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Messages - MisterSpock

#1
I divide into 3 Jobs:
Miner: Getting some Steel

Builder: Build 5 Sleeping Rooms 2x3 size. Place Heater/Cooler in the midway of the complex like this.
http://steamcommunity.com/sharedfiles/filedetails/?id=743954648

Farmer: Planting potatos and berries.
#2
General Discussion / Re: 8x7 or 7x7 Bedrooms?
May 25, 2017, 07:13:17 AM
Just ignore the spacedebuff. Its not active when they are inside the room, because they mostly sleeping. Building big rooms is a disadvantage(in early game), because that time is needed for defending . It also increases the distance to walk.

2x3 is ok. But when you like that awesome bedroom modifier in lategame, is suggest something like 4x5 or 4x4 and 2 large statues of stone/wood.
#3
General Discussion / Re: No more 90c+ poles
May 25, 2017, 06:47:49 AM
In Alpha 16 you could reach till -120°C(-184F):

http://steamcommunity.com/sharedfiles/filedetails/?id=882105169
#4
Another Exploid in A16:

Colonists gets unhappy if a family member is gone. (Sold or died)

This can by bypassed atm by abond the family member with a carawan.

#5
I personally dont train shooting. To much micro. Instead i implant bionic eyes. Which is very good.
#6
I group the skills as follow:

Early game needed: Growing/Mining/Building (this allow you to set food in RW)
Secondary skills: Researching/Social (getting more pawns and hydroponics/gunturrets is important)
Lategame skills: Crafting/Cooking (increases mood and gives you better gear)
#7
There should be at least a prevent settlement radius around other settlements. Its too easy to trade.

I get 6 pills of wakeup and 2 assault rifles on day 1!!!

#8
Im using following exploit to toggle my gunturrets on/off:

I have 2 powerconducts near my turret. One powered and one dead system.
By using the reconnect button i turn my turret off/on.
#9
Play it on harder difficulties when the lower one became to easy. I always play on extreme. Its not that hard, if you got a hang of the game.

Most difficulty is clima, not raidsize.

"Waht difficulty is the game made for":
Rough - but in my opinion extreme is a much better difficulty and much more balanced.
#10
Stories / Re: Your Best Screenshots
March 13, 2017, 06:03:29 AM
Shortest Story in Rimworld:

Two seconds after the drop my colonist starting a social fight with a deadly end:

#11
So all crafting and artistic works do have 100% workspeed on a normal character. The crafting or artistic level doesnt influence the "final value"!

Screenshot:
http://steamcommunity.com/sharedfiles/filedetails/?id=882814559

Is this a bug or new feature? also if this is a bug, was this already posted?

btw: the wiki is still alpha 14 and says something diffrent about the crafting speed.
#12
Stories / Re: Your Best Screenshots
March 07, 2017, 04:08:47 AM
This story happend while a mechanoid raid in my extreme iceshield survival:

My first joining wanderer was "Recruiter". She has this sex slave background, you know. But however she recruited everyone and because of her beauty (and hopefully more than that) she is also very liked.

Then there was another mechanoid raid. Easy peacy, but suddenly "Miner" started to romance her and she insulted him back. The result was a not so "social fight" beetween a normal and nonviolent character. But she survived. Her dead would make the colony as sad as snow whites dead.


Miner is putting some infernocannon flames out, to let it look like everything is ok and he learned his leasson.



Not the best day for Recruiter

#13
Ideas / Worktab overhaul
March 07, 2017, 03:54:03 AM
1) The Tasks "Growing" and "Plantcut" are using the same skill. But the Brightness of the "Plantcut"Square doesnt give you this feedback (its always indicating a wrong level 3 skill). Also they should be closer to each other, to make clear that they both using the growing-skill. Also charakters with have enabled "Growing" by default should have enabled "Plantcut", if possible.

2) Unfortunally the deletion of the "Repair"Task doesnt make it easier. Because repairing is prior, the builder repair stuff, before rebuilding the important defence structure after a raid. I suggest to bring the prealpha 16 version back.
#14
In A16 the Brawler trait has no effect to melee hitchance.

This screenshot shows a level 9 melee with Brawler and 87% hitchance:


This screenshot shows a level 9 melee without Brawler and also 87% hitchance


This are standart character with 100% manupilation/sight etc. Sorry for the large screenshots.
#15
Ideas / Improvements
July 27, 2014, 01:27:28 PM
Hi, here are some suggestion:

- merge both mortar types togheter. (i know there will be changes in the future)
- buff incendiary mortar. It looks very weak compared to the other version. Maybe a bit more damage and larger fire area.
- add ability to deconstruct abonded siege bases (sandbags + mortar)

- metall dropped by pirate mortars should be forbidden for colonist.


If i got other ideas, i will post it in this thread.