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Messages - JavaWho

#1
Transhumanist trait is not giving a mood buff for a bionic body part.
Sarcophagi no longer gives mood buff to burying a colonist.

Are these intended?
#2
yeah, had it been last 24 hours of ship i would totally get it but it was the first 24 hours
#3
I started the ship at my base, I was on Cassandra Hard, had to tune it down to Cassandra Medium and colony wealth at 280,000, 14 colonists.  Prior I always played cassandra extreme and defended the ship we traveled to many times.

Within 1 minute IRL time I had 3 drop pod raids of pirates, 2 seiges and a drop pod raid of mechs inside my base and in the next IRL minute another raid of mechs spawned on map.

This is a lot, it would be fun on extreme, still maybe much, is this intended?
#4
@tynan New ship graphics are absolutely great.  I cannot show a ramp up graph on this map as I started it prior to it being available.  Curious would you rather hear about the ship defense or see graphs of a new colony? 

Also ... I noticed on caravan missions, when i clicked on the items the traders would purchase, all the drugs were listed except joints.  I brought a few joints on the caravan and the traders did purchase them though they are not listed had I known for sure i would have brought a lot more to sell.  Can we add them into the list?
#5
Quote from: Greep on July 12, 2018, 12:54:52 AM
Blugh.  Apparently the 50 poison radius WAS reverted... or it just never worked to begin with maybe.  plants ~65 tiles away getting poisoned :/  At least the caravans killed all but the centipedes.

It did work when it was 50 tiles, i think the range is now 100 tiles.  I left a poison ship when it was 50 tiles on my base for a couple of seasons lol
#6
@tynan .. I just finished the ship research, i do not want to spoil anything but good on you ... I will have to build a bit more in defense before i go .. but  .. I will most likely build the ship more often now.   :) ;) :D ;D :o 8) :P
#7
@tynan Same colony new graph and I am building the ship, almost have all the materials may be off tomorrow, maybe the next day but I am excited to see the new ship build and continue to experience what it takes to build it in 1.0.  Dev mode 4x speed is awesome

#8
Quote from: Oblitus on July 11, 2018, 01:38:03 AM
Trying to do an arid shrubland run.
- Extreme wood shortage. Have to build with steel early on.
- It is very hot there. Without wood, passive coolers are out of the question. Electricity is essential.
- For the same reason, can't use fueled generators. Now, without early access to solars and batteries, watermill is the only way to reliably produce energy. Starting without a river is very difficult. Well, you can try to tame boomalopes, but...
- While the description says it is not dry enough to become a true desert, it is. Wild herbivores are sweeping the whole map clean from any plants and leaving a map due to starvation. Any animal farming requires haygrass. Any growing zone must be walled off.
- It is sometimes hot enough for boomalopes to get heatstrokes.
- Raiders are coming without proper apparel for the hot weather.

I am just researching the last item to build the ship in arid shrubland unstable 1.0, just need plasteel.  It is hot but wind turbines are available until battery and solar research are done, which i prioritixzed,  and it worked quite effectively for me.   Also the cacti and drago tree do give wood and once you research trees cacti harvest fairly quickly and tynan upped the resource to 20 timbers on harvest.

The only issue i have is not being able to restrict refueling the passive coolers when you do not need the use of them.  It is such a waste to refuel the wonderful working primitive coolers at 70F or 21C when it does cool off and you need to save your supply of wood.

https://steamcommunity.com/sharedfiles/filedetails/?id=1438004942
#9
Quote from: jchavezriva on July 10, 2018, 10:45:20 PM
Looks weird how they can chit chat in middle of a insulting spree.

It does look weird, but i find it ever so entertaining lol
#10
High Explosive shells and blowing up ships and mechanoids then and now:

https://clips.twitch.tv/DeliciousAntsyClintmullinsPJSugar  Pandora Extreme story teller but acts the same way with Cassy Extreme and 24 high explosive shells around the ship.

Now I dropped my cassy down to medium to show this point and here are the pics with 42 shells around the ship. No Centipedes, 2 scythers and nearly twice the amount of shells and neither scyther died.  The pendulum has swung quite far.





#11
  Latest colony graph image.
#12
@tynan ... For many of us the thrills of Rimworld is not the so called win "build a ship", travel to the existing ship and defending it is quite fun, but the thrill comes in building the biggest baddest base you can and see how long you can keep it alive.  See how much you can take on before Rimworld destroys you.   

If this is playing and building indefinitely then i guess that is how many of us play and that we want to shows you designed a great game.

There is talk of many cheesy things people do, such as take advantage of the way doors were but people can choose to play the way that makes them happy, the way they enjoy.

Personally i think someone playing on extreme keeping their colony wealth under 50k with 9 or under colonists on a 6-12 year old colony is not extreme at all.  It plays like some challenge even though they are on extreme and cheesy.

Keeping dead animals in the freezer not butchered so it does not count as wealth with meat and leather is cheesy.

Keeping dirt floors in the bedrooms and putting in nothing but a bed and planting lilies on the dirt to cause the beauty and though they will never grow the beauty buff is there and it causes no wealth and keeps the colonist happy and the raids extremely low key is also cheesy.

I could go on and on but many of us love to build our extreme mega colonies and play this game to it's full potential.  We love getting wiped out and doing it bigger and better but the new mechanoid changes are making this hard for us to do.  No colony is endless, Rimworld eventually always takes us down somehow but it is nice to be able to build big to watch the big fall.

#13
Quote from: Tynan on July 10, 2018, 03:09:47 AM
How are you guys getting million+ wealth levels? What do your colonies look like? How are you playing - just to grow indefinitely?

I have not reached 1 million in unstable 1.0 because i keep trying new biomes, missions and moving, but i have reached 400,00 mark.  Traps cause a massive increase in wealth, quality furnishings, armor etc.. In b18  often had bases of 2 mil and loved taking on hundreds of mechs and raiders.  Since unstable 1.0 i have not been able to do this because it is too hard for me at the moment as i try to sort out a game plan with the new mechanics to make a base of that value.  I guess i could start on medium or less build and build and then change the difficulty but where it the fun in that?

https://steamcommunity.com/sharedfiles/filedetails/?id=1437098091 as good as i have been able to do with unstable 1.0

https://steamcommunity.com/sharedfiles/filedetails/?id=1367526112 B18 base worth over 2 mil that I absolutely loved

https://steamcommunity.com/sharedfiles/filedetails/?id=1437103032  And a literal "RIMWORLD" base just for fun


These bases are always a blast, but i have to admit I cannot take on in Unstable 1.0 in any shape or form (Hard) what i was able to take on in Extreme B18, A17, A16 etc..  But I am trying to learn.

Past versions, raids in action pics
https://steamcommunity.com/sharedfiles/filedetails/?id=1433665527
https://steamcommunity.com/sharedfiles/filedetails/?id=1382222257
https://steamcommunity.com/sharedfiles/filedetails/?id=1436002576

I loved the tornadoes ripping through bases worth 2 million and forcing me to rebuild just like an infestation would
https://steamcommunity.com/sharedfiles/filedetails/?id=1383967260

These pics may not mean much to everyone else but they are my entertainment,my fun and I really hope that I can still have this same type of fun in 1.0. 

#14
Quote from: Greep on July 10, 2018, 12:30:32 AM
One of my pawns also hit a trap.  There was a note about traps being changed again, but was left vague.

Thank you for the feedback, glad to know someone else noticed, would like to have more info on how they are suppose to work now.  I also noticed raiders moving around them once again and not always getting hit.  I like this, but not sure if it is the intent.
#15
I have read so much, but I may be missing this and do not want to comment before I know exactly how traps are suppose to work today.  Were they readjusted?  Trap event is happening for me today, 2 pawns in 2 days hit my traps.  I am okay with this if it is suppose to be that way.  In fact I am quite happy about it.  If that is the case can our friendly traders hit the traps once again?