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Messages - Cimanyd

#1
Four months ago, from December 5-8, there was a small sale for the base game (-15%) and each of the first two DLCs (-10%). I think that was the first, and so far only, sale directly on rimworldgame.com. I don't know of any specific way to be informed of future sales like that, except the RSS feed on the Ludeon blog or maybe the Ludeon Twitter. Those will only help if they mention it there. Their Facebook did not mention the December sale.

Buying directly from Ludeon lets you have your cake and eat it too: you get a DRM-free download and you can also activate the game/DLC on Steam. It may also give Ludeon more money, without another store taking a cut. For those who don't care about either of those things, I would recommend looking at IsThereAnyDeal to see which official store has the lowest price (so far, always Fanatical). ITAD does not track the price of buying directly from Ludeon.
#2
This sounds familiar.

Nebula Kickstarter, October 2022:

Quote from: FAQThe game reminds me of RimWorld/Prison Architect/Dwarf Fortress/No Man's Sky!

Awesome! We enjoyed playing those gems too! Nebula was greatly inspired by our favorite games, and it being a colony sim, of course, there are few common mechanics. However, we knew from the very first day of development, that if we wanted to create a fun and unique colony management game, we had to provide players with a fresh and exciting gameplay experience that is unlike any other title. This is why we put such a heavy focus on exploration and player action consequences in an enormous explorable galaxy, driven by complex interactive simulation systems, with the hopes of creating a new approach to the colony sim genre!
Regarding the graphics, unfortunately, we are not the best artists out there, but once we secure some funding for the game, we will hire professional artists to create a unique and distinct look for Nebula! We only made the current assets to serve as placeholders to get our ideas across!

RimWorld Kickstarter, October 2013:

Quote from: FAQIt looks a lot like Prison Architect. What's up with that?

Blame my (Tynan's) lack of art skill - especially with characters. I made the character art you see in the trailer as a stopgap, and borrowed the Prison Architect style because I'm not a good enough artist to develop a new one. They were never intended to be final. With this Kickstarter, we'll be able to get a real artist who can sit down and develop an original style for RimWorld.

I've talked with the original Prison Architect artist, Ryan Sumo, and he's fully supportive of RimWorld. We didn't share any art or code with the PA guys.

Compare Rimworld's original Kickstarter trailer to Prison Architect's characters and you can see what Tynan meant. Around two months later, Tynan hired Rhopunzel, who gave Rimworld its own character art style.
#3
General Discussion / Re: Bionics in A17
June 30, 2017, 06:48:59 PM
Quote from: b0rsuk on June 30, 2017, 04:07:23 AM
Then I guess simple HP bar was only in the Kickstarter pitch video ?

It must have been HP pre-A6, but A6 is when I started playing so I don't know how the old system worked exactly.
#4
General Discussion / Re: Bionics in A17
June 30, 2017, 01:11:24 AM
Quote from: b0rsuk on June 29, 2017, 01:46:52 AM
I would like to try a simpler system, like the one from very early Rimworld alphas, where characters had just HP bars.

In A6, the first alpha after this change was made, there were no bionics or prosthetics. Lost arms and eyes were permanent, and a lost leg meant permanent incapacitation. A7 brought bionics/prosthetics to make the damage less permanent, and peg legs meant losing a leg wasn't as bad as dying even if you didn't have a replacement. Expanding the system to include other body parts would solve the problem most of this thread is discussing, while keeping damage taken between the two extremes of "permanent" and "heals up in a few days".

Or if the occasional missing finger is supposed to be a story element, like scars would be if they ever actually happened, then they need to have less of an effect on manipulation (like how missing a leg doesn't mean you're paralyzed anymore). Or manipulation needs to have less of an effect on certain work stats.
#5
General Discussion / Re: Randy is bit broken?
June 19, 2017, 08:50:08 PM
Quote from: IndustryStandard on June 19, 2017, 01:08:45 PM
So um, speaking of Randy being broken, I have picked up 2 bugs whenever I use him. That a lot of people seem to also suffer from on Reddit.

1. You don't get notified to change faction/town name.

2. Combat music will randomly play until you kill the enemies still hidden in the ancient danger.

These are the same bug, which is already known (see this thread and this thread) and has nothing to do with Randy. When you have an ancient danger, the game perpetually thinks you are under attack.
#6
Quote from: Razzoriel on June 19, 2017, 09:48:40 AM
You didn't pay attention to the part where I said chickens are too resource-intensive compared to other larger animals.

You... didn't actually say that in your original post. ???

That's why I didn't know why you thought chickens ate too much. If a chicken eats more grass than a muffalo, that's kind of silly.

Are you saying the chicken's food bar isn't as big as the amount of nutrition grass is worth? (I don't have time to do actual testing or dig through game files right now) If so, making it bigger (likewise for anything else that eats grass) would solve the problem, though chickens would have to be rebalanced if the eggs are balanced around how many you get for free right now. The other effect is that chickens would eat less often, but I don't think "how often chickens have to eat" is a real balance concern.
#7
OP is complaining about two things. This:

Quote from: Razzoriel on June 17, 2017, 12:40:08 PM
This does not take into account the exponential nature of chicken breeding; if you have at least 1 chicken from each gender locked in your outdoor pasture, soon in-bred chickens will swarm the map, stripping the land bare of any living plant (except trees) they can find.

which is unrelated to how much they eat (even if they ate less they'd still multiply and strip the land bare), and Sola's post is a response to that.

Whenever someone complains to Tynan about chicken explosions, he says that food should be a limiting factor. This means that that is a feature, not a problem.

The rest of the post is claiming that chickens eat too much. The only real explanation I can see is this:

Quote from: Razzoriel on June 17, 2017, 12:40:08 PMFor comparisons; one chicken eats about half as much as a pawn (10 units vs 20 units) which is crazy high.

What is this comparing exactly? Your colonists can't eat hay (you should get more hay per area and hay per work than you would human food) and they can't eat grass which is literally free.

#8
General Discussion / Re: Help with Mental Break
June 16, 2017, 10:15:51 PM
What traits does he have, and what type of mental breaks? Characters with the Pyromaniac trait can go on a fire-starting spree, and those with the Chemical interest/fascination traits can start binging on drugs, even when their mood is fine.

I see in the screenshot you're playing with mods; it's possible one of them is bugged.
#9
Quote from: Angiel on June 03, 2017, 06:32:29 PM
there shld be a cooldown to them so that after a berserk incident doesn't happen to the same pawn over and over again.

There is; it's called Catharsis.

Keep an eye on your colonists' moods. If they're low enough for your colonists to go berserk, you're doing something wrong. In the case you describe, the problem is your colonists were starving. Starving is a huge hit to mood and running out of food should be avoided at all costs. The game will warn you on the right if a colonist has low enough mood to mental break, and also if you're low on food.
#10
The Work category "Do general low-skilled labor at work stations. This includes stonecutting, smelting, and more." has nothing to do with the skill "Crafting general items including weapons and tools."

They just happen to share the name Crafting, which is confusing people.

The Crafting skill's actual types of work are Tailoring and Smithing. The list of jobs seen by hovering over Craft in the Work tab use these skills:

  • Operate on mechanoids: Crafting
  • Do bills at crafting spot: Crafting (except "Make smokeleaf joint" is No skill)
  • Works at refinery: No skill (I think? Uses Intellectual slider, but no apparent effect)
  • Produce drugs at drug lab: Intellectual
  • Cut stone: Construction
  • Smelt items: No skill
#11
Quote from: Toast on June 03, 2017, 02:26:03 PM
Ahhhh... ok, so it's just for if you want to immobilize an animal for some reason without killing it?

Remember, these options are also on humans. That's where anesthetizing could be useful, and where there's a scale of how humane killing is (mood effects).
#12
General Discussion / Re: Infestations
December 22, 2016, 05:14:51 PM
Quote from: Rafe009 on December 19, 2016, 02:19:20 AM
This thread has been posted probably 100 times and its' always the same complaint.

The people that have this problem are digging into the mountain too early. You CANNOT colonize and mine into a mountain and set up hospital and bedrooms early game if you want to survive. In fact, never put your hospitals in a mountain.

I think I've finally figured out my problem with this. This trailer was probably most of the reason I bought RimWorld.

0:15 to 0:41 did a great job showing the feeling of starting from scratch with 3 people and slowly making a colony... by digging into a mountain. So that's what I always did, until infestations showed up in A13.

The stated purpose of infestations was to balance mountain and non-mountain colonies. Instead, after my first few experiences with infestations, it's just made me go "no more mountain colonies, not worth the trouble/risk." The advice in this thread is not convincing me otherwise. At least sieges have some warning time when they show up, walk to the place they want to set up, and build their mortars and sandbags.

The "growing colony" part of the newer trailers (here's the current one) starts out in the open, like you're saying, and then expands, but shows rooms that get dug a little bit into the mountains as it expands. This seems like the normal thing to do, but is really a newbie trap, since unless you painstakingly check each space to make sure you have no overhead mountain, you'll have infestations pop up in that room, and since most of the room is not under overhead mountain, it's vulnerable to mortars and infestations.
#13
Quote from: grinch on December 21, 2016, 10:21:55 AM
No, i like subtypes. If you have trouble with items list being too long check this for make collapsible
http://imgur.com/PKib5H3

I really should have started using that a long time ago; thanks.

There still shouldn't be menus like this:



That's less than half of the meat menu. There are only three real options in that menu: human meat, insect meat, and everything else (animal meat).

I just checked, and Alpha 6 (earliest version I have; when I started playing) had a total of 6 different kinds of animals. Muffalo, deer, squirrels, boomrats, iguanas, and megascarabs. The only reason there were that many was to differentiate the three biomes, which was a new feature in A6. I suspect this system is left over from numbers of animals closer to that than to the above image.

Leather at least has differences in stats and in the color of products manufactured from it. All animal meat is already completely identical, right? (other than having one of two graphics) Why shouldn't it be combined? Sure there's the idea of "we just killed all the manhunting boomalopes, so we'll be eating boomalope meat for a while!" but your colonists don't actually care that they're eating boomalope meat and not venison, or rat meat, or their favorite pet, so there is no "depth" there in the first place and no reason for them to be separate items.
#14
General Discussion / Re: Why megasloth and penoxycline?
December 14, 2016, 11:14:53 PM
If we can have penoxycyline, why can't we have xerigium back? :(

unless we actually do; I haven't played it yet
#15
General Discussion / Re: Post your Alpha 15 Tips
December 09, 2016, 01:34:22 AM
Quote from: Spdskatr on December 08, 2016, 09:02:30 PM
Don't sell prisoners. Better to harvest their organs.

Better in what way? It's great for training doctors, and I recommend doing that, but I don't think a little bit of extra silver would be worth the much bigger mood loss of harvesting organs from a prisoner (x2), killing a prisoner by organ harvesting, and an innocent prisoner dying, versus just selling a prisoner.