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Messages - Stormfox

#1
Heya,

I have a dead megasloth and barbslinger (from alpha animals iirc) in my freezer that my colonists just won't butcher. They butcher everything else just fine, the stuff is allowed (they already hauled them to the freezer as they should), the bill has not changed and I double-checked it allows everything.

Anyone got an idea what the problem could be?

Is it a mod issue that some of the addon animals might not have a meat value set or smething? If so, isn't the megasloth completely vanilla?

This is more annoying than problematic, but if anyone has an idea, that would be gret.
#2
General Discussion / Re: corpse weight.
September 09, 2018, 12:17:45 AM
Looks like they are Squirrels Of Unusual Size. Tend to live next to the Fire Swamp.
#3
Without having read through the entire discussion, just a suggestion:

Up the base price slightly to 39.99. Do a release and regular sales (catch the holiday sales Steam does) with 25% or even 33% (comes out to 30 or ~26, respectively) from then on. Plan for a general price drop and/or sale boost (i.e. 50%) in the far future (i.e. years after release) - likely coinciding with a general slowdown of development.

With this, you cover all your bases. You do not lose out on income, do not piss off early adopters because of a sudden price drop, and a possible minimal price difference is easily worth the 3-4 extra bucks someone might have spent (I bought it for the full 30 via your page quite some time ago, for example, and would not feel miffed in the slightest if someone else grabbed it for an handful of dollars less now).

The way buyer psychology works means that having a slightly higher base price but doing small but regular sales is actually more likely to make someone buy a game at medium price (i.e. around 30) that would otherwise be too stingy. I think regularly dropping below 30 is pretty important in that regard for a medium sized indie game, even one as successful and well known as Rimworld.

The above suggestion gives you all of this and room to adjust.
#4
Quote from: Vlad0mi3r on December 17, 2017, 05:50:45 PM
I would like to see skill caps for certain tasks. So yeah have stone cutting increase your crafting skill but only to a certain point. So say you can stone cut up to level 6 crafting after that you get no more bonus from doing it.

I also think that is a great idea. Make a suggestion thread!
#5
General Discussion / Re: The Wonder of 5% Worlds
December 14, 2017, 02:10:35 PM
If anything, I would simply double the hex size (and therefore divide the amount of hexes and with that settlements and other special features by 4) and make the default planet generation 50%. Travel times get adjusted, there, done.

This massively reduces the amount of spaces and possible fiddlyness without being non-granular enough to not be able to pick a good spot for what game experience you had in mind.
#6
Ideas / Slower building and some starting setup changes
December 14, 2017, 02:01:13 PM
Lets start with a simple statement:

Building stuff is too fast. This is especially true for buildings themselves.

Very often, a colony has built a nice, fully "finished" base with bedrooms, workshop, entertainment areas, kitchen, a greenhouse, defenses, a huge freezer, hospitals and even prisons before they have even researched more than a few basic things or crafted more than basic clothes and a few simple weapons. This kinda leaves the game with a very early case of "It kinda looks finished already", reducing motivation to play much further.


I suggest slowing down building times of all kinds by a lot. Something like double or triple, perhaps a bit more for walls and a bit less for furniture and appliances. Of course this would have severe effects on the early game balance.

To combat that, the general "low expectations" mood bonus could be enhanced and/or lengthened as well as starting ressources and equipment slightly buffed. Give us four or five emergency bedrolls that have similar stats to a shoddy quality bed that can be reinstalled wherever you want. Give us emergency canvas or something to build a big tent or two out of. Semi-Outdoor kitchens and similar stuff already work well, since a few "posts" to keep up a manually selected roof function well enough for a few months in decent climates.

Basically, the idea would be that building up your first basic colony house(s) would take a bit longer, with just enough bonus starting equipment thrown out that playing on the harsher map hexes is not completely impossible because of that. A side effect would be that building your "real base" afterwards would be a long-term project instead of something you whip up during one winter. It would also feel more realistic, especially compared to the speed with which new colony features (i.e. tech, trade and new guys) come in.
#7
Ideas / Re: Build your own Ships
December 07, 2017, 06:44:23 AM
They are named CarryAlls and are used to move your spice crawl.... err, forget about it.
#8
Works perfectly fine.
#9
Outdated / Re: [A17] DoorMat
December 03, 2017, 03:11:59 PM
Ah, I did not expect another directory level within the zip - normally its just "extract here" => move over folders with github mods. Works fine.
#10
Outdated / Re: [A17] DoorMat
December 03, 2017, 01:44:13 PM
I tried that last linked release in a running game and it does not seem to work. I remember using these doormats in multiple games. IIRC you had to research carpeting before being able to build them or something, which I already did. They simply do not show up, nor does a special tech for them. Is there something amiss or does this mod need to be there from colony start?
#11
Quote from: cultist on July 28, 2017, 01:14:34 PM
Quote from: PotatoeTater on July 28, 2017, 12:52:26 PM
I've always wanted guns to be broken down into parts so you can manufacture each part then combine them together.

It would make weapon making a decent trade option and add diversity.

Good idea on paper, but with the way things stack in this game, I can see myself needing an entire warehouse just to store weapon parts... more clutter is the last thing this game needs, unless some major changes are made to how storage works.

While I agree with your principle, if weapons dropped "Weapon Parts" that were universal, like components, that would work with only one space.
#12
If I had a choice, 100:1.

Since you inevitably get a few brawlers, they get assigned to man stuff or second row intercept duty. Letting them lurk behind a door during early raids is pretty usable, allowing them to dash out when something closes with the others in the doorways or behind trees nearby. Against single, small mad animals, they are also good. But you only ever need one, at most two for that role, and otherwise, they are as good as pacifists.
#13
Quote from: Tynan on June 19, 2017, 11:51:04 PM
I'm adjusting some of the work disable proportions for next update.

Thanks. The concept was never the problem, the amount of them was.
#14
Quote from: 9of2 on June 18, 2017, 07:58:56 PM
Question about Extended Storage. All the storage items take up 2 spaces but is only one space supposed to act as an enhances storage? I.E one space will have 500 potatos while the other space will have 75.

I believe what you are experiencing is something I had trouble with a few months ago, too:

There seemed to be some kind of limitation in the base code that makes it difficult to store different stuff on the same storage element. This can be helped by making each of the storages limited for exactly one type of material. If you do that, it stacks nicely as it should. For example, giving one kitchen shelf only an allowance for simple meals and the other one only for fine meals works, if you just set them both to "any meal", they get confused and spazz out.
#15
Bugs / Re: No Room for Bench in Tutorial
June 12, 2017, 09:18:04 AM
What he said.

This also means that there should be a quick hint about turning build options around very early in the tutorial, since its something that can obviously be missed by people not accustomed to builder games.

Btw, I like the detailed error feedback about "interaction spot in wall". Very good call to put that in there so newbies can get a better feeling of WHY certain things do not work.