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Messages - Boston

#1
Like.... Well, many other aspects of the game TBH, agriculture is sadly lacking in complexity.
#2
i agree with you regarding other factions. I visit other bases and think, "........this is the best they could come up with?"
#3
Quote from: Third_Of_Five on September 20, 2018, 03:50:59 PM
I like these ideas ('Graingrass' is quite clever, a very rimworld-y name), but from a practical standpoint what would be the advantage of making bread? It doesn't seem to have any benefits over other food sources and it's much more difficult to make.

Will flour preserve better than other raw foods? What's the upside?

In real life, grain its various regional forms (wheat, rice, corn, etc) is pretty much the sole foodcrop that allowed for civilization (meaning: permanent settlements of more than 100 or so people) to develop.

The reason for that is twofold:

1) grain crops usually give comparatively-large surpluses of food.

Grain is rather efficient at producing lots of food with regards to the amount of area of farmland needed to grow it, much more than other vegetables. This surplus allowed for families to "be able to afford" (read: have enough food to not starve to death) to be able to have many children, and the surplus of food allowed for the diversification and specialization of labor.

Since grain produces large food-surpluses, it is important that....

2) grain is exceptionally easy to store, even for long periods of time.

With other foods, you generally have to do something to it in order to prevent it from going bad, and that something is usually pretty involved, difficult and expensive in time, materials or both.

With grain, all you have to do is make sure it is dry, then put it in a pot somewhere, and it will stay good for *YEARS*.  During the excavation of the pyramids, archaologists found stores of grain and honey that were perfectly edible *thousands* of years later.

So, the fact that grain gives a lot of easy-to-store food is the reason why *overwhelmingly most civilizations* based their agriculture around it in some form. With the possible exception of the potato, grain is *the most important crop* ever cultivated. It is called "the staff of life" for a reason.
#4
General Discussion / Re: Malnourishment kills too fast
September 27, 2018, 09:40:47 AM
RVERYTHING is accelerated in Rinworld. From the growing of crops, to the yearly cycle of seasons.

I dont have an issue with it
#5
Ideas / Re: Farming can be a bit tedious.
August 27, 2018, 01:46:05 PM
Now imagine if farming in Rimworld was actually realistic. You think it is tedious now....
#6
Quote from: Mosch6 on July 30, 2018, 01:42:17 PM
One thing what i realy miss: Ammo for all weapons (hand guns,bow and turrets at example).
You can craft the ammo on special work bench und the enemy use it too.

The second thing: All people must use tool or the can`t cut a tree or make mining or something else.

The third thing:The bows shot bullets? WTF?? Please fix this. With the sound is the same problem.

The fourth thing:Please more weapons and furniture.

Sorry for my bad english i am from Austria, this is not my native language.

1) There is a very popular mod that adds this, as well as revamping weaponry and combat to make it more realistic. It is called "Combat Extended"

2) The colonists have tools. If you listen when they work at a task (building, cutting down trees, mining, etc) you will hear tool-sounds; hammering, an axe cutting, a pick striking rock, etc
#7
General Discussion / Re: Reddit or Forum
July 30, 2018, 01:32:39 AM
Quote from: Teleblaster18 on July 29, 2018, 06:46:06 AM
Quote from: DubskiDude on July 29, 2018, 02:05:07 AM
Quote from: Teleblaster18 on July 28, 2018, 10:26:38 PM
The fetishization of game mods, which I find highly annoying.  IMO, Reddit needs a seperate forum to discuss mods.

This. I know that modders put in a lot of hard work, and you don't just mod a game you hate, but I've heard "there's a mod for that" sooo many times now that it's unbearable. It's a common response to any feedback or criticism I've given in the past. I criticize the title I payed $30 for, not fan-made 3rd-party content.

I have an enormous respect and appreciation for modders who genuinely and thoroughly understand the games they decide to mod.  Ideally, making changes that don't have unintended or unwanted consequences takes that level of understanding, and a great deal of time learning the game mechanics and intended balance.  Some mods that I've seen are absolutely brilliant.

What I don't care for is seeing someone who's never played the game before, and asking...before they've even put in a single hour of gameplay..."What mods are absolutely essential?"...and then getting a bunch of really uninformed responses that can really screw up a newcomer's experience of the game.  I see this happen on Reddit constantly. 

The only mods that I consider essential for a newcomer are bugfixes for gamebreaking bugs.  You know...just about every Bethesda game ever made. :)  I've yet to encounter a single one in RimWorld, though...even in 1.0.

To be entirely fair and play devils advocate.... If people are asking for mods, that generally means they find the vanilla gameplay lacking.

For example: myself, i flat-out refuse to play vanilla Rimworld after playing with certain mods. Without Combat Extended, Vegetable Garden, Psychology and Children and Pregnancy..... The game just isnt there. I refuse to play.

As for wether i use this forum or the subreddit.... The r/rimworld subreddit is largely shite. Most threads are memes (largely of the "human skin hats! XD" variety, which get old quick), comics (which are usually good), and the good old reddit circlejerking.

Reddit for fun, forum for work.
#8
My colonists do not want to leave. Either they are a part of colonization programs (when i do multi-person colonies), or they deliberately sought out the wilderness (when i do single-person colonies).

In most cases, the colonists get well-established, setting up families and homes and professions. The tech-base of a colony is variable (i usually dont use electricity), but they are always comfortable.

They make friends with the neighboring factions, and their families, their homes, their lives are here. Why would they want to leave?
#9
I dont understand this derision towards soil improvement mods.

You people do realize that most of the work that goes into farming is so-called "soil improvement", right? Done specifically to improvs crop yield and growing ability? And that if said soil improvement wasnt done, the farmer would be extremely lucky to harvest anything?

Plowing, tilling, aerating, mounding, all are necessary.

In my opinion, agriculture in Rim2orld could use a little complexity. As of right now, it is hoth too easy and too effective
#10
Canonically, the colonists have all the tools they need to survive on a Rimworld: tools from axes to hammers and shovels, weapons and clothing, to seeds and cooking utensils. It isn't out of the realm of possibility to assume whatever organization organized the colonization effort sent along some form of reference manual. In fact, it is probably very likely they did so.

In my fic, the colonization organization organized a whole spread of human knowledge (farming techniques and advice, animal husbandry and butchering, medical procedures, technical manuals: from blacksmithing and carpentry to mechanical and electrical engineering to everything in between, weapon use and maintenance, so on and so forth) into stamped-plastic books called CDC (Colonial Data Codexes), meant to essentially give prospective colonists the knowledge they need to survive. About 20 8in x 11in x 2in books in 10pt font, all together, and effectively worth their weight in gold.

As for what the colonists are "doing" when they research..... they are probably trying to figure out how to do things on their own, things that are usually mechanized in the 'modern' day.

Think about it. Do you think the average American/European knows how to brew their own beer, assemble a dynamic generator (including wiring it and assembling batteries to store the power generated), weave a rug, sew their own clothes, tan leather, weave cloth, etc etc etc?

Of course, I would prefer it if 'we' had to either trade for tech, or alternatively, be able to 'sacrifice' something to be able to research a tech faster.

For example, you could trade with the tribes for knowledge on how to grow a particular crop (that happened in the real-world colonization of the Americas), or you could destroy a firearm, so you understood how it worked and therefore unlock machining and firearms faster. So on and so forth.

#11
Quote from: Serenity on July 04, 2018, 03:05:00 PM
Quote from: Boston on July 04, 2018, 01:54:13 PM
WH40k has "Frontier Worlds" just like Firefly has "border planets"
So do lots of other sci-fi universes. It's the logical result of any setting based on colonization. The Honor Harrington universe has many levels of development. Core worlds, shell, protectorates, verge. Star Wars has similar concepts.

There is really nothing more ridiculous than W40K fanboys

And there is nothing really more annoying than Firefly fanboys.

Your show got shitcanned 15 years ago, it is time to build a bridge and get over it. It was alright, as far as sci-fi went, but the constant dickriding by fanboys got old by 2010 and drove off whatever like i had for the series.

Im not even that big a fan of WH40k, all things considered. I'd just prefer if references to things -other- than Firefly/"generic western + space" would be allowed.

Where is Dune referenced? A spare couple of backstories?

The farther Rimworld gets from "generic western", the happier I'll be. Not out of any particular dislike for the genre, but because it is so overwhelming in the game already. Not everything has to be cowboy hats. There are plenty of other aspects of colonization and settling that can be brought up.
#12
Quote from: Serenity on July 04, 2018, 10:49:41 AM
Always funny when people think Warhammer is any way original and that everything else is ripped off from it  ::)

Decreasing development of planets the further out you go is a very, very common science fiction theme. It opens the way for storytelling about lawless frontier worlds, exploitation by rich inner planets, and rebellions.

Except WH40k is far older than Firefly.

Every single planet-type in Rimworld has a direct analogue in WH40k, which, to be true, isn't that special. But, on the other hand, underdeveloped far-flung planets aren't exclusive to Firefly, either. WH40k has "Frontier Worlds" just like Firefly has "border planets"

Never said WH40k is original, either. The best part of the setting is that it is so troperrific and borrows from almost anything.
#13
Quote from: cultist on July 03, 2018, 10:38:44 AM
Quote from: Boston on July 02, 2018, 06:54:04 AM
I would love for Rimworld to have more Wh40k references. Everything is a bit too "generically Western" for my tastes, personally.

That's because the inspiration comes primarily from Firefly, not 40K. There are no 40K references at all that I'm aware of.

The planet-types are essentially ripped from WH40k, most with just a wordswap.
#14
Autopistol is a WH40k-thing. except in Wh40k, the term "Autopistol" generally refers to what would be considered a Machine Pistol (in fact, the generic WH40k Autopistol tends to look like the Rimworld Machinepistol, aka a Mac-10/Uzi) or an SMG.

I would love for Rimworld to have more Wh40k references. Everything is a bit too "generically Western" for my tastes, personally.
#15
Quote from: cultist on June 09, 2018, 06:11:13 AM
Quote from: netdomon on June 08, 2018, 12:40:47 AM
In that case I'd love to see the implementation of Ammo.

I'm curious why. I like the Combat Extended Mod (which has a pretty deep ammo system) but all it really amounts to is enormous amounts of microing. It's just another resource box to tick and spreadsheets to make for your pawns. There's also the fact that once you have a steady economy running, it's no longer a resource you're in danger of running out of, but it's still extremely important to manage...

..... What do you mean, "enormous amounts of microing"? You select how much of each ammunition you want a character to carry in their inventory loadout, and they automatically pick it up as they use ammo.