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Topics - Listy

#1
General Discussion / Ibex Sales
September 18, 2021, 01:20:19 PM
Is it me, or does no one purchase/sell Ibex?

I ask as I got a breeding pair through the random tameness event, and now I have  near 70 of the critters, but no one I can find is buying. I even generated 15 trade ships to see if they would.
#2
1. What the circumstances were.
Prison break event when I had three prisoners.

My prison layout:
https://i.imgur.com/7LMU5MB.png

2. What happened.
Prisoners exited the first door, and came into line of sight of the top turret. Turret did not fire. Both traps were hit. Prisoners then moved to the top turret, coming into Line of fire of second turret. No turrets had fired.
Prisoners attacked top turret, destroying it in an explosion.

3. What you expected to happen.
The prisoners to be classified as hostile and fired upon by the turrets.

#3
Mods / Question on Slavers
June 27, 2020, 10:54:31 AM
IS there either a mod, or a file I can edit, which re-enables slavers as trade options? I know the game stops sending you slavers with people on after a certain point, but I'd like to disable that.
#4
Mods / Ruins Number Increase
April 13, 2020, 09:47:22 AM
Having seen the new ruin generation on a map I think they look good. However, they're always too spread out for my tastes, they give a nice set of unique features. Is there a mod to increase the frequency with which the new ruins spawn?

I've seen the real Ruins mod, but that seems to be fore a previous version, and also generates extra resources and the like.

Thanks,
#5
Ideas / Zone storage suggestions
March 12, 2018, 09:49:17 AM
Please please please for the love of god can we have the following improvements to the storage zone check box menus.

1: "Allow Dead-mans apparel":
The way its currently set up is a right pain in the butt to filter out the deadmans and non-deadmans clothing and setting stock piles up. I want to create a stock pile for colony use, and export. The export is all the worn and D stuff. To my tiny mind it seems to be painfully difficult to get it sorted. Its the one time the game tends to sit there beating me over the head.
There is a precedent for it, under weapons you have both smeltable and non-smeltable options.

2:Make some zones ignorable for bills totals:
I just had an outbreak of unwelcome nudity because I have a large stock of trousers, so the bills set to "Do until you have X" halted their work. However all of the trousers were tattered or D, and thus not for colonist use.
Could we either have a check box that discounts a zone from bill total count?
Or a more elegant solution would be to make dumping zones not count. I mention the last one because for the life of me, I can't see what a dumping zone is for? There appears to be no difference between it and a normal storage zone. This change would give it a role.
If the latter is chosen it might also be an idea to give the orbital beacons the ability to create dump zone as well as create storage zone.

These would bring big quality of life improvements to the players.

Thanks.
#6
Stories / I feel like I've just hit a new level of Evil.
December 03, 2017, 08:25:37 AM
I'm currently trying a tribal game. Only techs below electricity allowed. Its been pretty brutal. But for some time I've had a Scyther down near my base. So I thought about how the tribal types would react to this metal thing...

Easy, put him on a golden pedestal, and worship him! Get married in front of him, for his blessing. Why not build the church out of the holy metal, same as the god is made out of as well?



That Scyther is lying there, screaming internally, unable to kill all the humans about him. As they bring him gifts and pray to him.

Considering how much Mechanoids have buggered me over during the many years playing this game, you know what. I don't care!
#7
This just happened.


Ox literally just slapped the guy in the neck with a shortbow and took his head clean off... guess he's strong like Ox!
#8


Ok yes,  I play large colonies for long periods, and yes as about 80% of my colony is from the pirate band (its the only source of recruitment as slavers stop showing up and I never see them) so it does make some sense.

But when you get endless raids every ten minutes (I have to play on Randy for a large colony), that have loads of family ties it removes the feeling of a large universe. By my estimation there's only about ten actual families in the game. You also get silly stuff like suddenly people becoming related, despite living with each other for years, then a raid happens and surprise! You're now related!

Might there be a way to limit the family ties in the generator?
#9
General Discussion / Mortars: any good?
July 05, 2017, 04:41:13 AM
Not so long ago Tynan asked us about mortars, and the general consensus seemed to be "95% useless, luxury item for long term large colonies". Or at least that was my reading of the thread.

Then in the next patch we got:
"Buffed mortars so players use them: Cheaper/faster to build, faster shooting, greater accuracy, cheaper shells"

Shells still seem expensive, 10 Chemfuel and a steel, compared to the steel cost last time. My biggest cost here is time production. Time to fetch both ingredients Vs one, and then crank out a shell.

Firing rate still seems too slow for what it is, also accuracy still seems poor?

I just got attacked by a bunch of sappers so I grabbed some colonists and began to shoot at them, I had four tubes in action, and I also had three snipers firing at them. I'd credit the snipers with doing more damage than the mortars, and the snipers were a hell of a lot easier to produce.

So are the Mortars buffed enough or does the original verdict on them stand?
#10
General Discussion / Chain shotgun Graphic
June 16, 2017, 06:11:33 AM
I was looking at the Chain shotgun and its an amusing weapon. But the graphic for it, reminded me of something. I just happened to be browsing through some really old screen shots when I realised what was going on.

Its the old charge rifle graphic.

So I wondered if it wouldn't be a bit of fun to see if we could come up with a better graphic for it? You never know if Tynan reads this, and feels generous the best one gets used in game.

Trouble is I don't know how to extract the graphic from the game to get the base image that we'd need to work from? Any modders able to help with what would be needed?
#11
General Discussion / Slapping the Sappers
June 13, 2017, 07:32:31 AM
Anyone found a good way to defeat sappers?

My usual tactic was to stockpile psychic lance and take out the sappers, and then deal with the normal bods in the usual way. However the latest patch has meant they just keep on coming (more or less rendering the psychic lance/insanity lance useless?).

How do you deal with these types? If you can't prepare the ground then you'll be fighting on an even footing and that means a disadvantage agaisnt some of the larger raids. So how do we prepare the ground to take these types out?
#12
I've noticed this is off the chart now, but before when building stone walls it wasn't so bad, although a couple of failures with components was rather a massive pain in the butt. However, then this happened.

I finally managed to scrape, steal and buy enough medkits to build four medical beds. I had 48 medkits. "Construction failed" then struck. I only managed to get three beds built, and had three medkits left. So fifteen medkits evaporated. This is rather a significant amount of resources the game is just ripping out of my colony.

I wouldn't mind so much if I was using a skill 1 builder, but my builder is skill 20. This failure rate seems excessive. When you have three to four fly in messages on the screen at the same time giving the "construction failed" text, and I've had that level of Construction failed several times.
#13
Not sure if bug or intended behaviour...

I laid out my base, on a coastal river to use some areas that are currently under shallow water. Set up my moisture pumps and got down to it.
Well apparently a moisture pump works on the ocean, but not on shallow moving water. Which came as a bit of a surprise and a bit of an embuggerance.

Anyone got a solution (Mod, file editing or Dev tool command) to this?
#14
http://i.imgur.com/P4KXy5A.jpg



Been on the planet ~7 days, not even had time to get a crop of potatoes in. So no chance to make dusters or clothing to protect agaisnt heat. No serious power supplies to run a cooler either.
Game says "Here have a heat wave"
Me: I'll do the only thing I have access too: Strip off everything not needed for modesty!
Game: That's nice, here have a bout of three extreme cases of heat stroke incapacitating all your colonists. Enjoy.
Me: Embuggerance. The heat wave should be over soon, hopefully I can tough it out. BTW game, where's the auto join event, its normally triggered by now?
Game: You dare to question me? Have a raid, peon, while all your colony is having a lie down.
Me: It's raining! Heatstroke while its foggy and raining?

Guess its my fault for playing on Cassandra normal difficulty.
#15
I'm entering the late game, and to be honest this play though has not been the kindest. However its just slapped me with a new low.
In previous Alphas, when deep drilling, the game swamped me with steel. Which was fine because I had requirements for 1x metric ass ton of steel for component and artillery shell manufacture.
In this play though I've tapped five large scanner hits (I do like the much bolder colour though). So far of the five three have been Chemfuel and two plasteel.

This seems broken to me. I can turn wood into Chemfuel, so I really don't need it in the ground taking away valuable steel from my colony. Chemfuel comes from a refinery or deep drilling, steel comes from... not a lot (at least in large quantities), now that one of the main late game sources has been deleted.
To add to this, I'm using up my precious steel supplies to find out that there's none down there.

The component thing was a real pain in the butt, especially for large long term settlements. This isn't making me feel any better.
#16
General Discussion / Filtering the D's
January 09, 2017, 07:05:34 AM
The Dead mans clothing thing has really caused me a headache, so despite being a veteran Rimworld I'm asking for help.

How do you filter out dead mans clothing, but keep the stuff for colonists.

I have three zones. Usually I have the following:
Zone 1: Everything of 51% or lower.
Zone 2: Everything of 51-85% (depending on how I feel, the upper limit may go higher)
Zone 3: >85%

Usually the colonists can then pick the good stuff from Zone three. However now with that bloody irritating "D" modifier any of the zones could be infected, and thus the colonist get a mood negative.
Zones 1 and 2 are normally beacons so that when some shmuck, I mean "trade ship", flies past I unload a ton of garbage onto them, and don't need to spend sixteen hours reading each entry to look for the "D" marker.

So how do you filter out Dead mens clothing?
#17
General Discussion / "Repair" Needed or not?
December 22, 2016, 06:07:44 AM
I fired up A16 at last and repair has been rolled into Construction. That seems like an issue to me. I used to have everyone on Pr1 repair just so after a deadly attack they got to work and fixed things quickly. It allowed my colony to actually play at a decent rate, with dedicated constructors constructing, but if there was a mass of walls and sandbags that needed fixing it got done quickly enough.

I remember last time Tynan asked if he should do that, I seem to recall the majority said keep them separate, and it was. To my mind its like merging "Plant cut" and "Grow2 into one, after all they're both plant related, or "smithing" and "crafting", after all they use the same skill and are kinda related.

But am I being a big jessie and over reacting or should they be split?
#18
General Discussion / Maybe Tomorrow...
November 27, 2016, 06:38:06 AM
I tend to play Rimworld as a cold heartless bastard. While I'm not quite in the whole Making hats league, I'm still tend to be a maximum efficiency type.
As such I tend to automatically sell any animals that join (especially computer exploding chickens). Well some time ago, years in fact, A group of Husky's joined the colony. And were promptly sold to a passing trader and I thought no more of it.

Many years later, I was scrolling around and saw a random Husky walking past, in the -15 degree temperature, starving (most likely due to the volcanic winter that had lasted for the last two seasons). It was one of the ones I'd sold all those years ago.

And that's when the game got me. Mr ruthless got told to piss off. He's now been adopted (bribed by potatoes) and given a new home.

No idea if this is a feature or a bug, if the later it should stay!

Proofs:
http://i.imgur.com/9zei9L8.jpg

http://i.imgur.com/2FgUs1Y.jpg

For those who aren't old like me, and don't get the title:
https://en.wikipedia.org/wiki/The_Littlest_Hobo
https://www.youtube.com/watch?v=lkqtFO_ygTI


#19
General Discussion / Rage quit: Bloody sick colonists!
November 05, 2016, 01:14:08 PM
So I have a great hospital, individual rooms, each with a bed vitals monitor and heater.  In fact hospital is the only place in my colony where you can watch TV, so the resistance to it as a joy activity is none.

When 13 odd of my colonists get slapped with plague, I mean sod I've got more than enough rooms all well appointed with no need to leave. So I go through the list of messages telling my colonists to all "rest until healed", you'd then expect them to stay in the bloody beds until cured of the plague, which won't take long with all the medical support. They don't even need joy as they have a non regular source of joy to experience.

But no, they decide to walk all over my base doing their normal things waiting to need their treatment instead of staying safe in the bloody beds and getting a faster immunity gain.

Yes I lost a third of them, which I shouldn't have lost as I had every single thing in place to mitigate the games attack, only the game decided screw you, you're going to loose people because you didn't play the whack-a-mole of telling each colonist to get back to the bloody bed.

Massive supply of meds+medical furniture+joy+restricting zones+bed rest priority 1= the colonist should survive, otherwise this event just turns into the game say screw you, you're going to loose 2-3 colonists because I feel like it.

That managed to get me to rage quit.
#20
General Discussion / Pumps and balance
September 30, 2016, 03:38:35 AM
The much loved fertiliser Moisture pump has returned! And I thought that it'd be fun to try them out, so a I rolled a Arctic forest as that has the highest chance of swamping itself....

My first observation was that they take far too long. You either need colossal amounts of them to make any headway, or you're gong to be waiting a very very long time. After being on the rock for a year its still taking forever to make even remote amount of headway, and the construction and up keep cost is quite punishing for a colony.

So could we speed it up? Maybe half as long, or even only a quarter?