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Messages - baronjutter

#16
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?

#17
General Discussion / Re: Mountain Fortress
April 24, 2016, 11:10:14 PM
Do sappers give you trouble?
#18
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.
#19
Is there anything you can do as the player to help people get along?  My two 'best' characters for some reason hate each other and I have no idea why.  None of their traits seem opposed.  They had a fight, it sent one of them into a mood spiral and he went insane and is now in my prison.  There almost needs to be a "therapist" job that uses social skills to help mediate disputes and provide therapy and angry people.
#20
General Discussion / Re: Thanks, Tynan
May 06, 2015, 05:55:42 PM
A handsome game from a handsome man.
#21
I bumped my self up to the hardest difficulty, all it does it produce MORE melee-only raiders.  There are 2 pirate societies in my world and both seem to have some code that forbids them from using ranged weapons.  Even when they come to siege it's just a huge pack of people with shields and some mortars.

The two friendly towns frequently have visitors with machine guns and such.  PS is there anything to do with these visitors yet?
#22
Ideas / Re: Trade Overhaul
May 06, 2015, 03:17:04 PM
Quote from: amul on May 06, 2015, 02:37:06 PM
Trade beacons now operate indoors, but purchased items will still be delivered outdoors somewhere nearby. For best better results, place your first beacon at least partially outdoors and then add more trade beacons wherever you would store things anyway :)

Woah, well that's an interesting bit of news!  Thanks!
#23
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.
#24
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. 
#25
That layout looks great, make 4 more in a box and you ahve a nice killbox.  Only problem though is range.  Snipers will just snipe your turrets while your people and turrets sit helplessly out of range.  Have to make sure the maximum range anyone can fight you will be less than the max range of the turret.
#26
How does that counter as indoors? 
#27
General Discussion / Re: Visitors eating my food
December 19, 2014, 04:47:11 PM
I've absolutely seen visitors come in and eat my food.  One visitor never left, he just kept eating my food, sleeping on the floor when exhausted, and generally being a mooch.  He really wasn't much of a problem but after locking the main base door during a siege he went on a tantrum (due to no food) and broke some things outside.  Ended up having to wall him in and let him starve to death :(

I can't wait to get more meaningful interactions with visitors.  Actually invite them in and give them hospitality, trade, all that fun.
#28
General Discussion / Re: Is art worth it?
December 18, 2014, 01:15:39 PM
Is the way environment is rated changed?  I remember back in the day so long as you decorated with plants and smoothed the stone floors people would get a "nice environment" mood boost.  No matter how fancy I make my base and people's quarters no one ever is impressed.  Full carpets, tons of plant pots, fancy furniture.  I even filled my artist's quarters with her crappy art and still she was not impressed with the room.
#29
General Discussion / Re: Defending From Attacks
December 17, 2014, 04:38:37 PM
I find my killbox constantly overwhelmed by enemies.  They usually manage to destroy half or all the turrets and break down the door to my base, resulting in a shoot-out in the dining room and hallways.  I'd love to see people post some of their designs.
#30
General Discussion / Re: Mortars and Mountains
December 17, 2014, 04:32:21 PM
You have to be careful when thinking a base is safe inside a mountain.  They can be like swiss cheese full of holes or thin-roof.  If it doesn't say there is mountain overhead then it's not safe.  I wish we had a roof overlay mode to quickly see this at a glance.