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Messages - Synchrotron

#1
I've been playing the unstable 1.0 version lately and in my opinion the gifts from traders are way too generous and makes the game a bit too easy, especially on naked brutality runs. Not sure if the difficulty level of the game currently affect the value of the gifts, but I think that at higher difficulty levels the gifts should be toned down a bit to make the game more challenging.

I was constantly seeing traders gift me things like an excellent incendiary launcher, a normal steel long sword, tons of plasteel, uranium, 341 silver in a single gift and so on. Hell, in this last colony of mine I got a normal heavy SMG from the very first trader that shows up, before I even had my first mad animal event.



Aside from the value of the gifts scaling with the difficulty I think it would be cool if they also scaled with your reputation with a faction so they don't simply start gifting you valuable stuff without you working for it.
#2
Unfinished / Re: [WIP] Britnoth's experiments thus far
November 20, 2017, 11:58:47 AM
Nice! Thanks for the update.
#3
Usually I play on terrains that have 30/60 to 40/60 days of growing period, starting on spring when the map is fully covered with grass, and when the first winter comes all the grass dies until the next spring starts. The problem is that the grass always spawn at the border of the map and starts to slowly regrow from there, so by the end of the second autumn it still won't reach the center of the map, where our base is usually located, and that makes grass completely useless past the first autumn, not to mention it also makes the game less "realistic" because the seasons aren't a complete cycle.

I'm aware this behavior is intended, and I know I can always grow hay to feed animals instead of raising them on pasture, but it would be nice if grass could grow faster or at least make the game spawn patches of grass randomly around the map (not just at the borders) so the grass can fully regrow at the center of the map.
#4
Currently we can set up the condition of the items we want in a stockpile (quality/durability/worn by dead person) however that affects every apparel or weapon included the game, which makes the organization of all the items a bit painful unless you create several stockpiles to store them, so I think it would be a nice quality of life to be able to set the condition of the items we want in a stockpile individually.

I don't even know if it's possible to create a mod that does that, but I'm just leaving this suggestion around in case someone feels inspired to do something like that.
#5
As someone who's playing the game with 73 active mods I would rather wait a bit longer for a bigger patch. Vanilla Rimworld is cool but it's hard to live without so many of the quality of life mods I use.

Any chance we could know some of the changes already made on Alpha17?