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Messages - PieTau

#16
to counter the prison break i put horrible weapons near the prison so when they try to get weapons they are weaker, not stronger.
awful stone shiv : dps 0.48        damage 1   cooldown 125.55
awful stone club: dps 1.23         damage 4    cooldown 219
awful wooden longswords : dps 0.89        damage 2   cooldown 135

i make shivs in the begining, i put club and longswords because of the long cooldown (less eye injury)
if dps is below 1.63 then i have profit
#17
Ideas / Re: Planting and Harvesting
October 13, 2016, 10:33:37 AM
the fact that harvesting is prioritized over planting is good.

maybe let them finnish one zone before going to the next.
that may even improve preformance, dont hav to look at enthire map for work only small zone.      example
let the growing zone hold boolean hasHarvastablePlant and hasSowingWork
when the grower searches for work it looks at the growing zones and chooses one (hasHarvastablePlant, (distance), hasSowingWork, (distance))
only when one of the variable changes or it gets dissconect from the zone (draft, hunger) it searches again for a zone
#18
General Discussion / Re: Help with fires
October 12, 2016, 12:54:46 PM
wood floors dont burn but are more expensive than concrete (wood:1.6*3=4.8 | concrete: 2*1=2)
and to get all the wood needed is more tricky than you think
#19
Quote from: carbon on October 12, 2016, 10:41:27 AM
So what do you do when the inevitable Zzzttt... causes the conduit mid-mountain to be destroyed?

I can't stop thinking that building a single-wide wall through a mountain is rather foolish even without AI problems.
make a second next to it the chance that another zzzzzt.... get the the now 3 crusial links is rather low
and if it does you repeat
build another line next to it
with every itteration the chance of doing the folowing line becomes exponentialy lower

maybe if building isn't like the rest but opposite does the job farthes away from him it could be fixed
then again this isn't such a big problem and definatly not the biggest AI problem
#20
General Discussion / Re: Magic Doors
October 11, 2016, 06:56:37 PM
i was surprised when i learned that solarpanals dont block windturbines, but DOORS!
i understand it from a programable way -exampale-: if(passable==true) block= false
A closed door letting wind trough while not letting heat out hmm..
When it is open it makes sense exept then it can still hold up a roof
#21
Ideas / Re: Biome filter
October 11, 2016, 06:41:32 PM
it is -usualy- your first  test at patience.
followed by the colonists traits/skil/health
and lastly the map itself

but i would agree to add it in the game. it is not realy random based, you can still go back at your choice.
it would make it a easier to find the exact map you like, the ultimate freezer, the strongest walls, the anomaly, the heater, not like your last run,...
#22
Ideas / Re: Pregnancy as another way to boost numbers
October 10, 2016, 03:24:31 PM
I just want to see wen the baby is in the womb  "amputate part baby"  and when it is named "amputate part Mickey"
#23
go back to the store with the receipt to the store and demand a new mouse, or when online sent email that product doesn't work (false advertised) and that you want a replacement or refund.

you can zoom with page up/-down    i think.
What are you suggesting? dont understand the end of your sentence
#24
if you can't pause on extreme battles will be bloody...   

maybe have the ingame timer to be as low as possible, so pausing will lower your score but if it is imporant (like a battle) then overal you'll get of there sooner, but if you pause because someone only hauled 35 then you wont.
#25
Ideas / Re: Picnic Cloth? Possible Mod?
October 09, 2016, 08:14:56 AM
i had also this problem and my miner had a pegleg so going back to base took ages.

i had my builder make little houses for her: bed, table, stool, heater, battery. The heater and the battery(fully charged) came from main base and were the only things that moved when all was done there.
She brought 10 pakaged meals to a stockpile there.
A restriced zone made sure she wont come back home for a chat or for sleeping with her man. and a other zone so the other people dont go to there for chat, a meal or 35steel.
it is some work to get it done but the mining gets done very quickly with a smile.

for ores that are very far i would still build mini-base, but for things a bit out of the base a picnic cloth would be usefull. the problem with table/chair is that it requaire 2 trips to instal so when mining is half done you get bonus
#26
Ideas / Re: Raider "decorations"
October 09, 2016, 07:29:44 AM
I never fully understanded it, i always made them happy.

if you placed the Gibet_Cage it would cause fear to get up, but seeing it would also give mood debuf. You had to fil the cage with corpses animal didn't do much), humanlike corpses. 
If mood or fear is high they woudn't have a mental break.     
Starting with fear wasn't posible because you had to wait some raids to get enough corpses and switching to it later seemed like a waste of time since you already have happy stuff.

But i don't realy now as i said haven't realy played much with fear.
#27
General Discussion / Re: Legendary sculptures
October 03, 2016, 10:14:33 PM
i had done test with 40000 shivs lvl20 and then i had 3.16% for legendary
#28
i made a freezer so i could get them downed. it is less risky of losing an eye because they only get 1 or 2 injuries

i also did it the other way of hitting every one with a wooden club so they dont like them, and then kill it. +mood(rival died)(was idee on forum)
#29
Ideas / Re: Tribal Overhaul!
September 30, 2016, 10:55:15 PM
you are right about the tribal moving slow
but i play on casandra extreme permadeath in a jugle(high risk high reward) and have played 2 times were i started over because every one chargegun and killbox, no more challage. but it was with savescumming not much only when i got big tribal raid in bigining or when someone got instakilled by infestation. i am doing it again without savescumming and so far so good lost someone already but i didn't realy care
did also one Casandra extreme normal in tundre (snow gives more time to prepare attack and no vegetation means no cover for enemy) got very big base and all research
the big advantage of tribal is that you can 'choose' 5 people, it takes a long long time but i have people with passion and good traits.
doing it with ok or good enough pawns is gona bite you in the ass
with 5 people you can do tactics while fighting! open close doors, let someone be the enemy target but hides before firing, flanking,..
there is always someone avaiable, they cant all break at once

tip: a sniper can do a lott agains siege and poison ship
#30
Ideas / Re: Fruit
September 30, 2016, 08:57:34 PM
Quote from: O Negative on September 29, 2016, 08:45:46 PM

As far as "acquiring door is already too easy" goes, I completely agree. I'm currently working on a huge spreadsheet of data to help me balance a sort of "Ecology" mod I'm working on. So far, I've learned:

- Poplar trees are ridiculously unbalanced as far as wood/year is concerned
- Cacti and Agave produce way too many resources/time for being desert plants
- Plants don't live very long after they've fully grown, which  actually makes their growth rate significantly smaller than it should be

The plants page of the RimworldWiki has been updated, maybe it helps you with your mod.