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Messages - Ukas

#1
It's a bit weird system. The whole city of Venice was build on supportive sticks in the water during the medieval times with stone cathedrals and all, but in Rimworld you can't put a wooden research bench on a bridge tile just because.

I'm using Strong Bridge mod, which enables you to put heavy items on vanilla bridge. I like to play on coastal maps, and use the coast to build certain structures, in that sense this mod has been really helpful.






Strong Bridge mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=2105613951
#2
General Discussion / Quests are not balanced
June 26, 2023, 06:23:58 AM
I grow my colony steadily, progress is slow. I adjusted research rate to 25%, in addition my ideology has research rate cap of 25%, so I imagine it's 25% of 25%.

In early game quests seem to be on par with colony's developement, but then there's a sudden jump to really demanding quests, with huge compensations. If the quest asks to build something, in early game the size is something like 5x7, then 7x10, then 12x20 and suddenly it asks to build 41x45 size construction, the rewards being something silly like a marine armor & 3500 units of plasteel. What would I do with so much plasteel? I play 400x400 boreal map, but still places where I can put 41x45 construction are very limited on the map.

Some quests which demand combat are okay but some of them are off the charts. I have 16 colonists capable to fight, and I should fight off a double raid with 30 heavily armed pirates and 150 imps? Again rewards are something like 2 body parts and 2900 units of uranium.

Could you rebalance the quests and make the rewards more interesting than something + something + 3500 plasteel?
#3
Have your animals and pens not very close to your meal freezer. Also have multiple spots where your animals/pawns have access to kibble, because if all kibble is reserved by animals and other pawns, your medic pawns choose to look for other food. But if your medic decides to feed the sick animal while he's near the freezer, it's possible he picks up the closest meal.

To avoid stressing about it you can produce enough surplus food so it doesn't really matter if your animal occasionally gets a fine meal. That kinda solves it for me, but once I was royally pissed when my crop storage burned, there was plenty of kibble but few meals to feed the humans and my medics did exactly this.
#4
I think just click the ideology tab, then reform, select "add a meme", and finally select transhumanism.
#5
General Discussion / Re: Sanguophages - No quest
April 06, 2023, 09:22:55 AM
A late reply, but something similar happened to me.

Started a new game with Randy, had no sanguophage events at all, then learned that at some point during the early game storyteller had changed to Cassandra (I don't know why, didn't change it myself). I liked the map so went back to the first save just after landing to play again but this time Randy in charge, and now I started to have sanguophage events. Not too often but maybe once in two years.

I don't really know was it bad RNG, or did storytellers have something to do with it, or maybe it was a mod problem?
#6
Quote from: Liwet on February 13, 2023, 10:10:04 PMIt might not be perfect but it's a step in the right direction to have their body replaced with prosthetic parts.  If they have wooden parts, those parts can eventually be upgraded to something better.

Doesn't really hold water, as original parts, which function better than wooden hands and legs, can also be replaced anytime with available enhancements which are actually better than then the original parts. No transhumanist aspiring to have a machine body would be happy with a primitive wooden leg or a wooden hand, only perhaps a fetishist would find that exciting.
#7
I started another game from an old version save, seems to be working quite well. Randy with 125% threat scale, I started with 150% but lowered it in an attempt to have some peace. But it feels like there was maybe an update recently, because I'm not getting the peaceful lulls which have been a norm with Randy so far. Several events pretty much every day, manhunters hitting so often that I can barely process the previous manhunters, and "rare thrumbos" appear so often they feel more like very common thrumbos. If there's too much action, the action will get boring.

Idk, I'd like to up the challenge with raid sizes etc. but have less events, in other words less but bigger fights instead of constant nagging, but as I understand setting the threat scale handles both threat size and event rarity.

Not sure if this is some weird mod behavior, have you guys experienced similar things lately?
#8
If I were to guess maybe there would be practical and aesthetic reasons. Part of the latter would be the fact that the Galicians have very distinctive and cool sounding names. Then, practically thinking they are a small minority, so, choosing Galician names isn't going to take many customers away from in the Name In Game -sales like choosing English names potentially could.
#9
Master-slave relationships happened both in history, look at the sultans of the Ottoman Empire, and in romantic literature, but yes it can be annoying in the game. One practical solution is to enslave only ugly prisoners, your colonists leave them alone 99% of the time. Also you can make a prisoner much less atractive by removing his ear or an eye before enslaving him. Or install a toughskin bionic etc. THen one workaround is to remove the annoying colonist-slave relationships using the dev mode.
#10
Quote from: viperwasp on April 04, 2022, 08:55:08 PM
Not sure if Ram Speed plays into it. But I will report that I'm currently running 64GB 3600Mhz C18. I know 32GB is more then enough for gaming. And Rimworld does not use a lot of Ram. You won't need more then 32GB for any games really. Unless you get into some Editing/Render type work too. But the 3600Mhz and C18 are the important aspects to take away here. If you don't know the graphics card is not that important for Rimworld. So I imagine it's mostly CPU, some Ram.

You're probably right. I have a 6 years old gaming laptop, with i7-7410HQ. In my colony there are 72 pawns, 11 dogs & 44 farm animals. Just today upgraded from 8 GB ram to 24 GB ram. Adding Ram will help some games, like I presume Bannerlord will be nicer esp. big battles, but in Rimworld I didn't expect to see a great difference. With this big colony there indeed is a slight improvement, this morning it was like continuous loop of 3 seconds normal running followed by a 0.5 second pause. Now it's more like 5 seconds normal, with a 0.3 second pause. But honestly, to play really smoothly I'd probably need a faster CPU.
#11
Have you tried these mods?

With Map Reroll mod you can randomize your map endlessly, see thumbnails of the maps, then choose one to see how it looks like in reality, and if you don't like it then just reroll again...

https://steamcommunity.com/sharedfiles/filedetails/?id=761315214

Save Maps mod is for those maps you'd like to play again

https://steamcommunity.com/sharedfiles/filedetails/?id=2543713263
#12
Keep your livestock in a pen inside the base and feed it with hay or kibble.
#13
General Discussion / Re: Please guide me to play RimWorld
November 22, 2021, 07:15:09 AM
Also Jadziax has made a pretty good tutorial on Youtube

https://www.youtube.com/watch?v=VTG7PpBzHf4
#14
Also Crusha played 500% on an ice sheet and made a hell of a series.

https://www.youtube.com/watch?v=UiZIE6Am89U
#15
A late comment but fuel (left from for example a molotov cocktail) will burn a while longer even if it's raining. I might be wrong but I think if a boomalope explodes it will spread a few spots of chemfuel around or under its body, which then might have burned a bit longer. Maybe this happened here?