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Topics - SSS

#1
Mods / [Mod Request] Enhanced Manual Priorities
June 06, 2016, 04:41:36 PM
Simply put, four is not enough. Increasing the number of manual priority sorting numbers to six or eight would be very much welcome, but it's beyond my current modding capability.
#2
Simply put, a colonist can get a negative "slept in cold" thought when they really shouldn't be cold given what they're wearing. It seems the slept in cold thought is tied only to the temperature which can, in extreme cases, create a scenario where a colonist is always either too cold or too hot in their sleep. This is particularly annoying in the ice sheets biome since you need to have your colonists bundle up very well.

To reproduce:

1. Spawn a pawn with the cold lover trait in a very cold biome
2. Clothe pawn in a full muffalo wool outfit (i.e. pants, shirt, parka, tuque).
3. Heat room to just below their maximum comfortable temperature (~50ºF/10ºC).
4. Have pawn sleep in room.
#3
I want to modify an existing vanilla workbench to have an additional recipe, but I want said recipe to be behind a research barrier. Is this possible? I'm aware that I could create a new workbench with a research barrier or place the vanilla workbench behind a research barrier, but neither of these options would be ideal.

If possible, I would prefer for the vanilla workbench to be buildable from the get-go, but without my new recipe in the interface until it's researched.
#4
What are your general thoughts on the difficulty and game experience this time around? (Make sure to note your difficulty and storyteller!)

Playing on Cassandra Challenging, I think the balance is at a good place. It is indeed challenging raid-wise until you get a good base setup, after which it's mostly about risk aversion. The warg attacks make for a decent change of pace (especially in the early game). I kinda wish toxic fallout lasted even longer than it already does; I was just starting to feel the pressure when bam, it's over.

Also, I'm not sure if it's just me or if this is a bug, but what happened to sieges? I've been playing 361 in-game days and have yet to see even one. I kinda miss 'em. :/

My only (minor) criticism is toward the economy. It still feels too easy to make money in the long term, imo. Maybe it's because I'm kicking those raider's butts so often now, but even so. The spoils of war make one wax too rich too quickly. I've actually intentionally been looking for ways to spend more when traders come around since the silver from trading is taking up so much stockpile space. I'd at least like to have more options/opportunities to spend silver if there's going to be this much of it. (Maybe a permanent trading option with a pricetag, like an expensive long-range trade beacon?)

Edit: Typo.
#5


As you can see, I have a bit of a backlog when it comes to prisoners. My facility is stretched to its limits and I could see it becoming a nuisance to feed this many (who outnumber my eight colonists now) even with a NPD.

In both the early game and late game, I think the chance of a pirate trader showing up should be higher if your prisoner-to-colonist ratio is high. They don't need to carry people themselves, of course. It's just a bit of a bother to take a care of this many: They're all pirates, meaning releasing them will net no goodwill; none of my colonists need organs (save for a rib, which currently can't be removed in vanilla); and I won't even be able to sell them all whenever a trader does finally show up since that would somehow instantly destroy the psyche of every colonist. (Side note, could there be a cap on stacking buffs/debuffs?)
#6
My colonists are using a nutrient paste dispenser in a prison that's closer to their bedroom than the dining room. This is a problem because they won't use tables in prisons, plus I tend to make my dining rooms more beautiful, meaning they take a debuff for eating off the floor and lose a buff from any beautification I've done to the dining room.

To reproduce:

1. Build two nutrient paste dispensers, one in a prison, and one in another non-prison room.
2. Fill the hoppers for both.
3. Make a colonist closer to the prison hungry.
#7
Bugs / Relations Change Grammar Error
June 18, 2015, 02:27:36 AM
The notification that tells you relations have improved contains a grammar error. It says "Relations have with faction have warmed. They are no longer hostile to you."

The first "have" shouldn't be there.

#8
Ideas / Expanding Visiting/Wandering Faction Events
June 11, 2015, 05:01:36 PM
I've seen a lot of suggestions regarding faction-based events, but I think I may have a workable idea.

First, sending colonists away without controlling them is bad imo, and it would take a buttload of work to generate a new map with specific objectives or w/e whilst still keeping the original. It's not a very practical option unless we start having faction bases on the same map, (again, imo) but that too could prove difficult.

That being said, I think faction events could work if the wandering/visiting faction events were expanded on. Basically, once you have a colony gathering spot (visitors already tend to gather at these), give visitors a chance of triggering an event upon reaching the gathering spot. Maybe they'll ask for temporary refuge (be it just staying for a few days, or shelter from attackers), maybe they need supplies (e.g. their base is running low on food due to a particularly harsh winter), maybe they want to offer you something (just treat them like a trader in the comms console while they're present), or maybe they want to bury their dead or hunt a herd of animals on the map. Maybe they're actually raiders in disguise. There are many possibilities. Of course, they might truly just be visiting too. (Maybe interacting with other factions could give a unique joy boost if they're pleasure visiting?) I suppose the type of event could be predetermined when they first enter the map rather than at the gathering spot, but the idea is that it shouldn't be revealed what kind of visit it is until they reach your colony. (This could also promote protecting friendlies on the map rather than using them as fodder for any hostiles around, depending on your needs.)

I do want to say that I don't like the idea of losing reputation for not helping a faction, though, since that basically forces you to help them unless you want them to become enemies (or want to keep bribing them with silver). Gaining rep or some other reward for helping is fine, but not helping shouldn't lead to any change unless the faction system is expanded on. (e.g. Benefits for being super friendly with certain factions, which would make losing rep for not reciprocating by helping them make sense.)
#9
Ideas / Clothing Overhaul Suggestion Thread
April 10, 2015, 03:22:52 AM
I feel like the current textiles are pretty bland/underused and could be improved in utility/flavor dramatically, so I've come up with a series of small changes that I think will improve said sub-portion of the game and also tie into the new complementary system to combat, joy. My ideas build off of each other, so take note of that if you have comments or constructive criticism. Please consider this one large suggestion rather than a bunch of tiny ones even though the pieces are broken up for ease of discussion.


Part One: Make Cloth Baseline

The specifics: There is no textile that's worth a "normal" amount of money. Everything is worth more than baseline. Since cloth is the closest thing to a baseline textile, I would propose decreasing its market value to x1.0. I do recognize that cloth is currently a moneymaker and this might interfere with that, but a later suggestion should rectify said potential problem.


Part Two: Make Synthread Craftable

The specifics: In short, I think Synthread should be something the colonists are capable of making, perhaps after a research barrier. It would be created using x amount of cloth. However, there are some changes I would like to see concerning Synthread's properties as a result: First, it's market value would need to be decreased to a more reasonable level to prevent it from breaking the economy. Beyond that, I'd like to see its defensive properties decreased to nothing or nearly nothing, and in its place I'd like to see the addition of a small social chat offset and a social chat multiplier. This would create a "fashionable" textile that would aide in boosting colony mood, but wouldn't help much (if at all) in defending colonists from harm. (Adding a wider variety of potential colors for clothing made of it would be nice in light of the proposed changed, but of course isn't necessary.)


Part Three: Nerf Devilstrand

The specifics: Devilstrand is currently just a time sink for clothing rivaling the best in the game, being close to armor-like with no drawbacks. At that, it's worth a lot of money with little colonist input required ("plant it and forget it"). As such, I'd like to give it a negative offset to social chat and/or a mood negative (maybe it smells awful and makes you itch when you wear it, w/e). This would make it the opposite of synthread in that it would protect colonists well, but it would be more like survival clothing since the smell (or whatever) makes it unpleasant to wear/be around.


Part Four: Make Hyperweave Useful

The specifics: First, hyperweave should be more readily available somehow. Since it's currently considered glitterworld technology, this probably rules out colonists making it, but it could still be made available in large quantities from exotic goods traders and/or other traders (I wouldn't mind seeing a textile trader in vanilla, but I digress). Decrease the market value somewhat to make it easier to buy, and leave it neutral in terms of social. Then, add on a weight offset and multiplier. Since hyperweave wouldn't hurt colonist mood whilst being better than devilstrand defensively, the weight should balance it out: Players shouldn't want to have their colonists wearing hyperweave 24/7 early on even if they could afford it. If that isn't acceptable, then work speed is also something that could be hampered as a result of wearing hyperweave, although I personally feel that move speed would be a bigger deterrent. (Maybe a little of both would work.) The point is that it should be moderately useful and readily obtainable rather than all-supreme and incredibly rare.


Part Five: Make Leathers the New Moneymaker Textiles

The specifics: The individual leathers can vary in traits, but the core idea here is to make them the main profitable textile. I think requiring more direct player interaction (hunting designations) for making money is a good idea. Buff the worth of leather a bit or make it drop in slightly larger quantities. A nice side bonus would be making leathers into less extreme versions of the other textiles; maybe give one a small amount of defense (sub-devilstrand) without drawbacks, or another a small social boost (sub-synthread) without drawbacks. You could have a couple unique ones too, like temperature-based ones. (Having a "breathable" leather that improves heat insulation to compliment Muffalo leather [which improves cold insulation] would be good, for example.)


Part Six: Wardrobes

The specifics: Add an object that can store one full outfit (consisting of one item per clothing layer) which colonists can use to swap clothing without the hassle of micromanagement. Since the above changes promote having more than one set of clothing, I think it would be fair to allow players to change outfits quickly.


- - - - - - - - - - - - - - - - - - - -


BAM, improved clothing system. :P

P.S. Please add more textile textures. Only synthread has a unique texture at the moment.

Edit: Typo correction.
#10
In vanilla, do your colonists wear much clothing made of these?

Your starting colonists come with Synthread, but there isn't a steady source of it (in raw form) afterwards. Raiders tend to wear it from time to time, but it's not nearly enough to outfit a sizable portion of your colony with it, in my experience. Hyperweave is both rare to see in raw form and on raiders, and even if you do find the raw form, it's highly expensive and in small quantities. (The only time I've seen a bulk goods trader carrying it, it didn't even have enough to fully outfit one colonist.)

What are your thoughts on said textiles?

Edit: Typo.
#11
Z-Levels Mod


Description

It's here! After nearly a full month of work, Rimworld sports multiple Z-levels! It took a lot of coding and dedicated testing, and there still might be a few kinks here and there, but the mod is finally in a state that's presentable to the general forum populace. It currently adds two layers- one above ground and one below, as well as some objects to allow interaction with them.


Features


  • Two additional Z-levels; one above ground and one below
  • The ability to dig underground and build a second level up
  • Staircases and ladders to traverse said levels
  • Ground and roof door objects
  • Roofs must now be constructed and are stuffified
  • Rudimentary multi-level support requirements are present (higher levels require additional support)
  • Seamless multi-level lighting
  • Mostly bug-free pathfinding
  • An interface button to force the current visible Z level to cycle
  • The graphical interface automatically switches levels as selected pawns move through them
  • More info in FAQ


Future Plans

  • Inter-level combat (currently buggy and not included)
  • Change to allow textures to become semi-transparent automatically (only vanilla objects change their texture properly for now- we want modded textures to work too)
  • Underground & Roof deposits (steel, plasteel, gold, etc.)
  • Additional support requirements
  • Change mortars to affect more than one Z level at a time
  • Lots of balancing (this is pretty broken as is)
  • See FAQ for known issues


Screenshots

Coming soon!


Credits

  • SSS (lead developer)
  • Haplo (programmer, lead tester)


Install instructions:

  • DO NOT USE ON OLD SAVES
  • Don't use with other mods: It doesn't play friendly with them, visually speaking.
  • Unzip the contents and place them in your RimWorld/Mods folder.
  • Activate the mod in the mod menu in the game.
  • Smaller maps or beefy computers are recommended.


Download Links


[attachment deleted due to age]
#12
I'm not sure if this is implied or not, but are other systems meant to de-emphasize combat in the long term, or is it more of a "in addition to" sort of expansion? I could see the game going through "phases" as the colony progresses: Early on it would as it is now, concerned with survival and fighting. After that it would be about self-sufficiency and bringing more comfort to the colonists, and from there you could branch out in multiple directions. Maybe it would focus on the deeper characterization systems (e.g. relationships, personal goals), or maybe it would bring factions to bear more heavily with some governmental-type decisions to make for long-term stability concerns. (e.g. Do you adopt isolationism or interventionism?) This is assuming the goal in Rimworld isn't inevitably leaving the planet, however.

Thoughts?
#13
Stories / Hoist By Their Own Petard
March 18, 2015, 12:05:56 AM
There are image spoilers for those who haven't investigated the cryosleep ruins before.

Anyway, I got a party of pirate siegers recently, and they did something curious: They set up camp inside the cryosleep ruins I had investigated sometime earlier.

I was pretty hyped at first. I've always thought it would be cool to have other factions set up a base on the map, and this siege party is the closest thing I've encountered. To make matters worse, this particular ruin was mostly (95%+) under a mountain, so shelling it had no effect. (I don't know if constructed ruins can be destroyed, but I had hoped shelling the roof might cause it to cave in or rain rubble. I only got a couple of tinks out of it.) It was sizing up to become a very interesting encounter when something amusing happened.

I noticed the blueprint briefly before construction started, and surely enough, the raiders decided to build their mortar right in front of the base, trapping all but one inside, separated from their food and most of their shells. What made it even better was the roof, which was now a blessing: Even if their guys back at home tried to send additional shells or food, the roof would make it so that those trapped inside couldn't reach them. After my colony suffered a small amount of shelling, they would all starve to death.

Amused by their misfortune, I sent out my melee specialist to take down the lone raider outside the coffin-twice-over. It seems my colony's fortune wasn't over yet, however. As soon as my specialist chopped off the raider's leg, money started raining from the sky!

If it couldn't get any better, I noticed that, strangely, my colony still wasn't being shelled despite the lengthy amount of time the enemy's mortar had been manned. Upon closer inspection, I realized what had happened. Since the mortar was what closed up the room, a roof had been constructed over it, neutralizing it and making the raiders sitting starving ducks. They passed out due to exhaustion that second night, and on the third day Mercer fell into a daze.

Later that evening they started dropping like flies, leaving me with a bounty of preserved loot and a stockpile of silver to haul.

I slightly lament that I didn't get to experience taking on an enemy base, but it was still amusing enough to enjoy thoroughly. They were hoist by their own petard. ;D

Edit: Changed title now that this is in the story section.
#14
Ideas / Producing Goods & Utility vs. Wealth
March 15, 2015, 09:29:09 PM
To keep it simple, I don't think crafters and artists produce high enough quality goods for their level, particularly at the higher levels. Even with a maxed out "Godlike" crafter/artist, you still wind up with lots of "good" quality products, when "good" is the dead center of the scale. I feel for the amount of time investment to max out the skill, Superior should be the lowest quality produced, with Excellent being roughly par.

For reference, quality levels are: Awful -> Shoddy -> Poor -> Normal -> Good -> Superior -> Excellent -> Masterwork -> Legendary

Given that, it looks like the current random quality is a five-level spread based on the colonist's skill level. I'd like to see that reduced to a four-level spread, meaning lesser skilled colonists would average lower quality goods than they currently do, and greater skilled colonists would average greater quality.

The main problem I see with this suggestion is trading: It's currently possible to rake in large amounts of cash with high quality products, especially if they are made of certain materials. This is especially noticeable with art. So, to make this suggestion fair, I'd like to see the sell price of higher quality goods curbed down, even aggressively if necessary. Purchase prices can stay as is as far as I'm concerned: I currently see Rimworld as being about survival and eking out a supportive environment in a hostile environment. Because of that, I think deemphasizing trading-based progression and placing more importance on colony self-sustenance (when possible) would be more appropriate for the game, as it is now. Making things to use for yourself should be preferable to getting rich quick and simply buying everything needed, generally.
#15
General Discussion / T-Shirts vs. Button Down Shirts
March 14, 2015, 09:20:39 PM
Unlike cowboy hats vs. tuques and dusters vs. jackets vs. parkas, I'm not sure what the difference between T-Shirts and Button Down Shirts are stats-wise. Does one insulate against the cold better? Does one have slightly better blunt armor or sharp armor?

(It should be obvious, but assume identical material and quality.)
#16
Though I'm not 100% that this is a bug, I found it highly unusual. A visitor from another faction came to the colony. When I checked their stats, it turned out that they had art disabled despite being a conceptual artist in their backstory. I wouldn't object if something happened in adulthood that negated the childhood gains, but in this case their artistic abilities were quelled in childhood, yet they grew up to be a concept artist somehow anyway. I think this either shouldn't be possible, or the adulthood should re-activate artistic ability.

I don't know if this is a specific scenario or if this happens with other backstory combinations, but reproducing this should be possible with some patient pawn spawning.

Here's some screens of the pawn in question:



#17
General Discussion / What is Rimworld?
March 10, 2015, 09:42:40 PM
Before you respond with a de facto "colony simulator", hear me out.

Rimworld isn't like any other game I'm familiar with because it combines and lacks so many elements that would place it in a clearly defined genre. We have the story and and open aspect of the old adventure games; we have the action and strategy of a RTS; we have the building and crafting common in sandbox games; we have factions and trading... and yes, you can wrap that up, in a sense, by the neat little phrase "colony simulator", but I think that means something different to different people depending on their gaming background.

We do know the game is about storytelling- that much is certain. Even so, given that storytelling is a major element in many genres despite not being the "primary" element per se, it's not surprising that many different perspectives are coming together here.

So, my question to you is, what do you relate Rimworld to the most in your mind? Do you think of it as something "new", or do you think of it as a variation on a specific genre?

Personally, I think of Rimworld as a modern evolution of the adventure genre, except the borders aren't nearly as limited and there's a bit more focus on strategy than puzzle-solving. There's action, but I don't think it's enough to pull it into action adventure or even RTS territory (the latter of which is further debunked by the lack of "fog of war" and other strategy concepts), nor do I think the stats and factions are enough to push it into RPG territory- since I view those as defined by their magic, alternative combat systems, and extreme "power hording" concepts (no matter how insane your colonists stats are, they are still extremely mortal and human). In a sense I think of it as something new, only it's building off the backs of other genres/ideas.

To sum it up, I think you could call it an adventure on steroids with modern graphics and an overall perspective, but I'd like to hear other perspectives- especially Tynan's, if he doesn't mind.
#18
General Discussion / General Lore Discussion
September 08, 2014, 09:54:10 PM
The quick primer and longsleep revival briefing are relevant.

I've seen the game lore talked about here and there, but there aren't any topics devoted to discussing or speculating/theorizing on it that I could find. I figured it would be easier to create a general topic rather than limiting it to something specific within the lore, so feel free to talk about or speculate on whatever you want. :)

Anyway, I've been thinking about Glitterworlds recently. I'm particularly curious about their culture, since the only core descriptor seems to be "peaceful". That could entail a lot of different possibilities, including highly spiritual or highly scientific cultures (or even an attempted balance of the two). Their technology could also provide unusual contributions to their culture, such as AI-enhanced/interconnected brains (much like in a hive mind) or biomechanical ecosystems. The type of "peaceful" we're talking about really depends on the specifics of the world's culture and tech.

At that- what would happen if someone was foolish enough to attack a Glitterworld? Do these Glitterworlds actually have unparalleled weapons of destruction that they simply refuse to use unless they must? (The Bentusi from the Homeworld series comes to mind, if you're familiar with them.) Or have they totally forgone their old weapons of war, like, for example, the last of the Chozo in the Metroid series?

How do they spend their time? Do they like to see technology and nature in unison or segregated? Are they highly accepting or very set in their ways? Ect., etc., etc.

I'd love to hear some others' thoughts on it.
#19
Upon loading my current save, I've found that all of the smooth stone on the map has changed to sand. In the tilde menu, the error reads "Did not find terrain def with short hash 58243 for square (126, 0, 12)." I've tried loading older saves only to find the same problem. Building new smooth stone still works.

Here's the code you get when clicking on the error:

Log:Error(String)
TerrainGrid:ExposeData()
ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Scribe_Deep:LookDeep(TerrainGrid&, String, Object[])
Scribe_Deep:LookDeep(TerrainGrid&, String)
Map:ExposeComponents()
MapIniter_LoadFromFile:InitMapFromFile(String)
RootMap:Start()


These are the mods I currently have installed (installed in the order listed):


Any ideas on how I could fix this? Having sand all over my colony doesn't seem very nice.

Edit: Correction. I've found an older temporary save of the same colony that doesn't replace the smooth stone with sand. I'll include both savefiles in the post.

With sand problem
Without sand problem
#20
Off-Topic / Exogenesis
May 20, 2014, 11:57:44 PM
Well, I haven't been here long, but this seemed like the sort of thing people around here might like. There's currently a kickstarter campaign going for an English visual novel / point-and-click adventure hybrid. It's set in post-apocalyptic Japan (of course), but the story seems pretty original and, gasp, it isn't an eroge.

Anyway, there's a 3-4 hour demo they uploaded if you anyone is interested. They're also considering a German translation, so there's a demo in German too. It covers ~80% of the first chapter (out of six). They're shooting for a minimum of 20 hours of gameplay, assuming a fast reader and puzzle solver.

That's the gist of it. They're already successfully funded, but there's only ~45 hours left at the time of this posting. The game will be released on PC, Mac, Linux, PS Vita, iOS, and Android. It will also possibly be released on 3DS and Ouya. The game will have full English voice acting (sample voices in link) by TeamFourStar. (The current stretch goal is toward paying them better, but they've agreed to work on a pay-what-you-want basis, so the full voice acting is a definite either way.) So... yeah. Oh, they have a paypal link too, if you don't like Kickstarter.

'Hope someone finds enjoyment out of it.