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Messages - orty

#1
Bugs / Monument Marker non transferrable
April 30, 2021, 06:46:18 PM
Per this thread:
https://ludeon.com/forums/index.php?topic=52999.msg482899#msg482899
... monument markers are restricted to the colony map where the quest originated.

However, I can accept the quest to build a monument for honor with a colonist that is not in the associated colony (savegame with >1 colonies).  Please fix either the ability to transfer monuments (via transport pods or caravan) and build them anywhere to complete the quest, or restrict acceptance of honor reward to colonists in the associated colony.

For "realism" the intended function should be for monument markers to be transferrable to any colony, because it really shouldn't matter to the quest-giving Imperial where his/her monument is built as long as it's massive and people can see it.

In my current case, I have a large colony (26 pawns) and a small raiding outpost (4 pawns) and the quest requires a massive 41x47 monument.  This construction should not be restricted to the small outpost (or any specific colony), especially when I can accept the quest for honor awarded to a pawn in the large colony.  This can't be working as intended.
#2
General Discussion / Re: no wedding no trader
August 15, 2018, 03:14:32 PM
In the development build, resource scanning is much less passive.  It's now a worked building like a research bench.  I haven't seen this recorded anywhere (haven't really looked much), but it seems like the frequency of resource finds is tied to the intellectual skill of the pawn using it.  I have a level-18 intellectual researcher who's found three sites in about 20 game days.
#3
Graphic suggestion:

EMP grenade icon and Frag grenade icon should be differently shaped, even slightly.

When colonists aren't drafted, their equipped weapon icons are grayscale and it is impossible to distinguish which of these two items is equipped without referring to the colonist window for description.
#4
General Discussion / Re: The Wonder of 5% Worlds
December 15, 2017, 08:07:16 PM
I really dig this idea.

Think about the Friendly AI quest.  It can still be a destination far away, far outside the starting 5% area on the globe.  So traveling toward it will reveal the next 5% area adjacent to your home area, all the while you're interacting with the few faction settlements around you, trading or raiding, and setting up forward settlements along the way.

The idea is conceptually cool, but if you assume that you reveal adjacent 5% sectors of the globe as your caravans encounter them, doesn't that mean your're still allocating onboard resources to generate the whole revealable map, anyway? 

#5
No prob.

One thing I'm not aware of is whether there is a function for deleting the most recently queued task.  Undo, essentially. 

For instance, when you just queued up several tasks for your construction guy and then mistakenly queued him to move across the map with one misclick.  Afaik, the only way to correct that is to cancel all tasks, including the erroneous one and the current one and all in between, by assigning a new task (which can be the current task in the current spot) and then queueing the whole lot again. 
#6
Basically, shift-click.

With a pawn selected, hold shift and right-click the task destination (chunk to haul, bench to work, etc.) and select the option to perform that task.  This will not interrupt the current task, and the pawn's info panel will show "Queued task: xxxx," confirming the queueing.

Alternately, you can right-click to open the menu before pressing shift, but as long as you hold shift while clicking the task, the task will be queued.

This applies for both drafted and undrafted pawns.

I don't think there's a limit to the number of queued tasks, but if there is, it's quite high and I've never encountered it.
#7
Quote from: lancar on December 14, 2017, 07:30:50 AM
I usually get bored of my colonies right when it's time to start construction of the spaceship.
When everything is researched and the colony is almost inpenetrable I just lose interest and want to start a new game again.

I know that feeling, but I like that just when that monotony sets in, it's time to go hunt uranium for the ship parts, and that can be a whole mini game if there's not enough on your map, especially on the smaller map sizes.
#8
Quote from: Edmon link=topic=37020.msg385433#msg385433
I don't know how to explain it to you other than this.

No, it's very easy to understand what the point has inflexibly been for the last 6 pages, and easy to see why people got frustrated with that.  There are many reasons to believe that closets aren't the answer to a flaw that one person perceives, and many have been offered here.  It would be great if this were a real discussion about efficiency that could lead to some revelations, but the OP can't acknowledge the many valid points against the idea, and only restates the same isolated complaint over and over.  Just a bad thread, I guess...
#9
Ideas / Re: Long Range Mineral Scanner >> Uranium
December 15, 2017, 11:45:05 AM
Quote from: orty on December 13, 2017, 06:37:34 PM
Yeah I hit all the small marks on the map.  Uranium appears in groups of less than 6 tiles, so it's easy to spot.  Jade, gold, and chemfuel only...

OK, I take that back.  There were a few ground-penetrating scanner blips that were way out at the other edges of the map that I found to mine with deep drills. 

It is a nice late-game challenge to have, finding uranium, but I still stand by my original point, that uranium should show up on the long-range mineral scanner.  Tracking down Jade is relatively pointless for the high investment in resources (for building the scanner), time (~30 days per signal), and travel (up to 30 tiles, at least one way if using drop pods).  And uranium, being 1/5 the mass of Jade, is much easier to transport back via caravan.
#10
Quote from: Edmon on December 15, 2017, 09:55:55 AM
All of the below could be added or made meaningful compared to movement:
> Room Size [Bigger, Nicer = Production Bonus(es)]
> Dedicated Purpose of Room
> Room Lighting
> Temperature of Room
> Dedicated Room next to but separate from another Dedicated Room (Kitchen, Next to Dining Room for example).
> Attractiveness of Room.
> Quality of tools, benches, etc in the room.
> Skill of the Pawn using the room (This is rewarded in terms of quality of item for items that have quality but not for quantity of items).

Other ideas:
> Less waste or bonus production for high quality rooms
> Penalties for things being in rooms that would actively harm each other (I.E. food production in the same room as mining drills. Which would of course, contaminate food with dust).
> Pawns making things in stacks, rather than per item, for things typically mass produced.

Note:
Many would say that some of the above affects production because it can affect pawn mood. But as long as the pawn doesn't have a mental break, production is unaffected. So you really need only do the minimum that is required to keep mood above a break level.

Regardless of indirect effects on mood, many of these things you've mentioned are already part of the game:

> Larger room sizes effectively mean fewer doors per walk distance, which speeds up movement.
> Dedicated purpose of room is up to the player to furnish efficiently, and if laid out well movement will be optimized as a result (which is essentially the whole point of the OP).  Although, if optimization is the goal, why would you want to limit an entire room to only one function?  That's a big waste of space and resources.
> Light level directly affects movement speed.
> Temperature affects work speed at tables.
> Temperature will affect movement and work speed (manipulation) if a pawn goes hypothermic or heatstrokey.
> Pawns working in rooms with dedicated uses innately benefit in movement speed from adjacency of dedicated rooms because of their beneficial dependent functions.
> Attractiveness of a room can bump a pawn working there into Inspired Work Speed or Inspired Movement Speed.
> Dirt, blood, etc. in kitchens (which can come from buildings like butcher's tables) contributes to the chance of food poisoning, which directly affects movement and work speed.

Like a few people have said before, this thread doesn't acknowledge the effects that the many levels of built-in depth in the game have on movement and work speed (among others), instead offering only an increase in value of base movement speed as the solution to the "flaw".  The brilliance of this game is that these effects can be orchestrated by the player as described above, not clunkily prescribed ad hoc. 

EDIT: And to the footnote note, with the introduction of Inspirations in B18, mood is no longer something that has only to be avoided at the low end to stave off mental breaks, but there are significant benefits from pumping colonists' moods as high as possible.
#11
I haven't read every post in this thread because, well, I have to eat and sleep eventually. So maybe this point was already made somewhere.

The instant the map is created and generates more than a homogeneous and uninterrupted terrain, there is no single "optimal" solution.  Rocks will get in the way of your layouts, slower movement tiles will create different realities for better adjacencies, and resources are always distributed unevenly.

That is the essence of this game, and most others like it that include variable starting conditions.  Rimworld isn't colonists versus walk speed; it's colonists versus the environment.  If anyone wants to play for optimal speedruns, devmode the map flat and featureless and go at it. 
#12
Ideas / Re: Long Range Mineral Scanner >> Uranium
December 13, 2017, 06:37:34 PM
Yeah I hit all the small marks on the map.  Uranium appears in groups of less than 6 tiles, so it's easy to spot.  Jade, gold, and chemfuel only...
#13
Ideas / Long Range Mineral Scanner >> Uranium
December 13, 2017, 12:29:42 PM
If any mineral should emit a detectable signal for a long-range scanner, uranium definitely should, but it doesn't (at least according to the wiki definition and all my experiences). 

With B18 dramatically increasing the amount required to build a ship (and each casket needing 20 chunks) it's really hard to find enough.  I'm not saying building the ship should be easy, but my colony has all other materials covered in excess, so the game has become "Uraniumworld" at this point. 

A strategy of mining 0-6 tiles per map quickly becomes unsustainable as the hilly or mountainous world tiles dry up and caravans need to travel farther and farther on slow terrain to find some, if any.  Although this strategy can usually yield many stacks of components (which is a huge time and resource saver), the uranium grind with this method is way too long.

The only other source other than raider weapon drops is from traders, and only exotic traders carry uranium or furniture that might be made from it.  I've gone over a year in-game without seeing an exotic trader, and they don't always sell uranium or furniture. 

I might just try to mod the def for the scanner if that's possible, because this is nuts.  Like 10 hours of gameplay to yield 70 uranium and I need 400 more for all my colonists to leave.
#14
Hell yes, I build the ship.  It's the one thing that is an actual target, giving the rest of the gameplay a purpose. 

But honestly, the biggest motivator is the ending song - pure gold.  This is one of the best game soundtracks ever, and when I do get the ship launched, I let the whole thing play out and just sit and chill to it. 
#15
Quote from: doomdrvk on December 08, 2017, 01:13:26 PM
The multiple colonies option is unbalanced so you're not really even suppose to be using them. But of course people want to, I would be one of them.

Unbalanced or not, occupying multiple colonies has really become an essential part of the game with the many reasons that arise for creating caravans.  Few caravans never settle at least for a little while, when they reach their destinations.  After you reached that downed refugee a couple days away, you were just ambushed by manhunting arctic wolves and that caravan will have to set up camp for several days to heal and take care of business.  That can easily turn into more time if there are resources like compacted machinery or gold to mine, and plenty of easy food to keep the colonists going.

It's really not fair and totally implausible that they'd have any clue that any organs were harvested.  When they return to the butchery colony, then I guess they should get the negative thought, picking up with the timers of everyone else...? 

That doesn't sound tough to make happen but it probably is.