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Messages - IndustryStandard

#1
https://www.reddit.com/r/RimWorld/comments/op5p2g/heres_i_think_all_of_the_different_styles_of/

So it just dawned on me that this wasn't a bug but the new styles feature. I just found it confusing why it happened randomly but then I realized I had a non believer among my colony at the time making special furniture.

Whoops. Bit annoying this happens but it's fine. My bad
#2
On fresh saves after the release of the DLC, some saves more recent than others. The chair and table texture somethings changes to be this fatter uglier looking texture until I have a colonist reconstruct it. I can't be sure but I think over time a normal looking chair/table will turn into the monstrosity but I might have just not noticed it when I had them build it the first time.

I of course have pictures of the offending textures, I couldn't get the table one to come back though but it basically turns into a full brown rectangular box texture.

https://imgur.com/a/zt3BIKe

https://onedrive.live.com/?authkey=%21AIiz1wZn9yimkbw&cid=7F10979772797573&id=7F10979772797573%214315&parId=root&o=OneUp Link to my save file

This happens across my laptop and desktop and I've verified the game files already. I also never use mods.
#3
Ideas / Bury conduits / Cleaning prioritizing
October 11, 2018, 10:12:06 PM
Can we please be allowed to hide or bury conduits that aren't in walls? This is all 100% for aesthetics but I really dislike having to look at these ugly lines in my pathways around the base.

Another QOL change is that I would like if I could put a kitchen/hospital at highest priority to keep clean as much as possible, I hate micro managing my cooks to keep the workspot clean, and I especially hate watching my janitor worry about cleaning the paths and other unimportant buildings instead of what really needs work done asap. The game already recognizes what each room is, so I don't think it'd be to difficult to work this in.

#4
Oh, that photo was badly timed. I will wait until the temp is down to 3F again and see if that happens again.
#5
I want to weigh in on the doors and temperatures thing. I have two heaters together that can't heat 3 smallish rooms at all. It's 7F inside them.

https://i.imgur.com/yrmLMRB.png

It definitely should not be 7F inside these bedrooms with two heaters at 74 and 76F
#6
I need to clarify because I woefully screwed up my original wording, I didn't hunt the elephants directly, they got hit from cross fire while I was hunting monkeys.

And you can't leave the map as a caravan when the animals easily out run you.
#7
General Discussion / Re: electricty questions
July 07, 2018, 05:19:39 PM
The only thing that needs to be roofed is the battery.

The reason you put wires into walls is so they are protected from attackers and for the Zzzt event. If a wire that is in a wall gets Zzzt'ed the explosion is heavily nullified, where if it was in a wooden wall or out in the open it could cause a fire.
#8
Assuming that because you're a long time player that most other long time players share that thought is very bad thinking. I'm a long time player and think the complete opposite. The entirety of the combat system in this game is being constantly changed with each revision to the 1.0 build so it is way to early to be trying to claim these are causing some loss of "flavor"

I don't really understand what you mean by flavor either, I would assume you mean the things that make Rimworld Rimworld, but like, these aren't even remotely unique or interesting.
#9
Quote from: dearmad on July 07, 2018, 03:55:23 PM
Quote from: IndustryStandard on July 07, 2018, 02:42:36 PM
Okay I have experience on two things. The weaker doors and the early game power setup.

On Cass Hard Jungle, without a river, it feels absolutely terrible getting power early on because I can't rely on that perfectly reliable river power anymore. My options are to rush batteries, but I definitely have more important things that need to be setup early before that, wind power or fueled generators. The problem with wind power is that despite powering 2 lights and a cooler, I can go long periods of time without power and if I have a fueled generator I have to constantly shove wood into it which is a crucial material early on. It's just noticeably more difficult playing now if I don't have a river, my B18 strategy was building a solar generator and battery on day 1 which IMO was overpowered, but the alternatives is to put a torch inside my house for basic light, but those raise temperatures and anger everyone.

I don't know a solution to this, because I don't think having batteries or solar panels at the start would fix it, just make it as easy as B18 is. Maybe add some basic reliability to wind power? The output varies, but I don't think a wind mill ever truly stops completely. And I don't really understand not having batteries at the start, I'm not that hugely bothered by it now that I saw you made the research path to a better research bench less dumb.

And onto the wooden doors, which flat out killed my colony before the first month. Someone went hunting, maddened a group of elephants, elephants wiped her clean and then tore ass after my other 2 folks, shredding the doors like paper and chasing them through 4 different doors in the base not stopping. I tried taking 1 on at a time in the doorway but of course this happened after they got injured the day prior and 1 died and the other downed. Everyone died. This entire series of events just kinda felt unfair to me, because I wasn't even able to just accept heavy losses, I HAD to accept everyone dies from this, I couldn't run anywhere and they all got downed so I couldn't even wait out the elephants maddening status.

I like making that door cheese tactic not work as well, I am guilty of it on a few occasions when the odds are horribly one sided, but currently the better material the door is, the slower they open which seems like an unneeded trade off and makes it hard to stop using wooden doors since those precious seconds add up. IMO all doors should open at the same speed, this makes logically and from a balance standpoint they cost more materials and take longer to build.

Of course that leads to a problem of people never building a wooden door..

Idk, I wanted to give some experience feedback, this is all from the last 2 hours of playing on the newest version.

I really don't understand any of this complaint. All that you describe is the half the fun of playing the game. Go play on a river map if you want river power... I mean "balancing" the game to take out differences in difficulties due to terrain and other start situations seems like trying to tilt windmills ala Cervantes. Poor Tynan, I hope he sees this and just ignores most of this.

Overcoming "problems" is what this game is about, and none of what you describe is anything to do with tedium or busy work.

And yes windmills DO stop (we have farms of them out here).

Tone down the rudeness please.

My comment is not a complaint, it's just feedback from an experience I had in relation to two things I thought were worth bringing up. My issues regarding power is that if you are on a map with a river, power is a non issue since river power has basically no downside and doesn't suffer from lack of batteries like solar and wind power do. Don't interpret this as saying different environments shouldn't have different obstacles to overcome just the current way it's setup specifically for power seems off to me. I think water and wind power plants should be researched for alongside solar, and that chem/fuel generators should be the starting form of power generation across all games, but we also shouldn't have to research batteries. There are many other ways to create problems, except water power has no real downsides so I constantly feel the urge to play only maps with rivers. To me, this isn't good.

And for the elephants going mad and killing everyone despite running through 4 doors, that isn't a problem to overcome, that was the game turning on a kill switch from 1 small thing and deciding I was going to lose my colonists. It had very little interaction.

#10
Okay I have experience on two things. The weaker doors and the early game power setup.

On Cass Hard Jungle, without a river, it feels absolutely terrible getting power early on because I can't rely on that perfectly reliable river power anymore. My options are to rush batteries, but I definitely have more important things that need to be setup early before that, wind power or fueled generators. The problem with wind power is that despite powering 2 lights and a cooler, I can go long periods of time without power and if I have a fueled generator I have to constantly shove wood into it which is a crucial material early on. It's just noticeably more difficult playing now if I don't have a river, my B18 strategy was building a solar generator and battery on day 1 which IMO was overpowered, but the alternatives is to put a torch inside my house for basic light, but those raise temperatures and anger everyone.

I don't know a solution to this, because I don't think having batteries or solar panels at the start would fix it, just make it as easy as B18 is. Maybe add some basic reliability to wind power? The output varies, but I don't think a wind mill ever truly stops completely. And I don't really understand not having batteries at the start, I'm not that hugely bothered by it now that I saw you made the research path to a better research bench less dumb.

And onto the wooden doors, which flat out killed my colony before the first month. Someone went hunting, maddened a group of elephants, elephants wiped her clean and then tore ass after my other 2 folks, shredding the doors like paper and chasing them through 4 different doors in the base not stopping. I tried taking 1 on at a time in the doorway but of course this happened after they got injured the day prior and 1 died and the other downed. Everyone died. This entire series of events just kinda felt unfair to me, because I wasn't even able to just accept heavy losses, I HAD to accept everyone dies from this, I couldn't run anywhere and they all got downed so I couldn't even wait out the elephants maddening status.

I like making that door cheese tactic not work as well, I am guilty of it on a few occasions when the odds are horribly one sided, but currently the better material the door is, the slower they open which seems like an unneeded trade off and makes it hard to stop using wooden doors since those precious seconds add up. IMO all doors should open at the same speed, this makes logically and from a balance standpoint they cost more materials and take longer to build.

Of course that leads to a problem of people never building a wooden door..

Idk, I wanted to give some experience feedback, this is all from the last 2 hours of playing on the newest version.
#11
Quote from: Mehni on July 07, 2018, 12:31:47 PM
Quote from: Anniebenlen on July 07, 2018, 12:23:53 PM
I disagree that the story telling elements are a bad thing.

They aren't; they're just repetitive and their usage is so cheap it doesn't feel like they come from an intelligent AI-driven storyteller. I was watching a twitch stream yesterday and saw six corpse obsessions in the course of two hours.

Telling the same story over and over again isn't how you captivate an audience.

That's always been Rimworld stories, it isn't directly the stories the game has, it's the stories that come from players creative enough to take what is being created for them and make something out of it.

Of course saying something like "We had 3 prison breaks because of a psychic beacon in the last week." doesn't sound good, it sounds boring. Put that story in the hands of someone having fun and we get names, details and the results of actions, which tend to be unique and far more interesting to read.

OP provides an incredibly weak list of reasons that this game is losing flavor imo too. Using generic difficult modes so it isn't confusing on the differences between them isn't losing flavor.
#12
Okay three issues with newest

1. I had someone become catatonic, a week later, she got up from bed, walked a few feet, and then was back in bed for several days catatonic again. She had the catharsis mood boost and everything. Very annoying.

2.  When a colonist goes on a walk, can they be made to not path into rivers? Kind of annoying to get the mood debuff because the moron decides to walk in a river.

3. We got a mission to rescue one of my colonists mother, I lost faction relations when she died, seems really unfair that they would give a crap or blame us for that.
#13
All 3 of those games were immensely popular before multiplayer.

Don't Starve doesn't even have multiplayer, Don't Starve Together is a separate game with it that came out after Don't Starve had already become a top seller on Steam.

But at this point it's basically a confirmed no for Multiplayer, especially right now when what we get for the game is basically what we currently see, tossing in Multiplayer now just isn't possible.
#14
Ideas / Re: Can we please be able to till soil?
June 22, 2018, 02:34:36 AM
At it's simplest it'd just be like the Tilled Soil mod.

It's a floor, costs labor, and increases the growth speed. Except unlike that mods broken af balance of it, instead of 200% boost, it'd be a middleground between soil and rich soil.
#15
By any chance can we fix the bug/feature,

If you build anything, before it's actually made and it's all highlighted, and you put another object on it, for example, you lay out the walls of your next base, and put the conduits in the walls and such.

The colonists will only build the walls, and the conduits get cancelled. This applies to anything that seems to overlap when building. I definitely remember this not always being a thing.