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Messages - Gohihioh

#1
I always do mix of things.

-I set up a not small unroof area with walls somewhere outside my base where my colonist don't go. I throw there most of corpses to rot.
-If I have animals that eat corpses(which i usually try to have) I made additional freezer for them to which  only hauling animals have access to. So animals take care of most of their food needs by themselves. I didn't test it but I think pigs are best for it, although I usually prefer other animals.
-If have I have spare work time for colonists I have furnace so I can get some additional income from raids.

I manually strip raiders only if they have something I really want or if I'm in huge need of clothes early on(which I try to avoid cos of dead man's debuff)
#2
General Discussion / Re: Reddit or Forum
July 28, 2018, 03:37:12 AM
I had problem with poll, since I use reddit regularly but I don't use r/Rimworld :)
#3
I pretty much always scum save all the time on my first playthrough on new Rimworld version. Since I want to discover and experience all stages of the game and I want to get to end game.

I pretty much never leave planet. I play for very long with having my own scenario in mind for each game.

My next playthroughs on version I already tested I save a lot but I load very rarly(either if some bullshit game mechanic or bug ruined game or if i got really attached to colony and i want to keep playing).

Sometimes I decide to play without saving at all and accept everything that game throws at me.

@edit
I also usually save and load since I never know how long till new version of the game so I don't want to start new playthrough if I expect new version to come out since I always start a new colony on new version. If the game will be completed and balanced properly I'll probably play a lot more without save and load.
#4
I wouldn't call it easily managable. It's managable but I think the way you have to work around is way too annoying for most people(at least for me for sure) in vanilla. So I rather disable it than play around it.

I don't have a problem with it staying it as it is since I can just disable it or use a mod. But for me the zzzt event should get a lot more love in vanilla.

#5
Playing on vanilla temperate swamp and haven't seen beavers yet.
Used to see them a lot more often in past but i usually played on tundra. Not sure if it's biome or just RNG.
#6
I used to play with zzz events disable as well.
Then I started using mods with fuse boxes and I loved it. It's either you don't build fuses and risk short circuits or you invest time(research, build) and resources in them and can easily deal with problem. In mod i used there was two different types of fuses - basic onces - which were cheap but had to be repaired with component every time and advanced once - which only needed to be flick back on if short circuit happen.

Since i discovered this mod I really enojyed that game had this mechanic.

I'm playing on 1.0 vanilla currently and it made me remember why i used to disable short circuits in the past ;p

I would really really love to have fuse boxes and mechanic to play around short circuits in vanilla game.
#7
Quote from: Snafu_RW on July 07, 2018, 04:08:25 PM
Quote from: Gohihioh on July 07, 2018, 04:05:29 PM
So this pawn is stack there forerver since he can't move(caravan can't move since carrying too much) and he can't lower his weight(he can't give back chemfuel generator or can't drop his gear)
So send another 'van with a suitable pack animal & merge them?
I can't since it's like first year of colony and I have no pack animals.
Ye, well I found out find you can just throw away items in your inventory in caravan window, so i throw away chemfuel generator and returned to base with nothing. But I think it's still a bug. Since I would rather just get rid of my equipment than chemfuel generator. It should be possible to get rid of your equipment in caravan menu.

What's the point of getting quests in early game if you can't fullfill them.
#8
So I sort of found a bug.
I send single colonist for a quest which reward was - 1 chemfuel generator and 1 orbital bombardment targeter. I was in tropical forest and settlement was nearby so I was like okay I'll send there a guy. It took him few days, i didnt need to give him any food. When he arrived I accepted reward and thats were the problem begins. The total amount of gear and chemfuel generator exceeded the amout of total weight that he can carry. I can't drop his gear and I can't give back chemfuel generator since there is no option to do that. So this pawn is stack there forerver since he can't move(caravan can't move since carrying too much) and he can't lower his weight(he can't give back chemfuel generator or can't drop his gear)
#9
I never looked at Rimworld at a game which you play.
I play it to recreate some story(which is usually mix of what storyteller throws at you and what story decided to follow).
Also as Bozobub said I mostly play RimWorld as an 'ant farm'.

I don't even see a need for RimWorld to have a winning condition. I did once make ship just to see what will happen.

I think the best way for RimWorld to have a 'winning' condition is to be able to edit Scenario more. So you can create your own rules, your own conditions and have more impact on other factions and how the world plays out. For me RimWorld is more about creating a story, so just add to the game better option to control how you can end that story.
#10
General Discussion / Re: [α18] Prison categories
November 08, 2017, 04:26:53 PM
I kinda started playing Rimworld thanks to Prison Architect. Both great games with Rimworld being much more complex and having more replayability.
#11
General Discussion / Re: [α18] Prison categories
November 08, 2017, 12:14:06 PM
I would suggest checking Prison Architect for that.
Thank you for the duck, it saved my day.
#12
Ideas / Re: Slaughterer mental break
November 02, 2017, 04:30:35 AM
Forming caravan would take too long, unless when you choose an animal for caravan pawn will ignore it but then I see it more like an abuse than a counterplay ;p

It would be also fine to arrest a colonist for some time when he had mental break but as I said events need more clarity so we could do that. Also you could add like a therapy thing, it could be added to wardens/negatiation job - when a colonist has mental break(maybe just selected ones not all mental breaks) you can interact with that pawn and try to talk him out of it(it could have % chance or be depend on social skill). It could result in him being useless for a day or so he can rest or something but preventing the usual outcome of mental break.
#13
Ideas / Re: Slaughterer mental break
November 01, 2017, 03:35:58 PM
So it's not a game mechanic annoyance. You are playing game not real life simulator and lot of things in it has their own logic.
Either that or create a way of counter mechanic to that. Right now it is often not easy to train good wild animals as haulers or fighters, in A18 I see no point in wasting time to train anything that is not a domestic animal if you can just lose it just like that. And don't say keeping your colonist happy is a counterplay to that.

I'm not saying my idea is the best one, but I really think there need to be more visilibity so you can react to mental breaks(and some other things in RimWorld) or some ways of counterplay to them.
#14
Ideas / Slaughterer mental break
November 01, 2017, 03:37:08 AM
Mental break which leads to killing an animal should only work on animals which are not train in obedience. This would still be an annoying mental break but wouldn't be so obnoxious. It would reward us for training animals as well, and would lead to decision if we should train obedience to our herd animals which are used only for food/wool.
#15
General Discussion / Re: Base Expansions?
October 29, 2017, 10:17:51 AM
You can. There is an option in settings to set maximum number of bases you can have. But it is not recommended since game at this stage is made and balanced around having only one base.