to the cold cuz that'd defeat the 'make things as hard as possible' mantra... for similar reason, i shant go to a smaller map either.

I've never tried clearing snow, the one time I tried to turret a siege-ship I died of poor mood in the time it took to amass enough steel hundreds of miles from my base, i spent like 5 days hauling steel with all of my colonists, then a raid happened, and i had to heal up for a few days, then a siege happened, and i had to combat that for 5 days, finally it was 15 days in, i started to build turrets, but it was too late, berzerk

killing sieges while they sleep is something i've messed with a bit, honestly they aren't hard to defeat with long range rifles either, the main problem is the distance from home + cold + mood loss.  I wish I could order my guys to carry meals when they go out to fight, and beer... they sometimes carry meals but i don't seem able to tell them to do it, or to eat those meals.

As for limiting colonist access to areas, I definitely always try to exploit the fact that a 'bedroom' can contain 1 production building... so i like to have a sexy bed with a million hydroponics in it, and another bedroom with a stone cutter in it, another bedroom with research in it, etc... so that colonists go out and eat / joy, then spend all day in their room.  but mining/hauling is another matter.  Honestly I'd love to figure out a way to earn enough money from crafting that I didn't need to mine, just buy all the steel, but thus far on the hardest difficulty, I can't seem ot make any money doing anything.  selling a plastasteel good quality grand sculpture for 1500 is all well and good, but if it takes you 4 months to make it, the game will be over long before that.

Finally joy item thing, I hadn't heard that, that's cool, so if i make multiple joy items they will work better?  like chess + horseshoes + pool table (ya right, no way i can build one of those without soil to grow cotton, and wood)  ... i often wondered what the point of the television/telescope are, but if there's joy depreciation that makes sense! :)

I've done the best when my guys are 'luxuriantly comfortable', don't eat paste, and 'ate in an impressive dining room/joy in an impressive recroom' and 'tons o joy' ... but those mood buffs just seem out of reach on my ice sheet mostly.  I can usually get comfort taken care of eventually, but the rest, no dice.



I'm really curious what % of a roll colony wealth vs current_date vs faction attitude plays on difficulty of incoming raids, because I worry about not making plastasteel dining tables for fear that it'll make the raids too hard, but what if wealth is only 1/5th of the equation and I shouldn't be avoiding it.
#12
The huge map makes things much harder, because seiges/psychic ships can be very far from home.  lack of trees/animals/soil and weather cold enough to require parkas, but not cold enough to hamper raiders is hard too. 

The biggest challenge seems to be berserk from mood.  You'd usually combat it with high quality wooden beds (+15 comfortable), high quality recroom/dining room (+30)  and planting flowers along pathways (+10 beauty)  but NONE of that is possible at least until so late into the game that i'm usually dead already, because we don't have wood or soil.

rushing hydroponics and stoneworking, and building a base and a defense is a fun challenge, but one that you can succeed at nearly 100% of the time, even if sometimes it's close...

Psychic ships/seiges are usually handled in a normal game by sending out a few snipers, but on an extremely large map, with constant mood problems and not enough money to buy early sniper rifles, these can just be game ending.  theoretically tinfoil hats and sniper rifles could be bought, but it's a timing thing, i usually die before i've even earned my second thousand silver.

Ways I've died:

Starvation: (usually due to not enough steel, power generator dying, losing power, blight events, or taking on too many mouths before the first harvest is in)

Violence: needing steel for hydroponics can limit sentry guns, and poor mood soldiers or soldiers who are already injured from subduing broken teammates cant fill in the gaps... low population because you don't want to run out of food further exacerbates things

Frostbite:  More than once I've died of hypothermia because I tried to walk to the edge of the super large map with someone who wasn't wearing a good parka.  Also, poor mood + bad weather = frostbite death,  and loss of power without someone in a good enough mood to fix the problem often leads to frostbite as well.  If only I could make parkas early, but you need to build up that stockpile of human leather before it's possible.

Lack of Steel: losing power without steel on hand = death, running out of sentry guns without steel on hand can be death during a raid, just general lack of steel = death, you have to keep a stockpile on hand.





Notes:  prisoners just won't successfully convert unless they are happy, and a happy prisoner requires light/heat/ a good bed / table/chair/food ... that's a lot to ask in the super early game from a colony, so I often don't bother with prisoners until after the first rice harvest... but that means low population for me, which makes me far more susceptible to violent death.   In a normal game I get up to 7-8 pawns before the end of the first year, but on my ice sheet I've never gotten past 5 before completely losing the game.



Task List I'm using thus far:

I usually have a full time builder, miner, and crafter...  the miner will mine 10 steel, then haul them home, then repeat... crafter will research stonecutting/hydroponics then make stone blocks for a long time, then try and make us some money (though I've never successfully made much money from crafting)
For a long time I just used 2 miners and a builder, but I'm hoping that a crafter can get me enough money to buy tinfoil hats or sniper rifles... so far no success



1) set everyone to 'work only' cuz why sleep before bedroom is done.
2) make a research bench and start on stonecutting research
3) get power/battery/14x14 room/heater all made from steel
4) create 4 beds, and then reduce 'work only' to 12 hour days
5) make a bunch of limestone blocks, then start hydroponics research
6) get 7 hydroponics and a lamp and try for a rice harvest then reduce 'work only' to 8 hour days
7) run around the map hauling all the survival meals back to the base
8) paste dispenser
9) steel turret
10) outer wall
11) hospital
12) prison  (in a 'normal' game I do prison first, so i can catch the early easy prisoners, but on ice sheet, we wait til after rice harvest)
13) individual bedrooms
14) table/benches horseshoe pin.

If we make it this far, we're relatively safe and the game will go a long time (1-3 hours)... but quite often we don't make it this far, usually due to mood break, if we happen to get a colonist with bad mood traits, or we eat raw food, or sleep on the ground, or get too cold...


mid-game,
1) get trade going
2) increase defenses
3) make floors and flour pots
4) make parkas from human leather
5) buy some wood, and then craft/re-craft beds until you have 'good' or better quality super-beds for all colonists, move the old small beds into prison/hospital.
6) sterile floored hospital with vital monitors (i've literally never gotten this far)
7) more stuff I've never gotten far enough to try.


Here's a savegame file with 5 dudes about as far as i've evah made it... where to go from here? :)
https://drive.google.com/open?id=0BxMi84dRwntxODNRdTlMWWtLY3M



Finished up that game, I felt like i was doing amazingly well,
Died on 80th day to a psychic ship, spawned 2 lancers and 2 centipedes, the lancers kept 1-shotting my colonists from 3 range further than my survival rifle/great bows could reach... i needed either tinfoil or a sniper rifle, but yet again I NEVER GENERATED A SINGLE SELLABLE ITEM IN 80 DAYS :P
full joy/comfort, somewhat interesting dining room, lots of beer/food, 2,000 stockpiled steel, all imortant researches unlocked mortars/hospital beds/smelter/brewery/geothermal/etc etc...  20 construction skill on my builder, and masterwork sexy wooden beds for all.  noone went berserk ALL GAME... 80 straight days with noone breaking due to mood, that's gotta be a first for me on this difficulty, and was the main focus of this playthru... i kept a tiny stock of beer, and paid very close attention to keeping peoples joy/comfort/space/beauty bars full.

I feel like I've really improved in the one area I focused on (mood) but I still need a way to generate enough income to buy sniper rifle...   IE: within 60-80 days, I need to earn about 1,500 steel.   I feel like I should reserve all of my starting wood for butcher table, tailor table, brewery table... because masterwork steel beds are only 5% less efficient than wood, and buying wood hurts my goal of saving for a sniper rifle.   

Another possibility is that around day 50, once I'm all settled in, I should stop mining steel, and start hunting down plastasteel and uranium to craft gladiators with for cash... I've still never once made a gladius, despite reading and believing that its a good source of cash... I just always need more steel :p
#13
I had a poison ship that I never attacked, and a mechanoid raid that I left 'downed' but not killed... and I never again got any events, for like a year... finally I realized I wasn't getting events, so I killed the mechanoids, and instantly I got raided... so this seems to be a bug... either downed mechanoids should die after a day, or they shouldn't count as 'active event still in progress' when considering future events.
#14
I keep noticing when watching youtube vids of rimworld that they somehow grab all pawns and attack something instantly... but i can't figure out how that's done.
#15
General Discussion / Does clothing quality matter?
October 30, 2015, 12:03:05 PM
I suspect of course that high quality weapons do more dmg, and high quality armor gives more protection, but what about a high quality t-shirt?