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Messages - Ioannis

#1
Ideas / Re: Display roof radius of pillar
May 28, 2017, 04:34:23 PM
That would be useful as well but is not really what I meant. That would make it quick to determine what potential roofs can be supported by the walls that currently exist. I am hoping for a way to determine where I should place pillars in order to support the roof that I hope to be supported. For example, if I'm in some new overlay in a 15x15 interior space with walls and no roof, I'd like to see a 3x3 hole in the center which goes away when I put the wall blueprint tool in the center.
#2
Ideas / Display roof radius of pillar
May 26, 2017, 07:45:30 PM
It would be nice to be able to toggle a setting to see the 6-tile "diamond" around the tile you currently are moused over where a roof would be supported if you built a wall there. This would make planning easier for those that already know how the game works and would also help new players to learn how roof collapse works.

(Not sure whether this should be in the "Cheapest Ideas" thread instead...)
#3
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
May 18, 2017, 07:31:14 AM
So I just recently tried out this mod, and man it is a blast. I have never really liked Rimworld's combat very much, but just peacefully building a Rimworld base is not much fun. It needs the combat to be a challenge. This mod makes the "sim" part of the game a real challenge which I really like.

My main criticism is that the difficulty seems a bit frontloaded. I'm on the Random/Some challenge/Normal scenario. In this situation, it seems like you're already in really good shape if you make it to Ares 2 at all, and then Ares 2 itself abruptly solves what problems you still had (in my case it was scarcity of components). Making it to Ares 2 in the first place is not easy, but after that it seems to be smooth sailing. (On the other hand, I have not gotten to Ares 3 yet. Maybe the events become more brutal when you have more than 3 colonists, like in vanilla.)

One other criticism is that it seems like there are some places where Rimworld's own mechanics bleed into this mod in a way that hampers the immersion a little bit. For example, the hab blueprint that you are provided is a great little source of immersion. It's quick to build, a bit tight, but fragile. If you use it as is, your first decompression will probably be a serious problem. Plus it's a dome! But I've found that on a map with enough hills, you're better off installing the hab, scrapping it for materials instead of constructing it, and immediately building into a hill. This gets you a lot more space for cheap. This can backfire--pressurizing the bigger space takes more air--but if you don't get too greedy then it works really well.
#4
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
May 18, 2017, 07:01:36 AM
Quote from: tarabe on May 12, 2017, 11:44:13 PM
How do i get new colonists?
At the bottom of the screen there is a "Mars" tab. This tracks your ships. Each ship takes 2 seasons to arrive. By default, Ares 2 is a cargo ship leaving 2 seasons after you land, but it can be reconfigured to be a crewed ship if you want. Ares 3 is by default a crewed ship.
#5
Ideas / Re: Mass rebalancing and nomadism
February 25, 2017, 10:51:43 PM
Quote from: b0rsuk on February 25, 2017, 05:41:46 PM
In vanilla game, work tables are NOT possible to reinstall.
Fair point. I should probably disable Miniaturization then, in view of Wanderlust being a thing. Still, giving sensible masses to things with the "placeholder" 1 kg would probably be a good idea.
#6
Ideas / Mass rebalancing and nomadism
February 24, 2017, 09:46:36 PM
I started up a new colony rather specifically to try out Wanderlust (and some of the new mods associated to it). I resolved to move each week, leaving behind whatever I couldn't carry. I figured that I would be able to carry food, medicine, components, and silver, and then need to rebuild anything made of steel or wood at the new location.

I was surprised to find that most things only weigh 1 kg! This includes among many other things the entire production tab. I'm not actually sure what's uninstallable in vanilla anymore (because I've used Miniaturization for quite some time), but this seems like a clear place for some adjustment. Being a nomad should be hard.
#7
Ideas / Small room system tweaks
February 23, 2017, 09:25:44 AM
The A16 changes to rooms are great. In particular, I like that the game penalizes me for making a bedroom whose interior is the same size as the bed in it. In A15 I would start out that way to save material and then change it, even though I wasn't actually improving my colonists' mood at the time.

However, I have two suggestions for further changes to the room system. I think both should be cheap to implement.

Problem: You can dodge mood penalties by unassigning bedrooms. This was true in A15: back then I would unassign bedrooms on the day that I rearranged my bedrooms, to avoid the "shared bedroom" mood penalty. Now you also have the "awful bedroom", "awful barrack", and "dull barrack" penalties to dodge.

Solution: Add in a "no assigned bedroom" penalty. I suggest -4, the same as "awful barrack". The description text could be something like "not knowing where I'm going to sleep tonight makes me anxious".

Problem: A barracks is any room with more than one bed, whether the beds are assigned or not. Sometimes I like to have multiple beds in a room, even when they're not all being used. But pawns don't like to live in a barracks: for example a dull barracks gives -2 while a dull bedroom does nothing.

Solution: Define a barracks through assigned beds instead of just beds that are present. (That might be complicated to implement, I don't know how the room system works internally.) Alternately, make the mood effects for bedrooms and barracks be the same. In the latter case you could also increase the shared bedroom penalty.