Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Toast

#1
Maybe so!
#2
I don't know if this is a bug or not, but it isn't working as described by the game. If your colony is in a permanent summer zone and you get the wild wo/man wanders in event, the wild person will not leave the map if ignored and not recruited. I assume this is because the wild person uses animal coding, as this is standard behavior for wild animals, they just hang around forever if not killed/tamed or driven off by starvation or bad temperature. But a map with mild temperature and food always available will apparently never prompt the wild person to leave. I have one right now who's been on my property for almost a year. This is not what I would expect since the envelope for the event claims "they will leave in a few days." I expected there would be some point at which they would leave despite not being tamed or killed.
#3
Small weirdness in an art description:

https://steamuserimages-a.akamaihd.net/ugc/973227205249692534/1D93BA3D932284AD45D84929287094FDF38FA793/

The only things Lexi has ever crafted are sculptures, which I guess is what the "minified thing" is??
#4
I had a chinchilla migration on the tundra. I have no idea what they were doing there.  :o
#5
Quote from: fritzgryphon on August 04, 2018, 02:57:10 PM
Insects currently can't be flagged for hunting.

Sounds like maybe we need the ability to go bughunting when they're coming out of the walls.  :P
#6
Quote from: mlzovozlm on August 04, 2018, 08:36:29 AM

1 thing i strongly suggest+support is the ability to slaughter downed insects
shooting or meleeing all those downed insects take forever

Can you mark them for Hunting? Since Hunters now execute downed animals with a simple neck cut.
#7
A weird thing happening with caravans: they lose their destination upon reloading a save. What I mean is that if I have a caravan on the road when I save & quit, and they have, say, a nearby town as their destination, when I reload they will just be "resting" instead of moving and it's as if they never had a destination selected. I have to reselect the town to get them to start moving again. Seems like a bug?

Another weird thing: recently had my first raid made of three distinct groups of enemies: a group of 5, and group of 6, and a group of 3. One group got wiped out by a turret while I was microing elsewhere, and I got the "enemies are fleeing" message. I thought "gee that was fast" and sent my people out to mop up stragglers only to suddenly have the rest of the pirates descend on us, very much not fleeing. Apparently not ALL the enemies were fleeing, only the ones in that one particular group. I think the message should be changed to reflect this so people who are not familiar with this event don't get blindsided like I was. (It turned out all right, but boy was that a surprise.)

Something that's been happening for many alphas--a pawn from a trader group fell asleep on the ground and the rest of the caravan left without him. He slept there until he had tons of debuffs and I was worried he'd break and mess up my base when he awoke, or get attacked by threats while asleep. Fortunately this did not happen but I think traders should automatically wake up and GTFO when their caravan leaves. (https://steamuserimages-a.akamaihd.net/ugc/973226846973128902/93418BB79485F3F9C48EA61933236971F3A1C556/)

Small typo in the screen when contacting another faction; pretty sure there should be an "and" after "warily" (https://steamuserimages-a.akamaihd.net/ugc/973226846973134279/F3AF17149C5EB9A14793688EA4DF3445E91337D9/).
#8
It looks like you cannot currently reinstall chairs in front of a workbench that a pawn is already sitting at. Not the biggest problem in the world but I'm pretty sure you used to be able to do this.

Quote from: erdrik on August 02, 2018, 01:35:28 PM
Quote from: alligator76 on August 02, 2018, 01:18:55 PM
Quote from: Toast on August 02, 2018, 12:47:41 AM
It seems that pawns, both human and animal, who are not members of your colony no longer get descriptions of their current activity (e.g. "attacking Joe Blow," "consuming all your goddamn healroot"). I don't know if this is intended or not, but I hate it. I want to know whether a running animal is trying to eat something of mine so I can shut the door, or whether a raider is about to path into a trap due to his target so I can focus fire on someone else.

Personally i disagree. This is a very good change, we are not supposed to know the ennemy's strategy...

I agree with alligator76. You should not be able to perfectly know what the enemy is doing.
You should have to make a tactical decision based on what you think they are doing.

Rimworld is in almost all aspects a "perfect information" game, meaning you can see all enemies wherever they spawn on the map even if your pawns are all sleeping, blind, and deaf, there is no "stealth," you are told whether raiders are "clever" or not, etc. (The only exception I can think of is Ancient Dangers.) This would be a departure from that longstanding model. It also affects pawns who are not enemies (aforementioned hungry animals, traders, passersby) meaning it limits your ability to react to actions that are not combat-related at all.
#9
It seems that pawns, both human and animal, who are not members of your colony no longer get descriptions of their current activity (e.g. "attacking Joe Blow," "consuming all your goddamn healroot"). I don't know if this is intended or not, but I hate it. I want to know whether a running animal is trying to eat something of mine so I can shut the door, or whether a raider is about to path into a trap due to his target so I can focus fire on someone else.

Also I noticed my pawns can walk freely over lamps now. Great change, especially since new Darkness debuff means I have to plaster the hallways with the suckers.
#10
Storyteller: Cass crashlanded
Difficulty: Rough
Biome/hilliness: Flat tundra
Commitment mode: nope
Current colony age (days): 90-ish
Hours played in the last 2 days: 12-ish, all before today's updates
Complete mod list: mod-free for unstable


Year 2 arrives. It seems like most of the reports here are from people with large colonies, but I haven't had much luck getting new pawns to recruit who aren't saddled with awful traits (I do not accept pyros or druggies or food hogs). The acceptable raiders either die or have multiple important bits shot off. With only 4 pawns so far, every new person needs to contribute something real to make up for the spike in wealth and food needs they would bring. But 4 people isn't enough to keep things running in the short, hectic growing season. I only have 20 days to grow all the food for the year AND complete caravans before it snows AND defend against the raiders who love the warm weather.

While my 2 growers are running around planting, I get a request for 31 cowboy hats from a settlement 2 days to the south. I actually have the crafter and the cotton to get it done, but it's a gamble to send a caravan anywhere with so few people. I decide to risk it because I have nothing to trade otherwise--I love making drug farms in year-round growing biomes but this is obviously harder on the frozen tundra. So Blackjack the crafter spits out 31 hats in record time (feels like crafting clothing goes faster now, maybe I'm imagining it?) and I send him off to trade. We get an archotech arm which is cool but less appealing than more components, a shield belt, and the healthy slave with no gross traits for sale. So we're finally up to 5 pawns.

Unfortunately the new pawn joins at the same time the massive fields of food are ready to harvest and I failed to properly anticipate the resulting wealth spike. We go from raids of 4-5 nerds with pea shooters to raids of 9 people with grenades and fire weapons, and we have no killbox and only half an outer wall. The new pawn has some melee skill so I spend an Inspiration making him a Masterwork suit of steel armor to go with the shield belt I bought with him, and I decide to bite the bullet and use our steel on traps. It is... somewhat effective. I place them on the corners of buildings where raiders will seek cover. So 1-2 raiders each time are removed from combat at the cost of 35 steel each, and the rest are dealt with by shooting from doorways and having Partridge the Unshootable Metal Colossus attract gunfire, ambush grenadiers around corners, and bar the way to melee attackers. He's gotten set on fire more than either of us would like but otherwise we've managed to keep the colony from serious harm, even after jerks drop-podded directly into our bedrooms. Best 31 cowboy hats I ever spent.

Thoughts:

* The new trap situation is still way harsh on resource-scarce maps. It does help some that they now cost 35 stuff and you get 40 steel from a square now. But I'd much rather spend that precious steel on other things--but there's no wood to waste on the tundra and crafting stone traps takes way too long, I discovered, especially in a colony with little manpower. They absolutely work, every single raider who steps on one is killed or downed reliably, and that is good. Unfortunately they are just as likely to work on something dumb, like the 6 manhunter hares who ended up costing me 100+ steel. Why, Bigwig, why?? I think this is a move that punishes small and less established colonies and those in harsher biomes. I say that as someone who never used "trap mazes" or dedicated trap corridors but simply found them an effective way to thin the herd in a killbox and also to foil sappers.

* Melee combat feels good now. The skill rises much faster than I remember and the new additions like kicking dirt in someone's eyes give it flavor. The new plate armor gives good protection from the sudden limb losses or heart-stabbing deaths that I remember from early melee combat in previous games. Partridge only has 8 skill and no Brawler or Nimble but he's still the MVP in raids right now with my no-killbox setup.

* The raids that drop pod into the middle of your base have never happened so early for me before. I managed to hold this one off with only the loss of a bed with rad artwork (sad) but now I have to consider whether I want my pawns wearing some degree of armor at all times because they can't throw it on quickly like they used to. It's a tricky decision in a climate that is dangerously cold for much of the year. Parkas keeps us safer than flak jackets on 9/10 days and are less uggo on 10/10. I'm fine with this being a strategic choice now, but may I humbly request that if constant armor is going to be a possible necessity, we get the option to turn it off visually in the colonist bar, like the toggle for hats? Keep Rimworld beautiful, hide the fugly flak.

* I had an arctic fox and a snowhare self-tame and both eventually reverted to the wild because I had no one to do taming maintenance on them. Being desperate for trade, I took them to two colonies trying to sell them, neither would buy them, nor would any of the multiple bulk goods and exotic goods caravans and orbital traders who visited in the forty-one days it takes for a fox to go wild. Does anyone at all buy these animals now?

* I am another player who uses flagstone to make outdoor walkways and I also would like it to cost less. I think 2 stone per square is quite reasonable for a path with no beauty that takes stonecutting labor to create and from which you will get no resources back. I was using a mod to make it cost 2 per before I removed mods for the unstable version.

* Re: new traits, Undergrounder doesn't really seem to... do anything. Maybe it's because I don't play mountain bases, but back when I did I remember it pretty much being a non-issue to take a Cabin Fever pawn outside for 10 seconds, problem solved. It is implemented very "flavorfully" by being linked to the backgrounds about mining and living underground, which I like a lot, but the gameplay impact seems to be nil. I also wonder why my Undergrounder pawn is so whiny about darkness, shouldn't she be used to dark places if she grew up in a cave? Regarding pawns who love/hate artificial body parts, I am still very confused about exactly what types of replacement body parts (regular prosthetic-->bionics-->archotech) will affect which types of pawns. Bionics used to be neutral for pawns without traits, but then you added I Never Asked For This, but then removed it? Regular prosthetics are considered "enhanced body parts" by Transhumanists even though they suck worse than flesh? Help, I am so confused. Right now I'm completely avoiding Body Purist pawns because the wording on the trait is so vague that I don't know if, like, saving their life with a regular prosthetic heart will upset them. If that's the case, it might just be the worst trait in the entire game.


https://steamuserimages-a.akamaihd.net/ugc/994618563527424639/D598B521987F0400745A160C961B37A35AC7B874/

https://steamuserimages-a.akamaihd.net/ugc/994618563527424078/9EB1DC53448454877CE7355F85FE52B0E2BCBB6C/

https://steamuserimages-a.akamaihd.net/ugc/994618563527424393/62B552D9FC4EEA15FF8A8C2853333EFFC4544F9D/
#11
I miss the old healroot. The new one looks like some kind of weird tentacle monster.

This unfortunate fellow got gut worms and when he went out to stargaze he barfed all over himself without getting up. I've never seen a pawn throw up lying down before, not sure if intended.

https://steamuserimages-a.akamaihd.net/ugc/994618563519091548/7A3CC485DE24B6DCD511ED8E81E30959C7E1C49B/


This caravan decided to leave because wahh it's cold (what did you expect when you came to the tundra, smart guys?) right in the middle of a bunch of caravaners trying to have lunch. When the action was interrupted by the leaving alert, one of them dropped his pemmican on the ground. So... free pemmican? Wooo.

https://steamuserimages-a.akamaihd.net/ugc/994618563519093397/8A532591EBDEAE50F6E61DF87F3289507FCB7C36/
#12
Storyteller: Cassandra
Difficulty: Rough
Biome: Flat tundra
Commitment mode: Reload-a-go-go
Hours played in the last 2 days: eh... like 8?
Complete mod list: n/a


Started a new Crashlanded scenario on the frozen tundra and just like last time I played on tundra, raids stopped once winter set in--and winter sets in very quickly. My grower pawn threw down some giant fields of corn; not sure what the food meta is these days but with just one grower I didn't have the time to be constantly planting and harvesting so long-growing-cycle corn it is. Lucked out with two strong builders and a researcher and managed to get a freezer/kitchen/common room, some nice stone bedrooms, and the solar panels and batteries to heat it all before temperatures dropped (not enough wood on the tundra to burn for power). Also planted cotton to make parkas, which are fantastic for this location now that they don't have the work speed debuff anymore; it's just too cold here for cloth toque + cloth jacket to keep everyone warm. Is there a reason why Crashlanded pawns don't start with synthread jackets anymore? It makes starting in cold biomes harder now. Also I have to say I am missing the old OP wool. Usually the first thing I try to do in a cold biome is tame a Muffalo for those snuggly toques but they don't seem much better than cloth anymore. Two raids of one raider each, one of whom was recruited with relative ease and one who bit the dust after shooting my pawns full of bullets that all missed their intended target. Grr. >:( 

Cassandra's been so quiet that there's very little else to report. Miscellaneous thoughts:

*I noticed I'm pulling 40 steel out of a square with a lvl 10 miner now, as opposed to the 32-35 I remember from just a few days ago. Notably, when a steel meteorite crashed, she got 35 out of each of the meteorite squares. Not sure what's going on there.

*I could get used to all the new art except the meat. Fluorescent meat cubes, no thank you. I dislike the new healroot because it looks like a weed and lacks a flower that changes color when it's "ripe" like the old one, but I could deal with it if I had to. The meat is just scary.

*Am I having very weird luck, or are Cannibal pawns more common than they used to be? I rolled up an insane amount of them in pawn creation.

*I haven't played a snowy map in a while and boy does it suck with the darkness walk speed debuff. Forget hauling anything in from the wilderness after 6 pm. It also means that my previous method of keeping outdoor walkways clear of snow by adding roofing will just slow my pawns down anyway unless I stick a bunch of lamps out in the open to clog the passage and get beat on by raiders. Blah. If pawns are going to be so whiny about the darkness I would really like a wall or ceiling light available so I don't have to festoon my base with impassable floor lamps.

*Not that it matters to my poverty-stricken pawns at the moment, but I'm not sure what was wrong with the name "power armor."

Weirdly just one of the two raids shows up on the graphs. Anyway:

https://steamuserimages-a.akamaihd.net/ugc/994618563514692069/7A1C98629DF0745C2DA0732A243A024AEC29EC8B/

https://steamuserimages-a.akamaihd.net/ugc/994618563514692422/4A26EFBBDB757FE2B9A12FC89900736FF3626B85/

(Animal wealth is zero because I modify the scenario so I don't start with pets.)


Quote from: 5thHorseman on July 28, 2018, 12:16:28 AM
Are there plans to allow some kind of interaction with relationships outside of our group? A person is passing by, who is the *lover* of one of my people. I'd love to send her out there to at least say hi before he moseys off the map but even if I draft her and stand in his way he just keeps on keepin' on.

When I was setting up, one of my original crashlanded pawns had a brother "left behind" on the ship. Instead of burning up on reentry, it seems he ended up in one of the friendly factions on the planet. It still seems sad to me that there's no way to contact him--she can't call him and talk or invite him to visit or even to join the colony even though she knows exactly where he is. I was hoping something like this would make it into 1.0.
#13
I don't have strong feelings about the quality "ladder" but I DO like the choice to remove Shoddy and Superior as even with hundreds of hours of playtime I had trouble remembering whether they were better or worse than the qualities next to them. IMO their removal does not impact play at all and makes the system more elegantly streamlined. I feel the same way about the compression of fifty different leather types into about ten. There's still enough diversity to keep things interesting but it's removed a lot of needless clutter.
#14
Quote from: anotherrimworld on July 25, 2018, 12:04:03 PM
Quote from: Toast on July 25, 2018, 10:38:28 AM
Regarding the renamed Prosthophobe/Prosthophile traits and their descriptions, could you change "artificial body parts" to something like "enhanced artificial body parts"? I think you're trying to be inclusive of the new Archotech parts which are basically bionics+1, but the result is that it's unclear if you're also including regular prosthetics, which are definitely also artificial body parts. Correct me if I'm wrong, but those are not something either pawn type cares about.

All prosthetics are counted including peg legs. Not the upgrade they were looking for, I'm sure, but I'm not complaining

Wow, seriously? This can't be intended, can it?  ??? "I feel so limited in my human body, if only I was a rad cyborg with A WOODEN FOOT."


Quote from: Bowman on July 25, 2018, 01:20:55 PM
- I play in arid shrubland...
- I think devilstrand is still problematic with a lower cost. The only real price you pay is the research - afterwards with the right colonist it comes free, over time.

From one arid shrubland player to another, this is because we're using a perfect biome for it. Without long growing seasons and ample soil, it's not particularly easy to keep it coming.
#15
Regarding the renamed Prosthophobe/Prosthophile traits and their descriptions, could you change "artificial body parts" to something like "enhanced artificial body parts"? I think you're trying to be inclusive of the new Archotech parts which are basically bionics+1, but the result is that it's unclear if you're also including regular prosthetics, which are definitely also artificial body parts. Correct me if I'm wrong, but those are not something either pawn type cares about.