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Messages - Stealthkibbler

#1
I actually had zero issues with component crafting, I had one colonist hopped up on luciferium set to only craft and smith. She went from like 5 skill to 16 crafting in less than a year because I had her constantly crafting components.

You need to deep drill if you want to setup industry, deep drilling is extremely profitable, the amount of components and steel you have to put into it is only a quarter of the amount you will get out. The first thing you wanna do is setup on a medium or large steel vein, medium veins give around 5k-10k steel at the least, large ones give much much more. There's also the fact that you're going to be deconstructed all the drills and getting back most of what you put in initially once you dry out a vein.

And that's just one vein, the same also applies for plasteel since they can be found in the same size.

In all my games I never buy a component bench until I have a bunch of deep drills setup on a steel vein, you'll just end up starving yourself of steel very quickly.
#2
Ideas / Re: Butchering should return wool
November 15, 2016, 07:59:09 AM
Aren't dusters just overpowered in general? I read somewhere that there is actually no downside to using them, whereas the parkas have a global work speed debuff. Although if I had to guess its most likely to compensate for the 70+ heat waves in desert regions, those things are insane even with coolers.
#3
Ideas / Re: Butchering should return wool
November 14, 2016, 07:42:20 AM
Quote from: schizmo on November 14, 2016, 06:25:10 AM
I agree, but I also disagree. It makes sense considering wood and crops function much in the same way, but the wools in the game are valuable for protection against the elements and they are a reward for proper care of animals. Maybe the amount of wool obtained through butchering would be a reduced amount, to keep the incentive of animal care

Muffalos and dromedaries are just not worth the time and effort that it takes to gather their wool, the only animal that is even worth it is Llamas.

Muffalos give 100 wool every 30 days, that's 2 seasons of trying to keep them alive and secure a large enough grazing field for them while Alpacas give 120 wool every season and require much less grazing and are much easier to tame despite being almost worth the same price as muffalos. Dromedaries themselves actually yield way more butcher returns than wool, and due to their natural biome herding them is obsolete.

The very fact that Alpacas exist just makes any other form of wool obsolete because they are the optimal choice and you can find pairs of them during just about any season while Muffalo herds will come and go.

Kibble is a thing, but then why not just grow devilstrand, it's immune to blight and can be easily grown in a controlled environment.

Mainly I feel like the wool aspect of animals is really underappreciated, which is probably because of the lack of impact and interaction wool has compared to materials like Cotton and devilstrand and how much more difficult it is to access.
#4
Ideas / Butchering should return wool
November 14, 2016, 05:17:08 AM
simply put, Butchering should return wool ontop of the leather and meat based on how much % of wool was grown at the time of the animals death. It's a bit nitpicky but it helps with making the hunting industry more robust given that it is a very heavy risk/reward part of the game.
#5
General Discussion / Re: A16 Hype
November 12, 2016, 02:24:39 AM
Quote from: jmababa on November 11, 2016, 11:09:01 PM
Quote from: Stealthkibbler on November 11, 2016, 09:19:47 PM
Maybe its just me but the fact that theres like somewhat 20-40 sites on the world map, compared to the default 4-5 we normally get. That's a big stepup and it'll be interesting to see what different sites there are, hopefully mechanoids play a role somewhere in there.

At first I was under the impression that the sites on map only act sort of as 'raid' dungeons, but given the tribal, skull and outlander icons they do infact seem to be more factions.

It's also a big deal imho because currently in A15 and previous versions if you edit in more than 10 factions the game can hang for a considerable amount of time when it spins the wheel to determine which faction attacks and how. So it'll be pretty damn cool for mods that add a lot of factions like medieval times if Tynan has made a more optimized way for raids to generate without hanging while still allowing a bigger and more filled world compared to the empty and desolate world we have now.

I have more than 10 factions here and it dosen't hang windows 7 I play. Are you using windows 10, if so you will hang even with more than 7

I guess its a problem with the memory limitations in windows 10 then, still the big amount of factions on the map looks pretty cool nonetheless.
#6
General Discussion / Re: A16 Hype
November 11, 2016, 09:19:47 PM
Maybe its just me but the fact that theres like somewhat 20-40 sites on the world map, compared to the default 4-5 we normally get. That's a big stepup and it'll be interesting to see what different sites there are, hopefully mechanoids play a role somewhere in there.

At first I was under the impression that the sites on map only act sort of as 'raid' dungeons, but given the tribal, skull and outlander icons they do infact seem to be more factions.

It's also a big deal imho because currently in A15 and previous versions if you edit in more than 10 factions the game can hang for a considerable amount of time when it spins the wheel to determine which faction attacks and how. So it'll be pretty damn cool for mods that add a lot of factions like medieval times if Tynan has made a more optimized way for raids to generate without hanging while still allowing a bigger and more filled world compared to the empty and desolate world we have now.
#7
Quote from: Tynan on November 10, 2016, 12:24:25 PM
Not in Alpha 16, no.

We're getting the basics in (and even that is a LOT of stuff).

This immediately comes to mind

Dunno if you've ever seen the movie Riddick (Fourth one) But this particular scene and another one in the movie you get see a apocalyptic storm approaching which gives this feel of impending doom, you can't avoid it so prepare for it, If Rimworld could replicate that kind of aesthetic or feel with its Crisis' then it would really nail them.