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

Topics - baronjutter

#1
Bugs / 1.3.3 Orbital drone raiders instantly leave
July 27, 2021, 03:57:02 PM
In the relic quest where you bring down a space drone and have to hack it while raiders come on a timer to stop you, the raiders always enter the map then instantly leave it.  They keep doing this while your hacker hacks the drone and you beat the quest.  At no point do they ever actually attack.
#2
General Discussion / Force attacks/events?
May 04, 2016, 12:59:20 AM
Is there any way via dev mode or something to force raids or bad events to trigger?  I have a large colony and no matter what I set the difficulty to or which storyteller I haven't had a raid in years :(
#3
Mods / Disable insect spawns
April 27, 2016, 01:29:34 AM
I know I saw someone asking around here a while ago, but what line do I need to mod to disable the insect spawning mechanics, or at least greatly disable them?  I'm just not finding them fun at all.  If they only spawned in dark abandoned mines that would be one thing, but constantly popping up in medical bays and dining rooms just isn't fun for me.
#4
Mostly loving this update, I haven't played in a few version though so I have some questions, some are questioned I've had for a very long time.

How are attacks decided?  Is there just a random chance for some sort of attack, then the hostiles are randomly chosen, then their method of attack chosen?  Or are there weights?  Do attackers choose to just attack right away,  siege, or sap based on previous experience or is it random?

Why are half my colonists constantly suffering from some disgusting painful crippling illness now?  I like the idea of dealing with illness, but give me some tools to help avoid it.  It feels totally random, and many of the illnesses are quite chronic.  When I sample my population it seems a good half of them constantly have gut worms or muscle parasites or something along those lines.  Also how are my colonists so frequently getting food poisoning?  My food is all frozen and my cooks high skill, am I missing a food poisoning mechanic?

I love that traders now physically visit you rather than the messy trade ship and beacon system, but it's resulted in a real lack of trade opportunities.  I have warehouses of nice stuff to sell and many things I want to buy, I wish trade ship frequency was tied to the amount of trade you do, or that ground traders had a bit more variety and bought/sold more things.

What exactly sets how difficult someone is to recruit?  Most savages I capture are at 99 difficulty so I end up releasing them all.  Pirates often start around 70-90 but after I recruit the first few they generally jump up to 98-99 very fast.  I've never liked the whole "grow your population via stockholm syndrome" mechanic really.  I like that you can sometimes rescue people being chased by pirates, or people just wander in to join your colony, but I wish there was a bit more of an immigration system.  Depending on the fame and quality of life in your colony people would ask to move in from time to time.

Is there any real difference in the crop types?  Do my colonists appreciate the diversity or is it just for fun to grow anything other than potatoes for food?

Is there any way to get a wall builder to build a wall from a certain side?  Often I want to block off an area, but the builder will decide to stand on the wrong side of the wall and build them selves in.  I'll try ordering them to build the wall while they're on different sides, but it frequently just seems random (or they refuse to ever change where they stand).

How do the room stats work?  Size and value are fairly obvious, but the others I'm less sure how to increase.  I had a greedy colonist and despite building her a massive palace of a bedroom filled with art, she was still never happy.  Despite being extremely pleasant and high value, it wasn't impressive enough.
#5
Help / New to modding, mods don't show up in-game
April 24, 2016, 11:41:08 PM
Hi guys, I'm new to using any mods in rimworld despite playing for ever.  I downloaded a few mods that stated they were compatible with the latest version.  The problem is that other than quorn and the embrasures, nothing else shows up. No new turrets, no prosthetic/implant stuff.  The bio-engineering mod said to be loaded last, and it is, but in both a fresh world and an old save I didn't spot any new workbenches or research options.  Am I doing something wrong? Are these mods not compatible?

#6
Mods / Easy/Quick way to make weapons more accurate?
April 14, 2016, 08:40:37 PM
Title says it all.  I'm wanting to tweak combat a bit in the game so shooting isn't so wildly inaccurate.  Is there a global variable I can change (like how shooting skills factors into hit chance) to just generally make everyone hit a little more often?

I just had a battle last nearly 2 days as one of my colonists stood in front of one of those huge robot slugs exchanging fire.  My colonist never got hit once because the mechanoid's minigun was so inaccurate.  I've also had my own people nearly starve to death or go insane because they sat there firing a machine gun at a rabbit for days.
#7
Ideas / Trade Overhaul
May 06, 2015, 02:31:02 PM
Love the game and love a lot of the quality of life features that are being added.  A raid or seige used to be a nightmare of dealing with so many junk items, but now I can set up standing orders at my smelter or crematorium to burn/smelt garbage and types of items I don't need.

I also love that items have quality/hp now, it adds a new dynamic to the game and I really hope crafting is further developed so that we can produce more items our selves or repair existing items.

But what is continuing to be a chore and not feel "right" is trade.  The whole dynamic with the orbital beacon and a vast outdoor field of items feels like a kludge.  This is what I would propose:
Orbital trade beacon becomes the actual destination and source of traded goods, it has no range, colonists generate hauling jobs to move traded items to and from it.  The trade interface shows ALL items in your colony available to sell (or limited by a user defined range).  So if you want to sell 5 pairs of pants to a trader it doesn't matter where the pants are, you sell them and it generates a hauling job to the trade beacon.  You don't get any money right away, but as your colonists haul those pants to the beacon, silver is deposited around the beacon. 

OR

Just go with the DF system.  Have the trade beacon function like a DF marketplace.  Click on the market place and get a UI similar to the trade screen which lets you order things hauled to it, which you can then sell to trade ships.

It would also be nice to be able to set up "standing orders" for your trade beacon.  Instead of telling your smelter to smelt every club or every weapon under 50% HP, have a standing order to sell them.  The first trader that comes along is auto-sold the items that match the criteria.  You could even set up buy orders the same way.  "Buy metal up to 500" or "sell potatoes over 5000" but of course with the downside being that you might not be getting the best deal.  A little bit like an anno game.

I supposed you could replicate the latter system already in the game by making custom stockpiles, but it's a huge UI pain in the butt to set up a custom stock pile every time a trade comes, then cancel it afterwards to put all your items away.

Also, now that items are more important I think we could use some better storage options.  Something like a shelf or crates.  The weapon rack is a good idea but it's no more efficient than a stockpile, the benifit of the shelf should be storage of far more items than 1-per-tile.  For instance make it so a weapon rack can store 6 weapons.  Or just make a "shelf" building that functions as a 3x capacity storage zone.
#8
I misses the last couple builds but I'm excited to be getting back into rimworld, a lot of new features but also some new confusion and frustrations.

- Item quality and hitpoints.  A nice idea so clothing and items wear out, but I'm confused as to what gives negative thoughts about "worn out" clothing.  What is the HP threshold for the poor thought?  Does a superb shirt last longer than a poor shirt, or provide more warmth, or make people more happy some how? How does it work?  Also due to the way trade works you generally have all your items sitting outside because of the trade beacons, but this makes items degrade.  What is the best way to safely store items but still be able to sell things?  I liked DF's market system, I wish when trading ALL your colony's items were available to sell and your pawns would simply move items to the trade beacon to complete the deal.  We also need chests or crates or something,  a huge room with clothing on the floor doesn't seem right.

-Outfits.  I read that colonists will now change their clothing automatically but I'm not quite totally aware of how much I need to do about it.  I still see people wearing parkas in 30 degree weather while complaining about the heat so I'm guessing I need to manually set up summer and winter outfits?  Do I also need to manually tell people to change their clothing once it goes below X hitpoints?   (and what should that X be to avoid bad thoughts?)

-Raider weapons.  In the old game you'd get rich and well equipped very quickly from the loot raiders brought.  Every raid was a money making situation where you'd be left with tons of weapons and armour, but now most of the things they drop ar worn-out trash.  I like the added dificulty but I wish there was a way to repair or maintain armour/weapons or even a way to build our own.  Is crafting weapons and armour a goal in the game?  Also, I have 2 pirate factions and some cave-men and they all only attack with melee and simple weapons.  I've gone many years, many sieges and raids, but still never seen a single enemy with a gun.  The tribals will have bows,  but the pirates and raiders are exclusively shield + knife/sword.  This makes defense very easy as they tend to all bunch up and attack the same turret which then explodes and kills half of them.

-UI Clutter.  With every single item having a unique HP and quality trading is a real slog.  Instead of just selling your 40 clubs you now have to sell 40 individual clubs. 
#9
General Discussion / Recruitment, how does it work?
December 16, 2014, 04:55:22 PM
So it's been a while since I've really sunk into rimworld.  The old paradigm of wounding people, locking them up, then brainwashing them until they get Stockholm syndrome and join you doesn't seem as reliable as before.  Some people I recruit quite quickly,  others can sit being fed and cared for for years while constantly having a 0% chance of recruitment.  I see prisoners have a recruitment difficulty stat now.  How does the system all work out though?  Is there any way to eventually recruit these high difficulty prisoners?  Are the number fixed or does it lower over time or with good treatment? 

Basically how does the system work, and what are some good ways to really build your population?  I'd love to simply offer a good quality of life and have other survivors on the planet willingly join due to the base's reputation for stability and safety.  It feels so evil to essentially enslave people, but it's either brainwash prisoners or literally just buy slaves. 
#10
I'm playing on a rather cold map and finally got my hydroponics set up.  I can make a nice heated room and grow food year round to stop starving.  Nope, I can't, because every tile I build the trays on suddenly gets marked as outdoors, and thus gets the temperature of outdoors.  So all the tiles in my room are 21c and indoors but as soon as I build a tray they become like -15 and outdoors, thus preventing anything from growing.

Is this a bug or am I doing something wrong?  It's a totally sealed room entirely under a mountain.  No heat is escaping through these "outdoor" flagged areas as the rest of the room is staying at a comfortable 21c.