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Messages - Rulin

#1
Ideas / Option to limit linear difficulty increase
August 11, 2020, 02:04:46 PM
I was always more the builder & hoarder type when playing Rimworld. (actually in every game)
Because of that, the previous way the game threw "challenges" at you always bothered me. Especially in the late game, were I accumulated a lot of stuff (aka wealth) in all its forms (structures, food, medicine, mod items, art...), raids and other hostile encounters became too big to handle. Not that I couldn't, but I never really liked the micro that is involved in these huge battle scenarios and the overall focus of attention on the military aspects of the colony.
Of course I could just play it out in realtime after I placed my colonist, but the game tends to attack you from more and more directions and this approach usually ends in lots of death in destruction.
If you look back this became more problematic (for me) once the devs realised, that people were exploiting the potential of their killboxes and traptunnels, which made bigger raids much more managable back in the day.

The new option to remove wealth from the difficulty calculation really excited me at first. But now after listening to tynan in his newest dev update video I felt dissapointed that it actually has the potention to make the game even more harsher the longer you play.

Because of that I would really love to see a slider that caps the max size/power of encounters. Even better when you can adjust this while playing.

I could imagine this has the potential to be implemented (later) as a taunt/insult mechanic that allows you to increase the anger of certain hostile factions manually (over comms) or via certain actions. Anger or hostility then would be shown in addition to the relation value.
#2
General Discussion / Anima grass?
May 28, 2020, 08:40:48 AM
What can I do with the anima grass that grows near the new tree?
#3
I guess it probably only spawns on newly created maps. You can place one via dev mode though. Go to "try place new thing..." and search for the Anima tree.
#4
Releases / Re: [1.1] SimpleSidearms (1.4.0)
May 03, 2020, 10:35:46 PM
In my game the colonists loose their sidearm once they enter a caravan. Sidearms are then stored in the caravan inventory, and when they are back in the colony, they will store the sidearm in the stockpile. Is there a workaround for this to avoid rearming them every time?
#5
Hi, is there an easy way to reduce the cost of flagstone floor with the stuffed floors mod? I planned on using the "Flagstone Cheaper" Mod, but it looks like it is not compatible with stuffed floors.
#6
Any update on the 1.0 version? I saw there was some progress towards an update on github, but sadly no release yet.
#7
Releases / Re: [1.0] Better Pawn Control (v1.9.3)
October 30, 2018, 02:44:52 PM
Hey, thanks VouLT for the answer! I will update asap and check if maybe other mods are causing this behaviour.

Edit: I found the mod that affected the policy. Everytime an animal bill in fluffys colony manager gets touched, it will reset the zone of the affected animal to the restriction that is used there.
I could remove the zone restrictions, but then newborns will probably end up in the wrong zones.
#8
Releases / Re: [1.0] Better Pawn Control (v1.9.3)
October 29, 2018, 08:20:00 AM
I am using BPC with a few other mods atm and every time I change the standard animal profile the zones keep switching back after a while. Is this WAI? Do I miss something here? I am using the mod for the first time, and I want my animals to stay at their secure zone until I change the whole profile back.
Does something maybe change their zones when no food is nearby?

Better Pawn Control 1.9.2 Version with Rimworld 1.0.2059.
These are my current mods: https://i.imgur.com/MHpEG9t.png
#9
I hope this gets an update for 1.0 at some point. The overlay for fertility is super helpful!
#10
Releases / Re: [B19] No Infestation
September 24, 2018, 03:14:04 PM
Does this mod also disable infestation events from deep drills?
#11
I am getting wrong faction colony tooltips with "more faction interaction" and the newest game version. (1.0.2026 rev1215)



[attachment deleted due to age]
#12
Looks like other mods can overwrite the UI toggle button. Using the current mod with the newest 1.0.2026 version atm.
I think it might have something to do with this one: https://steamcommunity.com/sharedfiles/filedetails/?id=1339135272
It adds three new overlay toggles to the game.
I just tried loading Heat Map before the TD Enhancement Pack, didn't work.
Hmmm... I am also using the Cleaning Area mod which has a toggle. So it might have something to do with this one...

Edit: No, I just loaded Heat Map without any other mods. For some reson the toggle button is not showing up.
I noticed there is a new button in my game version. "Automatic rebuild of destroyed structures in home area". So maybe this is blocking the button? I don't know...

Also allow me a small suggestion: A "back to default/vanilla settings"-button in the mod options menu would be nice to have.

Btw, what values do I have to change so my fridge is not heating up that fast due to door opening and other things? I tried adjusting the numbers but the temperature doesn't really change. 28°C Outdoors, 0°C Indoors -9 target. It is not a big room and I am using 2 ACs.

#14
Storyteller: Cassandra
Difficulty: Builder - Naked Brutality
Biome/hilliness: Temperate Forest - Flat
Commitment mode:  no (what is this?)
Current colony age (days): 236 (colony started with version .1959, now in .1980)
Hours played in the last 2 days: 10+
Complete mod list: none


screenshot gallery: https://imgur.com/a/1UsJl0A (3x with history graphs)

This is still my first naked start colony.
Played alot over the weekend.

Because I reduced the difficulty at some point back to builder, I was able to really focus on... whatever I wanted to do, really. Sure it takes some time, especially when you start with a single naked pawn, and stuff like plasteel and gold is rarer in this version, but eventually I am able to get everything when I really need it for something. Exept maybe for healer serum etc.
Haven't built/researched the long range scanner or deep drilling yet, it is next on my list though; but so far I am doing just fine with trading or scrap metal from scyther raids in terms of most rare materials.

I did quite a few caravan trips so far.
In the beginning a couple of rescue missions, 2 or three peacetalks, only one assault (risky... I guess), 1 or 2 hidden items and a handful of contract missions. Mostly in the mid and endgame.
Last one was in winter with one pawn getting the plague early on. Probably one with sickly trait that forgot to take his meds in time.  ;)
This resulted in a very long/slow trip, but we made it just in time to deliver the guns for the contract.
Btw, imo it is not very logical that a pawn getting carried by a muffalo? results in such a reduced removement. Too bad I cannot remember the correct value, but it felt a bit harsh.
Maybe it was not taking into account that there were muffalos in the caravan, who could easily handle an additional meatstick on their backs.

I get ambushed here and there, but it never felt like a huge threat. I don't remember every "group" but often times I had only one raider or animal attacking my 4-6 colonists.
Not that I enjoy the beeing ambushed by huge gangs, but I think with 4 or more people in the caravan it should be at least 2 creatures incoming.

Because my colony is getting really big in terms of members, I guess I will start doing more riskier stuff like attacking another colony.

Even though I am playing on Builder difficulty, I still wish the world events that sometimes pop up on the world map would be more consistent.
It feels like there are sometimes days or weeks without anything interesting happening and then suddenly 3-4 things at once.
Atm I only see an incapacitated refugee on the map. (71 years old, RIP)
I guess installing the long range scanner will help a bit in that regard.

Overall I would like to see a bigger variety of stuff to do when looking on the map. Maybe even things like "Establish an Outpost", "build a barn for a faction" that gives an bonus payment if it is well done, or "deal with an rat infested corn field" on smaller maps. Stuff that is only there for a short period of time or some things maybe even without a timer like install a masterwork statue in a friendly colony ("statue of liberty") or join an assault of a rival colony.

I just had a harsh winter with a long cold snap. Longer than usual. Or maybe it was just the huge amount of animals I have atm that resulted in some starving. First I was able to micro manage with some fresh kibble and insect meat but this was just a solution for one day.
For some reason they stopped eating gras at -10 or -15 degrees, even though I can still clearly see some patches here and there.

Anyway, this coldsnap pushed my plans for a room of hydroponics. Now Cold Snaps like this should be more managable.
Sometimes you get so many new colonists and animals in a year it hits you really hard in the winter.

Cold snaps are quite common on my map, I wonder if the frequency has something to do with the growing period. (40/60)

Would be nice to have a mild winter now and then. ;)
Maybe with a mosquito plague then in the summer, resulting in a (higher) malaria chance and temporary mood debuff.

Stuff I haven't built or done but is still on my to do list:

• Finish the armory to for quicker access to heavy armor.
• Build some mortars.
• Long range mineral scanner action and later deep drilling madness.
• Colony w0r!
• High end armor (marine and energy) and weapons (lance, energy...)
• Remove- and replacment of the wooden walls from the beginning of the colony.
• Opening of the ancient evil caves. Looks like I have two of them on my map.

Btw, I already opened one on a second temporary outpost I have builtm when I was on my way on a contract mission.
Had to make a stop to get more meals before I continued. Or it was because of someting else, maybe an ambush. I don't remember.
I ended up building quite alot there, because of all the compacted machinery in the mountains I had to mine.
I was also traveling with alot of heavy uranium and plasteel (reward or from trade) so I ended up building pod launchers to send most of the heavy stuff via rocked.

Having an "outpost" or "camp" is wishful thinking. The game consideres this a normal colony so you get all kinds of normal stuff thrown at you, which resulted in an even longer time there.
Had to deal with some prisoners for example. I shot one back to main base. Turns out they flee immediatly, when they drop out of the pod.
At first I kept the map open so I could make a stop there during my next trip and pick up some of the stuff I had to left behind, but because even though noone was there, all kinds of events where still happening there, so I decided to give up the map after my second visit.




So among a few other ideas I want to share at the end, an outpost feature would be great. Maybe with a smaller then usual mapsize and a functionality that stops the map once everyone has left it, so the game does not have to process a whole second colony all the time.

Another thing that I noticed are problems with bed ownership from pawns on caravans.
Not quite sure what the usual procedure here is, but it looks like they loose ownerhip once they left the map, so new pawns will be able to claim their beds.
When the old owners return, they will find a new pawn sleeping in their bed (automaticly) if you have forgotten to micromanage the bed situation after recruiting.
It would be nice if a bed will not loose its owner while on a caravan.

Probably not just in the animals tab, the sorting feature does not work properly.
You can clearly see it when you start sorting by allowed area, for some reason it is never able to list all areas of one category in one continuous list. Same for all the other categories here.
Wildlife tab has similar problems.
The Work-, Restrict- and Assign-tab do have a functional sorting though.

A feature request at the end:
A safezone toggle in the animals tab. So all animals enter a designated safezone, with food, warmth, safety from enemies, and get back on their previous area after the threat is gone.
It is always a pain to micro all the zones back and forth. Especially when they aren't even sorted properly. So the more animals I have, the more zones I have to remember.

Thanks for listening!

#15
Sry, I am a bit late with my ramp-up graph (attachment, v1962).
It took me a while to realize, that I had to start a new colony.  :)
This is from a day 48 naked (and afraid) scenario with Cassandra Storyteller on Builder difficulty.

I usually play phoebie chillout - medium or builder, because I don't like to be roflstomped by huge raids or manhunter events. But this aspect seemed to have improved, so I might increase the difficulty on my next playthrough.
Maybe it will be interesting to see my defences get tested a bit more frequently.

In case it might be of interest. I've also added screens of my first 1.0 play"through" up until version 1959.
It's on phoebie-builder difficulty, 328 days old.
https://imgur.com/S0C3uoo

As you can see in the last screen on the right,
https://imgur.com/OgJOS5H (with history graph)
I've played around a bit with techniques how to slow down enemies, since burnt wooden floor meta got balanced. The swamp tiles you can see there are placed via cheat, just to see how effective a slow tunnel is.
Not that I need a perfect defence on this scenario, but it is still fun to theorycraft in this way while playing.

I also often "roleplay" the way I approach building my base. This helps alot to immerse yourself in the story that unfolds in front of you.
To me this often means bigger (more humane) and prettier rooms than necesary, themed rooms (the [color] room, chicken barn, dog house, panic room/bunker, hospital, vet station...)

Btw, it would be great to assign "hospital" animal sleeping spots, like you do with hospital beds.
Animals already go to a high quality bed when they are hurt, but these are often not the ones I placed in a clean room that's designed for surgery.
On the other hand, maybe I should stop putting them in bedrooms... (mostly because of bonded animals)

Also while I am at it, allow me another quick suggestion:
It would be great to use the Z or Y-key to mine (harvest) stone and ores instead of L. It is a key you already use to harvest plants.
So why not streamlining the controls here to some extend? Imo you can also reach it better with your left hand, especially people with qwertz keyboards.

Thanks for listening!

[attachment deleted due to age]