Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Aerial

#1
For a long while I was playing Randy Random but adding regular raids because it could be whole seasons between raids (even on Savage) and it got boring.  Now I've discoverd Rainbeau's Rainbeau Flambe storyteller and he provides just about the right mix.

I also like to do very cold worlds (not quite the sea ice challenge because that's too much micromanagement for me) but I give the colonists starter parkas that are good through the summer months and disable the pet.
#2
General Discussion / Re: New Person Questions...
November 05, 2018, 04:17:04 PM
Quote from: johnyoga on November 05, 2018, 02:24:46 PM
Yes, I know...That is not the case. When ever I see some Colonist get ill, falls over somewhere, I get another Colonist to take them to their bed and tend to them with med packs.

More often than not, they simply get ill, go to their bed (either carried or go there themselves), and die, even after doctoring. As mentioned, there is a point where no one can tend to them, there is no selection to do so. And so I simply scum save, and start before they get sick...I may have had the Patient - Doctor - Bed Rest priority levels set wrong; I'll play around with the next time someone gets sick.

The feeding one is what annoys me more. Meals are within a short walk, and they simply don't bother to eat and unless I manually have them pick up a meal pack, or kill something and eat it.

Thanks for responding, Aerial.

I honestly want to tackle this, as the game is growing on me.  ;)

Regards,

Marc

Are you using any mods? 

The food behavior, in particular, doesn't sound right for the vanilla game.  The only thing I can think of to prevent them from eating when hungry would be if the pawns were restricted to an area where they can't get to the food.   Are they getting the "hungry" mood reduction and/or "starvation" health condition?

For the dying after tending issue... Two things I can think of that could be causing that: infection or disease.  However, you should be able to see both in the pawn's health panel by right clicking on the condition. 

If you haven't tried deleting and reinstalling the game, you might do that.  It's always possible some file is just messed up and you're not getting a properly functioning game.
#3
General Discussion / Re: New Person Questions...
November 05, 2018, 02:14:18 PM
If the unconscious pawn is not in a sleeping spot or bed, no one will tend or feed them.  If the pawn has a yellow "!" floating over them, they are not in a bed and need to be rescued (or captured) to be put in one.
#4
Quote from: fieldarchy on August 22, 2018, 06:03:32 AM
I don't mind the way the leather system works. If anything, I'd like to request an option for salvaging or repairing clothing.

The Vegetable Garden mod adds this, if you are okay with using mods.
#5
I'm in the opposite camp.  I much prefer the current order, if I have to have an order specified.   However, I still think the jobs should be split in the work tab so people can customize it to fit their needs.  No single order is going to work for everyone, or even for a single player in all situations.
#6
General Discussion / Re: Getting a handle on meat
August 16, 2018, 03:06:34 PM
Quote from: Broken Reality on August 16, 2018, 02:02:15 PM
What this thread seems to boil down to is a group of people discussing ways to make things harder, take longer and be more frustrating. People are also not thinking about the whole game or even the biomes that their suggestions to nerf hunting and remove all meat from manhunter packs to make farming needed for meat and leather will effect.

They so far haven't thought about what you are to do for food early game when your meals run out and your rice has yet to grow enough on a desert or other low forage map. Are we supposed to now just not play those maps?

Had a problem and lost your food supply and no crops ready to harvest (raid, fire, loss of power) well that's GG if hunting isn't a thing. Caravanning running low on food, want to stop to hunt so you can make it? Well some of these folks think you should get less food or very little.

Can manhunter packs bring in a lot of meat and leather? Yes. But it is the last combat event that has any form of risk/reward tied to it. Normal raids your reward is a slim chance to have someone live to recruit and then you get penalised by having to bury/burn corpses and the resulting mood debuffs for corpses, late game you also get a ton of mostly useless wealth generating weapons that just increase the next raids size for you. Mech raids now give far less materials on disassembly so their risk / reward is far worse now. Manhunter packs you can choose to ignore but if you do fight them you can get rewarded with meat and leather for your risk. Don#t want the increased wealth from taking those? Don't kill them. Wealth control being a larger concern now with how expectations and raid scaling is now.

The question is about how to make keeping livestock advantageous enough to be worthwhile.  Right now, on friendly biome maps where you have the natural resources to keep herds of livestock it doesn't make sense because hunting nets you everything you could get from domesticated animals, only faster and at less cost.  No one is suggesting the number of animals be reduced on difficult biome maps where animals are already scarce and raising livestock is already difficult.

I have no issue with manhunter events continuing to deliver leather and meat to your door.  That's a great event and can make or break a colony that's starving. 
#7
Quote from: RawCode on August 16, 2018, 08:00:35 AM
game dropped "planks" and similar stuff long ago, overcomplication just for overcomplication is not fun.

we ever have chocolate dropping from trees in form of bars...

I think it really depends on the player.  Rimworld appeals to a pretty diverse group of gamers.  Some are more colony-manager fans, some are more survival players, some are more action or strategy or RPG.

I lean toward more processing steps, in general, because I like the sense of industriousness and accomplishment when I am able to produce finished goods in my colony.  Chocolate bars dropping from trees and reams of cloth dropping from cotton plants feels cheap in that regard because I didn't have to work for them. 
#8
General Discussion / Re: Getting a handle on meat
August 15, 2018, 10:04:13 AM
Quote from: Call me Arty on August 14, 2018, 06:25:28 PM
Sure, it's a rough idea, but I think it could go somewhere. Better than having reliable meat-piles just wandering around a bunch of walls and constant gunfire.

Both wild and domesticated animals get used to constant gunfire.  We kept horses at a ranch next door to an outdoor shooting range (so mostly rifles) and rode on the federal reserve land that surrounded the area.  Lots of deer and other wild animals, along with our domesticated horses and the barn dogs and cats.  None of them some much as blinked when they heard gunfire, including the deer we encountered on the trails.

In the game context I agree with your point that the wild animals shouldn't be such easy targets, but it's not as unrealistic as it seems.  If hunting had been allowed on that federal land the deer probably would have been a lot more skittish, but as far as they were concerned the gunfire was just noise.
#9
Ideas / Re: My problem with skill decay.
August 14, 2018, 03:35:54 PM
I'd like to see a floor tile type called "sparring mat" that melee pawns can go to for sparring time that would train melee.  Brawlers and bloodlust could get a mood boost from it as a joy activity, too.  Likewise, there should be shooting targets that could be used to establish a shooting range where pawns could train shooting.

The rate of skill gain is what would make this balanced because the time spent training is time the pawn can't do other tasks.
#10
I would enjoy having more raw material processing, as long as it didn't go way overboard.  One of the things I really like about the Vegetable Garden mod is the fact that cotton has to be processed on a loom to get cloth, and rice/corn/wheat are ground into flour for recipes, etc.

I would enjoy similar additions, such as:
1.  tanning hides to get leather
2.  processing raw steel, silver, gold, etc into ingots (and maybe minting into coins before it could be used for currency?)
3.  mining raw metal ingredients (iron, copper, carbon, titanium, bauxite, etc) to make multiple alloys to flesh out the technology levels or even just for diversity
#11
General Discussion / Re: Getting a handle on meat
August 14, 2018, 02:37:43 PM
Quote from: giltirn on August 14, 2018, 12:07:01 PM
I would prefer a buff to livestock rather than a nerf to hunting. On colder biomes with short growing seasons, hunting is very important to survival, not just for meat but for clothing. On these maps livestock is already very difficult to maintain due to the requirement to stock haygrass for the long winter. I like the idea of giving more meat from tame animals.

This would be a good reason for winter forage to be possible.  The idea that animals all starve during the winter is kind of ridiculous, and though I understand the purpose from a gameplay standpoint, I think it makes a lot more sense gameplay-wise to add some realism.  Let winter forage be sparse and require more squares ingested for the same amount of nutrition compared to the other seasons.  A small number of animals on the map would then be able to survive by roaming around quite a bit to graze.

If you keep livestock and want to keep them in a small, more easily protected area, you'll need to supplement their feed with hay or crops.  The advantage is a sustainable meat source for cost, but hunting remains viable.
#12
Quote from: ticket on August 10, 2018, 12:23:18 PM
Quote from: cloudchild on August 10, 2018, 11:22:51 AM
It seems that unsmoothed stone floors don't generate dirt or trash from animals/colonists. I had a room in my colony that only had this floor type and I never had to clean it and the room had a cleanliness rating of 0. Made an excellent kitchen but seemed like it is unintended. Haven't tested it on multiple rooms yet so maybe I was just getting lucky.

I think you were just getting lucky. Trash/dirt definitely comes up on smoothed stone floors for me.

Smooth stone floors accumulate dirt.  I believe un-smoothed stone floors do not, which is what the original post was about.  I have used this as a way to keep a clean kitchen during the early game when food poisoning was tuned really high, but it feels cheaty.
#13
General Discussion / Re: Getting a handle on meat
August 09, 2018, 03:35:56 PM
I think a couple of suggestions from the other thread are far simpler to implement and would cause far less change to the existing Rimworld mechanics:

1)  Either let livestock animals produce more meat and leather per animal than wild/hunted animals or significantly reduce the number of wild animals on the map.  Right now, hunting provides too much meat, period.  Meat should be a relatively scarce resource unless animals are raised for slaughter.
2)  Let number of wounds or type of trauma affect amount of meat and leather from butchering.  If a manhunter gets shredded by a turret or IED, it provides little meat and no usable leather.
3)  If 1) is implemented, milk and eggs become valuable as a renewable "meat" resource.  Alternately, milk/eggs/insect jelly required for lavish meals could be a way to make raising animals more appealing.
#14
Quote from: erdrik on August 09, 2018, 01:12:13 PM
Different Colony Stats should attract different events.


  • Wealth should increase the chance of Basic Pirate raids, and raids from other non-pirate hostile human factions. But defensive strength(any building or colonist capable of dealing any form of damage to another pawn, and any animal trained to release) should decrease the chance of such raids.


  • Large food stockpiles and large fields of at least half grown crops, should increase the chance of manhunter packs. Manhunter packs should be split into two groups. The "guards" and the "locusts". The guards hang out around the doors of the colony as normal, but the locusts will ignore humans and instead make a beeline for the crop fields and eat everything they can(or in the case of carnivores just destroy crops). Once the locusts have had their fill they meet up with the guards so they can switch roles.


  • Defensive strength should increase the chance of mechanoid raids, mechanoid ship parts, drop pods, sieges, and sappers.


  • Colonists that have been captured and recruited should increase the chance of a Raid from the faction they came from. Colonists that joined of their own free will or were rescued from a Chased event should reduce the chance of a Raid from the faction they came from, and increase the chance of future "Chased" and "Join" events.


  • Cosmic events(solar flares, eclipse, ect) should be purely random and time based.


Basically colony wealth should only ever attract low level basic human raids. And defensive strength should be the attractor for most of the other heavy hitting raids. That way the player can down scale their defenses if they are attracting too much attention. The important part will be balancing basic raid strength so as to make sure there is always at least some threat to encourage building defenses.

These are good suggestions.  However, there still needs to be some mechanism to determine the basic strength level of any raid or pack that is generated.

I think raid strength should fundamentally be time-dependent.  A simple line or curve whose slope (or equivalent if a curve) increases with difficulty level (basebuilder would be pretty flat, extreme quite steep).  Difficulty *should* increase with time, requiring a colony to advance to survive. 

That said, the basic shape of the time curve should be modified by things like:
1.  Total number of colonists (potentially could make violent-capable pawns count more toward this than non-violent)
2.  Combined strength of combat-capable animals.  Four rhinos/elephants/thrumbos should add more to raid strength than 4 artic foxes, for example.
2.  Number of defensive installations (traps, turrets, sandbags, mortars, IEDs, etc), including those in storage
3.  Highest-technology level of armor and weapon(s) equipped or in storage (i.e. there's an orbital bombardment device in storage so raids would be a little stronger, even if everyone is using bows and clubs)
4.  Total number of defensively useful structures (i.e. doors and walls).   This would have to be balanced against the total number of colonists so that an ordinary base appropriate to the population isn't punishing but someone who has built 300 doors to maximize door peeking or a vast maze of double-thick walls will see more difficult raids.  This factor could potentially be used to penalize mountain bases without requiring massive infestations as a counter.  A mountain base could simply count as a huge number of walls.

And on top of that, the current concept of adaptation also should be incorporated to dynamically adjust the raid strength *somewhat* in response to  spectacular success or failure of the previous raid to help prevent death spirals.
#15
Quote from: erdrik on August 03, 2018, 11:10:11 AM
Quote from: alxddd on August 03, 2018, 09:12:14 AM
Quote from: mlzovozlm on August 02, 2018, 03:20:21 PM
p.s: Randy - Rough - Mountain - Temperate Forest - Perm. Summer
the revert of trade ship makes dumping materials impossible, now my base's floating in leather, fur, wool, flak vests, flak pants, simple helmets, dusters, & all kind of apparels+weapons :| 6 full trade beacon stockpiles waiting to be freed up
now this i don't get. I didn't even have a comms console for the longest time and I still found the bulk traders frequent enough to be able to dump all my old clothes on them. i've found trading really satisfying this build. trade ship are pretty infrequent, but I think they should feel special. It's a rimworld not a central planet, you know?
Same. Faction traders have been plenty for me to unload unwanted assets.
It makes me wonder, if incoming trade caravan events actually consider what the surrounding faction villages are capable of selling and want to buy?

I could see mlzovozlm's problem if a colony spot was picked where all the surrounding faction villages don't want any bulk products...

Randy Rough - Boreal Forest

I settled in kind of an isolated area (6 days to nearest settlement) and have not seen a single trader yet.  I'm approaching the end of my first year.  I don't know if distance to settlements impacts trader frequency or if it's random, but that's another possibility.