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 - Barley

#121
General Discussion / Re: RimWorld change log
May 14, 2015, 06:40:24 AM
I think the closest allegory to a Rimworld killbox is a castle's outer keep. Once upon a time, breaching the walls of a castle did not mean it had fallen: The archer's firing ports were located on both the front and back of the walls, turning the area just inside the walls into a killzone.
#122
General Discussion / Re: Name a colony!
April 25, 2015, 10:27:46 PM
Rimington. Cuz Im on a rimworld!

Rumington. Cuz everyones on a rimworld and drunk.
#123
Ideas / Re: Furnace Generator
April 02, 2015, 10:01:05 PM
Feels like one of those things that was blatantly obvious only after someone put it in a suggestions thread. :/
#124
Ideas / Re: Gravestones need a "Buff"
March 28, 2015, 03:50:10 PM
I figure this is worth pointing out. Thanks Wikipedia:

On "Rural" or "Garden" Cemeteries:
QuoteRural cemeteries, from their inception, were intended as civic institutions designed for public use. Before the widespread development of public parks, the rural cemetery provided a place for the general public to enjoy refined outdoor recreation amidst art and sculpture previously available only for the wealthy

So yea, people aren't/weren't always uncomfortable around graves. Sometimes they would have picnics among the graves. I'd like to have that reflected in-game sometime, but functionally simply removing the ugliness factor of current graves would be enough.
Maybe you could turn Abstract Sculptures into gravestones/tombs? That would be pretty cool.
#125
Ideas / Gravestones need a "Buff"
March 27, 2015, 09:08:41 PM
Graves currently create a -150 beauty square tile when they are filled, due to basically being stockpiles for corpses. Can we get a fix for this?

I mean, sure, this is still better than having the corpse sit unburied due to "Saw Corpse" thought, but I don't think a grave should be so damaging to local beauty. Certainly real life graveyards aren't so ugly. Some are/were even used as parks for picnics, irrc.
#126
General Discussion / Re: Brewing: Waste of time?
March 24, 2015, 11:02:28 PM
Brewing's getting a buff next patch. Colonists are going to use beer to accentuate other "Fun" activities that raise moral. As it is, yea, brewing is just a waste. At most, you should build a very small hops field and put all the beer in a separate locked closet for emergencies. You also should only use said beer when the enemy is preparing to attack, not actually attacking.

If Hydration were in the game, brewing would provide access to more sterile drinking alternative. But that would make meeting the needs of colonists even more difficult than it already is.
#127
Probably no reason for a fridge since we already have walk-in freezers, and an individual refrigerator appliance would just poor heat into whatever room it's in, but I would defiantly like an item compression mechanic. If only to give gun racks purpose and make clothing easier to manage.
#128
Chairs? Television? Social interaction activity? Abrasive trait? I think I know where Rimworld is headed, Guys:



Damn colonist won't get out of that chair!
#129
Quote from: lusername on March 03, 2015, 05:45:42 AM
The best way I've found to both put out and prevent fires is to start more fires. For some twisted reason, the game will immediately create rain if you go around starting fires. This sort of makes incendiary mortars pretty useless because if you attempt to use them, you will cause it to rain. I've performed the Molotov Cocktail Raindance like 30 times so far, and NOT ONCE HAS IT FAILED.

Yea, its so that a single dead boomrat doesn't completely wipe the map of grass, trees, and bushes.
#130
Hence the implementation of "Soft" and "Hard" mental breaks.
#131
Needs Skunks. Can inflict scratch/bite wounds like squirrels, but also has a short-range attack that gives colonists food poisoning and a day-long nerf to social skills! >:)

Also it's corpse yields inedible meat, but the fur can be turned into fancy clothing with similar (but smaller) stat bonuses as devilstrand. (Referencing Furfarms with that one)
#132
So Tynan has been messing around with the length of months and length of days quite a lot recently. I think he's trying to make preparation for winter easier, but personally I liked how threatening winter was -though longer days are certainly nice, too.

Then I thought "Hey wait a minute. Rimworld isn't just a colony sim. It is, in Tynan's own words, a story generator. Why would he want to make changes that actively prevent us from telling epic stories?"

Well the obvious answer is "Game Balance", but frankly its borderline impossible to balance seasons when people can just choose warmer or cooler regions during colony landing phase. So why not make the seasons themselves an adjustable element in the world generation table?

Every Planet has a different orbit and rotational speed, so when we should be able to account for that in the world generation table. How cool would it be to generate you own version of the "A Song of Ice and Fire" world? you could do that by extending month length to, say, 300 terra-days. Or how about a world with days so long your colonists need afternoon naps? Or the opposite: A world with days so short that you need to build greenhouses (Basically a wood shack with a sunlamp and dirt ground for growing) to get the food growing at a decent rate?

Of course, now we have the problem of coming up with a standard time unit to measure everything. I recommend the Hour. When setting up a world, a slider (with "random" toggle for seeds-generator purists, of course) is offered. You set day time in hours, and then month time in that planet's days. That way you still have even numbers for time units.
#133
General Discussion / Re: Food Balance Explained
February 28, 2015, 02:37:19 AM
Quote from: Vexare on February 27, 2015, 03:52:45 PM
Quote from: lusername on February 27, 2015, 06:06:58 AM
You know what he should do? Make blights destroy only ONE type of crop. So you have corn blights, and potato blights, and strawberry blights, and rice blights. That right there gives you a reason not to have all of one thing.

I'd prefer this too. Though I think blights have been toned down a bit this build or else I've just been more lucky than my previous colonies... I dislike that a blight affects every single plant I have regardless of where it's at (indoors or out) and it's species. That's not really fair and is unrealistic. Blights usually affect a certain type of crop due to poor soil issues or insects or disease and not all growing things across the board.

I was yelling this from the battlements before he even added the new crops and balanced them, so It's nice to see the idea finally gaining traction! If anyone wants to test Poor Soil or Rich soil production times, report them here and Ill modify the Original Post Chart.
#134
General Discussion / Food Balance Explained
February 27, 2015, 01:54:37 AM
Tynan did an excellent job re-balancing the food crops. For posterity's sake I figured I'd post the pros and cons of each food here on the forums, so beginners could decide which food is the best for a given situation. These values are the result of tests by a friend of mine, so any secondary tests are encouraged to refute/confirm this information. Note that this Table does not account for rich soil; It only focuses on the base time to grow value in the food information tab, and a timed hydroponics experiment run by my friend.


Food Type____
Berries
Rice
Potatoes
Corn
Food Output__
3
3
4
9
Time to Grow (days)__
2.45
2.26
2.86
6.32
Edibility___ _____
Raw
Cooked
Cooked
Raw
Average Yield (Food/Day)__
1.22
1.33
1.39
1.42
Average Hydroponic Grow Time__
1
.7
1.3
xxx
Average Hydroponic yield
3
4.28
3.07
xxx

Results:
>Berries would likely be best for the early start, as you need food fast and can eat the food raw. They also have 2nd best blight mitigation due to fast growing speed.
>Rice is terrific for late game hydroponics if you have dedicated growers, or need food fast to prevent famine. Any loss due to Blights becomes irrelevant when you rely on hydroponic rice as you lose little and replace losses quickly.
>Potatoes are good for poor soil conditions, and provide the second best output in both hydroponics and base soil. Must be cooked. Good mid-game option, when storing for the winter. Also wont tie up colonists all day every day due to crazy-fast growing times like rice. But they are also 2nd most blight prone due to longer growing time and medium output.
>Corn has the best outdoor crop output but can't be grown in hydroponics. It would be best served replacing your outdoor fields if you shift to hydroponics, as they take a while to grow, but give you lots of food that can be eaten raw. Basically they are berries but better for late-game. Beware of Blights ruining your entire harvest.

Conclusion:
Unless Tynan decides to switch to some sort of nutrient-balance based system, you'll likely use Berries for first landing, Berries+Potatoes for the build-up to winter, and Rice+Corn for late-game mass food production. The idea being you should maximize food production without being totally at the mercy of solar flares and/or raiders killing your cooks.
#135
General Discussion / Re: Shells?
February 26, 2015, 02:19:30 PM
Well, there's the usual "hide your colony under a mountain" method. Copious use of Sniper Rifles to pick off attackers can also work. Waiting until the mortar crew gets sleepy then attacking the mortars as they sleep can work as well. Countermorter fire is an option, you can call in aid from other factions, or you can use shields and snipers to provoke the enemy into a full frontal assault.