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

Topics - Ser Kitteh

#1
Previously, pawns with shield belts were invulnerable to fire. This made some cool mental images of a armored pawn running through the flames and kicking ass and taking names. Now my melee pawns are useless against the onslaught of centipedes with inferno cannons. Please please reconsider.
#2
General Discussion / Caravan taking too long
March 03, 2020, 11:26:47 PM
Caravan loiters at the edge of the map despite having all the available materials for some reason. A quick check at the log does not mention why.
#3
General Discussion / Quest Rewards are Borked
March 01, 2020, 09:23:39 PM
I just got a request for 27 simple helmets (2471 silver) in exchange for psyfocus shirt and 279 silver (907 silver in total).

In fact, I haven't done a single one of them because they're completely not worth it. Something worth checking out.
#4
Warhammer - damage 6.89, penetration 27%
Spear - damage 7.35, penetration 38%
Longsword - damage 8.60, penetration 33%

These are taken from the crafting menu at the smithy.

Shouldn't overall, the warhammer have more penetration? In 1.0 and before that, the longsword is superior. In fact, it's the best melee weapon all around, perfect against insects and power armor.

I must be missing something here.
#5
Link:

https://gist.github.com/HugsLibRecordKeeper/862e0f2a4c02db5acaf0342083400b88

So I'm not entirely sure why this is, can anyone help in this regards?
#6
As the title say, do you think the game needs just a little extra? And if so, what?

For the basics, I'd like to have:

1. Repeaters: It took a long time for a revolver to be a thing in RW but no repeaters? That's a missed opportunity. It should do less damage but have a higher fire rate than a bolt action.

2. Medieval helmet: The plate armor is great but there's something silly wearing some infantry helmet for a good chunk of the early game. We need a proper bucket helm!

3. More clothing options for tribals: Tribals are a complex topic for a lot of Rimworld players but the thing is, real life tribals range from jungle dwellers to desert dwellers to tundra dwellers. A tribal playthrough in Rimworld with only tribalwear is a death sentence. There needs to be alternate options for pants, parkas, jackets and dusters.
#7
General Discussion / When did spike traps become tall?
September 05, 2018, 07:36:28 PM
A very common tactic is making a sandbag firing line with alternative walls for cover and placing traps in front of the sandbags to discourage any melee attackers.

But as of B19, I realised that I wasn't able to shoot THROUGH the deadfall traps anymore. Is this a bug or intended? I don't recall having this problem when the game was still called 1.0.
#8
I recall the thread (but can't find it for whatever reason, partly out of laziness) but has there been any sort of plans to implement the complaints regarding animals? From memory, the big three problems were:

1. Animals were too squishy, and became less useful as they lose body parts as they are no ways to fix them unlike with current bionics.
2. Friendly fire - colonists that use guns are just as likely to hurt their own animals as much as the enemy would.
3. Positioning - related to friendly fire, it's just very finnicky to control animals if you want to keep them out of harm's way, especially when you're in a firing line from your nice bunker and Fido keeps getting in front of the minigunner.

One of the more popular, and perhaps totally doable suggestions, was to allow animals body armor usually in the form of a personal shield. As of B19, Tynan has reached his goal of assuring that we aren't able to unlease a horde of boars on our enemies with the tameness decay. I disliked this at first, but it seems to work out and a properly functioning colony with multiple animal handlers makes this a non issue.

Another suggestion to improve combat was to allow enemy NPCs to bring own their own war animals (mostly in regards to tribals), and I'd personally be fine with that myself. Increased danger, with the chance of being able to claim those animals as your own.
#9
General Discussion / What are imperial janissaries?
August 18, 2018, 08:33:09 AM
The old description of power armor says:

"Powered armor usually used by assault troops from advanced glitterworld planets."

The renamed marine armor description says:

"A suit of light powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with very few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily.

"Armor like this is often used by imperial janissaries and rapid-incursion space marines."

In real life, the historical janissaries (trans: new soldier) were Christian boys taken from Muslim lands to become bureacrats and elite soldiers of the Ottoman empire. So what makes an imperial janissary in Rimworld? Whatever they are, they sound very interesting! I hope the primer gets an update and tells us what they are.
#10
I am still stuck in my B18 ways by having a basic killbox that's basically a long rectangle with a hallway of death littered with deadfall traps. The traps are no longer the easy peasy place-and-forget type of deal so I'm trying to augment my defense with mini-turrets, lining them by the side of the rectangle while the other end my colonists rain down lead on any idiot that tries to get to them.

I am now planning to install mini-turrets around the perimeter while having the autocannons and the slug-thrower facing the open desert plains. Wiring is gonna be a bit of a pain but I'm sure I'll manage. My biggest hiccup would be supporting these turrets. Not only can they be costly to build, the need to replace the barrels can also eat a lot of resources. I don't mind the resources I have enough for now, but why should I really when I can build a long firing line and throw my Imperial Guardsmen behind some sandbags and let them do most of the damage?

Maybe I'm missing something but other than cannon fodder for the odd psychic ship, what is the best way to use turrets?
#11
I've been turning off short circuit events since pretty much A16 and never looked back on it. I know there are mods to basically make fuseboxes but I don't care much for those for reasons I will explain later.

I never really understood short circuits. I once had a tiny hut with one solar panel and one battery, with a SINGLE tile of conduit between them and it still exploded. Short circuit to me is a mechanic that penalises efficiency. The better you are at handling your power the more power you have, the bigger the explosion. I just throw batteries in the freezer early game and usually forget about them until I want to make a dedicated battery room, more for aesthetics reasons than anything else.

Getting around short circuits boils down to disconnecting your batteries, using switches to turn off and having an "emergency" backup. Except short circuits are just annoyances, they don't ever blow up during something as stressful as a raid, the same way you barely get an eclipse during a raid attack, therefore rendering your turrets useless (and turrets usage very much varies between player to player). Lack of electricity is basically lost productivity, and while there's nothing wrong with that per se, it never combines with other events to make things more existing.

I suppose you could just integrate the fusebox mods. To those who are unaware, fusebox mods basically negate the explosion made by the short circuit, and you have to repair said fuse with a component. Which basically repeats the "machine broke down" event anyway!

@Mehni complained in the "losing flavour" thread where more is not always good, and while I disagree with that complaint specifically because I think having a medicine production line going is rewarding, having a similar fusebox mechanic will basically adding extra steps where non is necessary. It's the same complaint in spirit basically.

So tell me Rimworlders, what is your opinion of short circuits? Yay or nay?
#12
There are many times where the player must forbid the stuff they're building just so that your colonist deconstruct that one room for steel. Because it's such an uncommon job, it would be benefiting and save time if pawns deconstruct be just under "roof deconstruction" in the construction job.
#13
Ideas / Please re-factorise the Construction job!
April 13, 2018, 09:54:11 AM
Quote from: Aerial on April 12, 2018, 08:27:45 AM
Quote from: Ser Kitteh on April 12, 2018, 05:57:26 AM
Putting deconstruction as the second highest construction priority, just below roof removal.

You know how it is. You've got a bunch of furniture, workbenches, and walls around the base. Your pawns are happily running around doing work. Then you run out of steel and decide to go "we should totally deconstruct that square steel building over there!"

They do all the things BEFORE deciding to deconstruct. You have to manually tell your pawns to deconstruct the floors and whatnot because you need more steel, and rather than deciding this important job needs to be done first, they decide to do it later and you're going around forbidding all the walls you built just so you don't have to right-click every single tile to get that steel you want.

Please Tynan, for the love of Randy, just put deconstruct higher on the list!

"But Ser Kitteh, m-mods!"

Shhh. I know. But we shouldn't rely on mods for everything.

And repairing needs to go after deconstructing.   It makes no sense for them to rush around repairing a dozen 98% stone wall blocks when there's a gaping hole in the wall that needs to be rebuilt.

As it says in the title.

Idk EXACTLY how priorities within Construction work, but I do know that the top 3 SHOULD be:

1. Roof removal
2. Deconstruction
3. Construction

I also know that uninstalling furniture is also in the construction priority however I don't do it enough to tell how low or high it is, but I assume it to be low because pawns would rather go and repair stuff rather than do more important, if infrequent, things like deconstruction.
#14
I started up Rimworld only to be told I needed to download something. I do so and get 6.1mb of something before being able to run it. When I run it the game crashes to desktop every 3-5 minutes regardless whether it's the main screen or during normal play.

Everytime I want to start Rimworld up again I need to download this mysterious 6 mb of something. I have done a fresh re-install and removed all my mods. All mods are manually downloaded and I don't rely on Workshop.

I try to start a new colony with no mods at all and it still crashes. Said mods are deactivated, not uninstalled.

Send help.

[attachment deleted due to age]
#15
Recently I found a mod that was new on the workshop that basically applies armor value to each layer it occupies and it got me thinking:

Why does power armor suck?

Well it doesn't suck per se, but it's not super great either. If you ask a Rimworld veteran, they'd tell you the best armor you can give to your pawns are devilstrand shirts, dusters, and armor vest. For the head, it's the power armor helmet.

For 135 plasteel and 18 components, a set of power armor is just not worth both the time and effort to make (except the helmet, which is worth to make). Devilstrand can be grown but plasteel/components are much harder to come by.

So, does power armor need a buff?

*The mod in question: https://steamcommunity.com/sharedfiles/filedetails/?id=1321600671&searchtext=
** I haven't used the mod as of yet and cannot speak for how good it is
#16
To continue on my TribalsNeedLove crusade, can torches and campfires please not poof out of existence after they die out?

It's a major pain in the butt to constantly rebuild them in every room on the map just because your hauler/fueler spent a couple of days in the hospital because s/he's got plague or something.
#17
The first time I tried a tribal run was two alphas ago. Killed some raiders who were wearing vests, thought to myself great! So I decided to put it on and wait, why is my warrior naked?

This is supremely silly and goes in hand with tribal runs not being all that fleshed out. B18 added war masks and war veil, and while I can ignore how war masks all look like that mask in The Mask pre-transformation, I can at least appreciate the veils. Tribalwear IRL depends very much on where the tribals live. Tribals in the desert wear robes and tribals in the jungle wear loose clothing. We can go on and on about how Rimworld is not actually designed very well for no-elecriticty no-gun runs but first, can we please give these poor tribals hats and stuff?

Also, some chainmail that can be crafted at the smithy would be nice. It does nothing for guns but maybe it works well for melee.
#18
This idea has popped up since I started the threat of why animal beds have quality but bedrolls don't but really has been an issue for sometime since the introduction of caravans.

I think everyone knows how pawn inventory works but as a reminder here's how it does work: pawns have four "slots" to which they use to carry things. These slots are:

1. Clothes: Self explanatory
2. Weapons: Self explanatory
3. Personal : Under the apparel section in the gear tab, these are the pawn's "pockets" so to speak
4. Carry: Carrying items, chunks, hauling stuff, etc.

It is number 3 that is really inconsistent. In caravan trips, the pawn can choose to "pick up" anything and the item is put into their personal inventory. Using the assignment tab pawns can carry a drug item as needed and use it FROM inventory when hitting a certain joy/times a day treshold. Pawns also carry an extra meal with them almost all the time which leads to a miner eating way out of the home zone and having the ate without table debuff.

My biggest issue with personal inventory is the inconsistency of it all. During my latest playthrough, I had the idea of making a lot of go-juice and giving it to all my melee pawns if they ever require a pick-me-up before/during battle. To my surprise, I can't use the assignment tab to have any of them carry it. The only way to make it work is to them to HAVE them consume the go juice at an interval, but I can't have them just carry one around in case of emergencies?

Mind you, raiders in vanilla take drugs before battle all the time and to great effect but I have to fiddle around with stockpile zones if I want my melee fighters to use go juice. Kinda beats the point of drugs like go juice or yayo IMO.

Another issue is with medicine. Pawns must have medicine in their "hands" for them to use it, but the problem is they are incapable of pulling one out of their pockets and using it on others or themselves. Too many times has my combat medic with 20 or so medicine wastes his time patching up others despite having the thing in his pockets in the first place! Same goes with pack animals, pawns are incapable of going to the nearest animals, taking out the medicine and using it to heal.

Lastly, as some posters in the bedroll threads have pointed out, pawns are unable to take out the sleeping bags from their/pack animal inventory and placing it on the ground themselves. Players must annoyingly drop the bedrolls, choose each one to be placed, and force/wait for a pawn to install it.

When B18 came with bedrolls, I thought it a great idea! Makes caravaning more viable. But then I realise I would rather have my pawns have the "slept on the ground debuff" than fiddling about placing bedrolls.

So here are my suggestions which I hope is feasible to actually implement in the game:

1. Players can assign drugs or meals to a pawn and have them just carry it around and use it when they want it. This is already done in game with the "use icon" that's shaped like a bowl, just let our doctors and melee fighters carry go juice just in case.

2. Pawns should take out medicine from their inventory and use it to heal rather than needing players to drop it on the ground.

3. Bedrolls can be "rolled up" and acts as an infinite "consumables". This way pawns sleep automatically pull out their bedrolls from their inventory thus negating the "slept on ground debuff".

Pawn inventory is incredibly tedious to manage and needs a serious rework. It makes the new bedrolls useless, it makes savvy players fiddle about with inventory to use drugs in an emergency and overall, it's utterly frustrating to see Engie heal her teammates without medicine despite having Glitterworld stuff on her.

Travelling is one of the best things to happen in Rimworld but every time I think of raiding I am reminded the hoops I have to jump just so my pawns can take care of themselves better. I hope a few fixes are not too difficult to implement.

Any ideas, suggestions, criticisms are very much welcomed.  :D
#19
Seems kinda weird that animal cloth beds can be masterwork but not bedrolls. Is this intentional? Shouldn't it be the other way around? It reminds me of that one time Tynan was genuinely surprised to learn that graves had a quality and colonists can actually fail to build one (before quality for graves were removed entirely).

I dunno, I think a masterwork bedroll could be a real spiffy thing and make tribal runs more different than non-tribal runs.
#20
Ideas / Allow burning of deadman's apparel
October 25, 2017, 08:16:15 AM
Dear Tynan,

Please sort out that non-deadman's apparel thing. Just let me burn deadman's clothes.

Thanks.

Moderator's edit (Calahan) - This was incorrectly posted in the A18 feedback thread (so moving it to suggestions where it belongs).