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Messages - SpaceDorf

#61
Ideas / Re: [1.0] Colonist/Prisoner Diets
July 19, 2018, 06:21:39 PM
2nd again for this version.

Same goes for feeding fine meals to starving chicks.
#62
Unfinished / Re: [1.0] Gen-spliced Xenohumans
July 19, 2018, 06:04:26 PM
I would love me a super farmer  :D
#63
Unfinished / Re: [1.0] Gen-spliced Xenohumans
July 19, 2018, 05:52:39 PM
Yeap :)

Why else would I choose pictures of prime examples for your story suggestions  ;D

Mr Incredible working in the complaints department at an insurance company.

And the little princess who has been sold to pay for an army.
#64
Unfinished / Re: [1.0] Gen-spliced Xenohumans
July 19, 2018, 03:13:50 PM
Naaaaaah .. that won't work ..



#65
Hi there, is there any chance for a Non-Steam release of your shotgun mod ?

==== EDIT ====

The current patch and bad aim has made my shotgunners into claymores shooting pellets all around them.
#66
Unfinished / Re: [1.0] Gen-spliced Xenohumans
July 19, 2018, 09:48:04 AM
A Drawback for Scaleman could be a bad cold resistence and a bigger need for sleep.

#67
Quote from: Razzoriel on July 17, 2018, 03:31:36 PM
Quote from: SpaceDorf on July 17, 2018, 03:11:07 PM
*LOL*

A desperate Alpaca just self tamed after my Hunter nearly killed it with his first shot.
Name it something French, like Baguette.

To late. I don't have tame Alpacas in my current colony. I have a bunch of wargs, pigs, elefants and a single boomalope.
Every animal that self tames just gets send to a zone near my freezer and is set to be butchered.

Quote from: Syrchalis on July 17, 2018, 03:45:50 PM

That's what I call instant surrender. I would totally patch it up and keep it save for being such a smart animal.

In retrospect I should have done that, it would have made for the better story  :-[
#68
*LOL*

A desperate Alpaca just self tamed after my Hunter nearly killed it with his first shot.

[attachment deleted due to age]
#69
When we are Theorycrafting ... if you put the technologies required in a real world timeline it would be something like this

Meat Curing / Drying / Sausages and all the other preparations not requiering vegetables


Water and Wind Mechanical Power
Natural Ice in specially build storehouses /
Steam Powered Mechanical Power
Electricity / Dynamo Generated Power
Batteries  / Chemically Generated Power
Combustion Engines
Fluid Based Refrigeration / Air Conditioning / Industrial Ice Production
Fluid Based Small Refrigeration Units



suggestions : put refrigeration behind research instead of reliable power generators

Oppinion from playing experience : The Freezer is a must have early on, because there is no other reliable option to store meat based food. Without a Freezer it is Hand-to-Mouth while praying that nothing will destroy your feeble farm and enough huntable animals and forageable are around.
And that your Idiot pawns will carry your foraged food fast enough before it wastes away or gets eaten outside.
Even Pemmican is only reliable after a farm is established.
So the solution might be something completely different than trying to balance how the freezer is the only solution for food storage.
#70
Caravaning has really become a fun midgame experience now and when the colony runs like clockwork it is fun to watch the yellow dot crawl across the worldmap.
Still, always switching to the Worldmap just to check what the People still displayed on the top of the screen are up to feels sometimes a bit like a child asking "are we there yet ? "
Then I remembered a suggestion I made a long while ago, which I now know should be easily possible.
Display the ETA of the Caravan as Status Bar on top of the Caravan Members and for good looks throw in some Status Icons. One for Travelling, One for Resting and the Location Icon to show where the Pawns are at the moment. 

#71
My game end in three different ways :

- Boredom, New Idea or total wipeout. Sometimes I just don't like the map or location anymore.
- I broke the savegame while modding or updating the game.
- I found a mod that I must have that requires a new colony.

#72
QuoteRemove friendly chat prisoner interaction mode since it's purposeless and confusing.

A little late to the show, but in principle I'm of the same oppinion as all the posters before me.
I used the option regulary on prisoners I intended to release.
The "social"-grind was a nice bonus but it just felt better than just ignoring them, considering the massive gain in faction points a release can bring.
Especially if it evens out the biblical organ justice. ( eye for an eye .. or lung or whatever .. )
#73
Just in time for two Raiders with Bionics.  ;D
#74
Fueled Buildings are driving me crazy. I really wish there was an option to prevent refueling.

Don't get me wrong. It is great that fueled Tribal buildings no longer autodestruct once they are empty.
But having to destroy them, to prevent the waste of precious fuel in times of need is really a turn off.
Destroying and rebuilding my torches or campfires during a heatwave, or the same for coolers in winter is an unneeded hassle.

The same goes for other fueled production buildings, though suspending all bills at least prevents using more fuel.
#75
I have a Meta Question about Pawn Generation.

Is Pawn creation truly random or are there modifiers at work ? ( similiar to those used by the scenario editor )

Because my ingame experience is as follows.
There are ( rightfully ) only a few outstanding pawns where backstory, traits, actual skills and passions truly align as there are only a few unlucky ones that have every addiction, disease and bad trait there is to have and euthanasia is the only sensible thing to do. 

But bad thing about the bulk of pawns is that they make no sense.
They have a decent mixture of abilities, but such contradictions of character that I just can't acccept them as person.

Trigger Happy pawns that are either unable to do violence or have no shooting skill or passion
Double addicted teetollars.
Vatgrown Soldiers as sickly, wimpy slowpokes.

Those Pawns don't tell a story but break the suspension of disbelief and after this
there is nothing left but to min/max them as robots.
I think there should be some way to balance these issues, because a good story is about struggles from without and within. It is about overcoming or succumbing to those struggles and flaws.

The Problem that I want to point out is that the Pawns of Rimworld as they are now feel more of an obstacle the Player has to overcome to be the hero of the game
instead of the Pawns being the Heroes and Villains of the Rimworld guided by an benevolent(or not) player.

Also I dread the birthday of every pawn above 40 because some sickness will half usefullness for sure,
no matter how well managed my colony is.