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Messages - Quazimojojojo

#1
General Discussion / Re: I Call Bullsh*t
November 05, 2017, 05:38:02 PM
Quote from: Bozobub on November 05, 2017, 05:19:10 PM
Hurricanes that destroy mountains that cannot be prepared for *in any way* = loss of agency.

He patched that a couple of days ago. They can't destroy mountains or natural rock walls anymore, and do reduced damage to other things. Check it out
#2
10. Feed a prisoner one dose of lucuferium then release them, hoping they come back with a vengeance (and more luciferium?)
#3
Quote from: PhantomFav on November 03, 2017, 03:39:35 AM
Hey Tynan I had the problem with the tantrum too. A key protection wall wasn't built in time because my builder pawn were too busy repairing furnitures with 290/300 hit points...

But I have a solution without the repristination of the repair button! You can simply change the priority in the building task. Now the pawns, between building a new wall and repair an old one, chose the repairing task, but it will be more functional if the priority were changed.
This because we have the button "Forbid" on building walls, but not on the damaged one. So, if there are walls in construction, and a repair is needed, we can forbid the construction, and the builder pawns can go on their repair task without hesitation.

What do you think about this?

I just want to second this. As much as I want the repair button back, this is the next best thing. Either that or allowing a way to forbid repair jobs without forbidding all use of an object (which I can only imagine is a much more complex coding task than re-arranging a priority list).
Having my builders break off from what I want them to build to go fix that one bit of wall someone accidentally shot while hunting, or repairing damaged walls before patching holes, is at best annoying. At worst it gets colonies killed by manhunter packs because you didn't force the pawn to work on every individual tile of new wall.

Mods that change that specific aspect of the game are one of the few I ever use, because every single change you've made since I joined has improved the game, except for this. Please, PLEASE, change the priority list, or put the repair job back.
#4
What are the numbers by the colonists' names for? Organizing them into squads or something?
#5
The key thing to remember here with all of these suggestions is that the player has to have SOME way of countering or preventing the effects of whatever it is that happens. Basically everything in the game as it is can be planned for and mitigated/prevented outright. This is very important, because if you can't stop something, then you take away player agency which kills fun even faster.

"Here's an event that forces you to go repair things for a while and there's nothing you can do to stop it". How is that fun? And yeah, I'm aware that's already in the game, and it's not fun. All it does is encourage optimization of device usage, because they all are liable to break and cost resources, but it also discourages redundancy to prepare for other events. The mod that gives everything a maintenance stat is much better because, if the player is diligent about keeping their turrets well oiled, there's little risk of them heading down right as a raid is walking up. Not a huge change, but it gives the player agency.

Runaway colony wealth is a problem for the late game, but let's be real: if you can reliably get colonies that far, this is a problem of you being too good at the game and getting bored. A perfectly run colony absolutely should be able to get fabulously wealthy and become largely immune to raids/starvation. That's kinda the goal of the game. Adding a time/resource tax in the form of nanites eating everything is both frustrating and boring. Adding a migrating herd of muffalo that like to munch on just about everything but trees(at mentioned above), and might stampede if you try to hunt them is much more interesting. You'll have to wall off your fields, or get them to stampede into a minefield or something, or risk losing your whole crop to a lot of hungry muffalo. Adding a wandering pyromaniac with a delayed rain timer (so nature will wait longer to put it out for you) is interesting. Especially if the pyromaniac is not marked as hostile, but is basically just someone on an extended mental break. Small chunks of scrap that might damage, but not break, walls falling of of ship chunks or mineral-rich meteors with a wider spread (and thus chance to hit the colony) are more interesting.
#6
That's the Crux of my complaint for repair not existing: you can't forbid repair jobs. You can forbid construction to control what gets built in what order with some micro, but you can't do the same for repairing. As much as I love the repair job and want it back (the fluffy work tabs mod does more than I want it to, so I'd love to not have that mod be more or less mandatory for me), it would be much much less painful of a loss if we could forbid repairs on walls and such.
#7
Quote from: Razzoriel on May 18, 2017, 11:36:48 AM
Urbanites would think any natural landscape is beautiful. Those who live on them, though, nah.

As someone who spends almost all of their life in cities, I can attest to this. Basically any natural setting is gorgeous, at least for a little while, and especially when I haven't seen any undeveloped land in a while.

Farms don't count. Unless they have horsies grazing. Gotta love horsies.
#8
Off-Topic / Re: Embark
May 18, 2017, 12:35:53 PM
Definitely color me interested. It looks like minecraft but as a colony manager, and I'm all over that. Might even get me back into minecraft to test out designs for fortresses before ordering the settlers to build them.

Space future mod when? I need gun turrets on those walls. And a deep underground movie theater.

When it comes out on greenlight, make your own forum and send us a link! We've all already given tynan our money so I'm sure he won't mind TOO much.

(as if I'd ever truly give up rimworld. It's like dwarf fortress but I can understand what's going on!)
#9
They're used for Ship Reactors. Under the Ship tab. You need the ship research too, of course. Very end-game stuff.
#10
Quote from: Neotic on May 17, 2017, 11:43:23 PM
Quote from: Ouroboros on May 17, 2017, 04:45:32 PM
I don't get it. Why do sand give -1 beauty? Sand looks beautiful :( Anyone?
I think the same can be said for plant life. Not just flowers, i think grass and trees look nice.

trees do give a beauty bonus. Grass is neutral if I remember correctly, which makes sense given that grass, like sand, looks nice when it's viewed from a distance as part of an expansive landscape, but when you're walking on it all day it's not quite as pretty. Not to mention there's a lot of species of grass and some are ugly (depending on who you ask) or painful to walk on.
#11
So did he re-separate repair and construction, or are they still one work priority? That was easily my biggest complaint for A16 and one of the main reasons I stopped playing until this update. It's ended at least one colony of mine where I wanted the builders to emergency deconstruct walls supporting roofs over important spots, or to just deconstruct the roofs themselves, but they instead insisted on repairing things first. Yes, you can manually force them to deconstruct, or build, things but it's frustrating to do for any more than a handful of items since pawns like to immediately walk away from the work area upon completion of a task. Sometimes directly into the fire I want the rain to put out.
#12
Man, I just want a caravan of bears, pigs, and huskies. Is that too much to ask?
#13
Speaking of caravans, can you still only put things on muffaloes and dromedaries, or did he finally allow you to use any animal capable of hauling to carry stuff?
#14
Off-Topic / Re: magnetically driven engines
April 30, 2017, 06:03:59 AM
Mumble,

Build a prototype. Get some physicists to verify that it does in fact violate the first law of Thermodynamics, and then people will believe you.

Yes, it is hypothetically possible that the first law of thermodynamics is flawed (key word, hypothetical). But it's hypothetical in the same way that there are hypothetically an infinite number of universes, and, given that some of them will not follow the same laws of physics or the same timeline as our own, someone will open a portal into your room and offer you a kingdom made entirely of sour cream.

That's what this really boils down to. Prove it, either with math (the language of physics and the reason we have the laws of thermodynamics) or with a prototype, verified by physicists. And if you can, please do so, and then promptly forget about me because with that device you will be one of the most famous and wealthy people alive.
#15
General Discussion / Re: Round robin game
April 02, 2017, 12:26:09 AM
Color me interested. How/when will we be notified? What difficulty? Randy rough? Permadeath no save-scum and no dev-mode (going on the honor system) for consistency and simplicity?