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Messages - Hoshi

#1
Ideas / Re: Reworking sexuality.
November 05, 2018, 02:28:58 PM
That is pretty unfair, yeah. I don't think it's enough to just make the other traits visible because it's obviously a disadvantage, losing a slot and all. I'm in support of any changes to improve this.
#2
Ideas / Re: Reworking sexuality.
November 05, 2018, 02:04:55 PM
As long as it doesn't turn into 72 different genders and sexualities, I don't see a problem with making a sexuality category for colonists. Given that fact, "Asexual" and "Bisexual" would also be nice to add if we're going to have a separate category for it. It does seem like an element that would improve the story telling aspect of the game.

On the other hand, it does seem like a minor issue and the game is fine as it is without the changes. And I can see why people would find it unnecessary and also unnecessarily emphasizing sexuality and preferences in a game that may not be of the genre to put such things at the forefront of the experience it intends to provide.

I personally don't want it to become a product of someone's agenda to force such topics into the game, even if it is harmless and fair, the intent is very important.  As the saying goes, if you give some people an inch, they take a mile. If it ever does though, and it goes out of control, and we have a million different genders in the game, featuring blue haired lesbians with the misandrist trait. I just want the option for my colonists to identify as an attack helicopter, thank you.
#3
General Discussion / Re: New Person Questions...
November 05, 2018, 01:53:06 PM
Hmm, that "rest priority" may be there due to a mod that I've installed without knowing what exactly it did. I think I do remember that it's not there in the vanilla game. Perhaps you can consider adding some mods to improve your experience as well. I certainly can vouch for some QoL mods that don't feel like you're changing the game too much.

I hope I was able to resolve a few of your issues. You're welcome, friendo.
#4
General Discussion / Re: Introduce yourself!
November 05, 2018, 01:46:14 PM
-What introduced you to RimWorld? Or to this style of game in general?

I played Prison Architect and enjoyed it for a bit, then Factorio. I like having a game that I can just pour hours into and enjoy learning about for long periods, weeks and months, maybe even a near. The time came for me to find another one of those games and Rimworld seemed to be a good choice after seeing it on Steam every once in a while and reading all those positive reviews, people writing about their interesting stories in the game. This game seemed like on that combined the two games that I mentioned and enjoyed very much above. So I decide to take a shot at it and bought it on Steam. I admit, I thought it wasn't going to be fun at first, but I gave it a shot and kept at it. Eventually it won me over, and it's a pretty great game.

-What's your favorite other game?

Deep Rock Galactic. Updates for it never seem to disappoint. It has it's own little charm. The developers seem to have their ducks in order, and it keeps getting better and better the more I come back to play it. Other games include Overwatch, and yes, Fate Grand Order.

-Most embarrassing gaming-related story?

If there was one, I would say that time my colonist got caught in her own trap and died while I wasn't paying attention. It happened so fast, that hot wash of shame, realizing what had just happened as my mind desperately searched for some external reason to blame left me speechless, and in the end I had to accept that something stupid just happened... and it was all my fault.

-What kind of breakfast cereal is the best?

I really enjoy Tesco's Honey Nut Clusters. I'm not naive enough to consider it any healthier than your Frosted Flakes or what have you, but they have so much density and texture that goes way beyond your conventional "puff", "flake", or "crunch" cereals that just taste airy, powdery, and sugary.
#5
General Discussion / Re: New Person Questions...
November 05, 2018, 01:17:37 PM
Quote from: johnyoga on November 05, 2018, 09:37:26 AM
ONE.

I have food restrictions off.
There is plenty of pre-packaged and other food; it's close by.
Work Paths/Jobs are close by.
Played around with many levers, including allowing Colonists to Do Anything across the hours.
Colonists can't feed them/can't give them medicine, especially if victim goes unconcious.

I'm not that great of a player myself, but let me see if I can suggest a few things.

- Did you unforbid the packaged food?
- Have you stored them in a storage area?
- Is your food restrictions set to Lavish so the colonist can eat any kind of food?
- Are your colonists drafted? If they are drafted, they won't do anything automatically

That's about all the stuff I can come up with on the food matter.

Quote from: johnyoga on November 05, 2018, 09:37:26 AM
TWO

Colonist gets hurt.
I have Self-Tend on with highest medical slider on
Doctoring is on for all, and I do bring that up to Priority 1 when this occurs.
Someone else can lift them up and put them in the bed and give them medicine.
Sometimes the Colonist gets a little better, but often then turns around gets worse, goes unconcious and dies.
Other Colonists don't have a selection to help them after a while, especially when sleeping/unconcious.

- Are their bed rest priorities on 1 as well? If they don't commit themselves to bed rest until the red bar under their name is gone, they might make their injuries worse and die.
- Have you ordered them to rest until healed?
- Are the injuries properly treated by a doctor until the chances of the patient dying are completely gone? If you check the health tab of the hurt colonist, you can see if he has cross shaped bandages next to his injuries, that means that they've been treated and all that's left is for them to rest until they're fully healed.
- Once again, are they drafted? Are you putting them to work too early before their wounds are completely healed? (Until their red bar is gone).


That's all I've got, I wish I could have made more suggestions. Please excuse me if I've made suggestions that are really obvious.
#6
Yeah, that steel slag is an item on the ground. It's something you pick up and smelt to make steel, one way of getting steel in the game.

The other would be the way the tutorial wants you obtain the steel, which is to mine it out of the walls of a hill somewhere. You can mine those. Natural rocky wall surfaces are the only things you can mine.
#7
General Discussion / Re: Tips for wealth management?
November 05, 2018, 01:00:45 PM
Quote from: TheMeInTeam on November 05, 2018, 09:37:46 AM
Quote from: Hoshi on November 05, 2018, 08:36:05 AM
This entire game seems to just revolve around wealth, it shouldn't be that big of a factor to the point where it can make or break your game imo.

It was pushed more in that direction since this thread was started, both directly and indirectly.  By the latter I mean that means of defending yourself cleanly became more scarce, which disincentivizes scaling raids into large numbers because some of them have fewer/messier counterplay options.

Wealth management is therefore a significant part of the game, heavily emphasized by the design despite some comments not to worry about it in the past.

I think while the possibility of higher threat raids should still be there and certainly more probable, there should also still be the chance of smaller and less threatening raids as well, instead of wave after wave of increasingly dangerous raids. Having lots of wealth and having nice things is a fun part of the game, but it seems like it's just punished to heavily in an all to obvious and eventually overwhelming fashion. It also seems like every time I make something nice or store something up, there will be a constant fear of it ending my game making it not worth it at all.

It also makes no sense that I'm putting myself in danger because I have too many piles of rice, some nice furniture, and some very nice T-Shirts. This system needs some changes.
#8
It may just be your luck. There shouldn't be any reason for anyone to have made Heat Wave a fixed event for every game. You said it yourself, "non-fixed".
#9
General Discussion / Re: Tips for wealth management?
November 05, 2018, 08:36:05 AM
This entire game seems to just revolve around wealth, it shouldn't be that big of a factor to the point where it can make or break your game imo.