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Topics - Rulin

#1
Ideas / Option to limit linear difficulty increase
August 11, 2020, 02:04:46 PM
I was always more the builder & hoarder type when playing Rimworld. (actually in every game)
Because of that, the previous way the game threw "challenges" at you always bothered me. Especially in the late game, were I accumulated a lot of stuff (aka wealth) in all its forms (structures, food, medicine, mod items, art...), raids and other hostile encounters became too big to handle. Not that I couldn't, but I never really liked the micro that is involved in these huge battle scenarios and the overall focus of attention on the military aspects of the colony.
Of course I could just play it out in realtime after I placed my colonist, but the game tends to attack you from more and more directions and this approach usually ends in lots of death in destruction.
If you look back this became more problematic (for me) once the devs realised, that people were exploiting the potential of their killboxes and traptunnels, which made bigger raids much more managable back in the day.

The new option to remove wealth from the difficulty calculation really excited me at first. But now after listening to tynan in his newest dev update video I felt dissapointed that it actually has the potention to make the game even more harsher the longer you play.

Because of that I would really love to see a slider that caps the max size/power of encounters. Even better when you can adjust this while playing.

I could imagine this has the potential to be implemented (later) as a taunt/insult mechanic that allows you to increase the anger of certain hostile factions manually (over comms) or via certain actions. Anger or hostility then would be shown in addition to the relation value.
#2
General Discussion / Anima grass?
May 28, 2020, 08:40:48 AM
What can I do with the anima grass that grows near the new tree?
#3
It always felt a bit messy to use this item. Atm I use the marker feature and draw borders around every deposit and move a deep drill around the map to find out what is underneath each spot.

I think it would be better that once you've build the GPScanner, it starts to find, one by one, deposits and marks them permamently for you in a new overlay, including the type of ore that has been found.

You can still disable it temporarly, if you need the extra power, but once the whole map has been scanned, you should no longer need it, unless there is a feature that adds new deposits after some time.
#4
Bugs / [1.0.1954] Animals not drinking milk
July 06, 2018, 01:21:44 AM
Just look at the screenshot here.
After a long coldsnap I had to use milk and meat to feed my animals, but for some reason chickens, alpakas and cows are not touching it.
Their info includes "liquids" when it lists their diet.

[attachment deleted due to age]
#5
I just witnessed 2 trading caravans attacking each other on my map.

They were ordered via comms and according to the factions tab, they are hostile to each other.

To me this looks like something that can be exploited to get easy loot. Their fight resulted in many items being dropped  before they decided to flee.
I also recovered multiple downed pawns, although now both factions are hostile towards me because of the kidnapping.
#6
I couldn't find any info ingame about the current walking speed debuffs. Maybe I missed it...

Would be nice to have the stat listed (- 0.4 for example) when you inspect an item like parka or the new plated armor.
#7
I know the patchnotes mentiones that some floors need to be researched, but atm I cannot build several floor tiles that probably don't need the extra research.

I can only build sandstone floor atm, but no limestone, marble, and slate floors. Not sure about granite, because I have nothing in stock.

They are hidden in a dropdown menu now.

I also cannot find out how to craft simple tribal wear, even though I have a crafting spot and an Electric tailoring bench.
It is just missing in the list.
#8
Ideas / Caravan trading encounter
May 27, 2017, 04:12:13 PM
Pls add the current relation info to the faction mentioned in the encounter-window, where you can decide wheather you attack, trade or just ignore the caravan.

When this pops up, unless you remember, there is no way to tell, if this is a faction you want to annoy or not. You cannot click the faction tab at this point.

Thanks for listening!
#9
Can someone pls tell me how to use the Worktab in order to give priority using the druglab over something else, tailor's workbench for example?

Both should be considered crafting, right?