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Messages - Eleazar

#16
Ideas / Re: Vanilla Alpha 9 Micro management
March 05, 2015, 06:42:12 PM
I haven't personally witness all of the situations Darth describes, but i've seen most of them.

One minor oddity i've seen is that when refilling the nutrient paste hopper, the hauler always carries a full stack, and thus always has to haul the remainder back to the freezer.  Not a huge deal in itself but may be part of a hauling logic glitch.


Quote from: Darth Fool on March 05, 2015, 02:00:11 PM
Deconstructing v. Construction.  For some reason my colonists think that deconstructing a wall half way across the map is more important than building anything.

Similarly i've seen my construction colonists seem to prefer smoothing floors over all other construction jobs regardless of queued order or distance.

Quote from: Darth Fool on March 05, 2015, 02:00:11 PM
Opportunistic Hauling.  On a similar note, when someone has finished a job far from the main base, or decides to take a break to rest or eat, for maximum efficiency I need to tell them to haul items that are on their way.  It would be nice if they naturally would do this.

I wonder if this would make more sense if only invoked when outside the home zone.  When you are out in the field, chances are the difference between the path you are already going on and the path to a stockpile is trivial.  When you are in the base the detour to a stockpile may double or more the trip to the next activity.
#17
Quote from: Vaperius on March 04, 2015, 08:09:11 PM
the trouble being that hydroponics in their current state are absolutely useless. They require power; which in the frequent solar exclipses and solar flares makes them nonviable in icy areas...where they are needed.

If a solar eclipse kills your colony, that's totally preventable through power diversification and/or batteries.

I have survived with little problem through the long winters in cold biomes on hydroponics with a little hunting so i can make fine meals.  Yes, the crop will die from time to time.  You just need to have enough people on farming, and have enough capacity so that you have built up a buffer of food to tide you through the down-time.


Quote from: Mathenaut on March 05, 2015, 04:48:02 PM
The primary problem with shifting wood to traders (specific traders at that) is that he hasn't adjusted frequency of trade ships nor implemented a way to call traders.

Um, he's just starting alpha 10.  It isn't wise to complain about a change based on the assumption that no other balancing changes will be made.  He can't make all changes simultaneously.
#18
Quote from: b0rsuk on March 05, 2015, 06:02:06 PM
I say either make them mechanically different increasing the difference or merge them. Stone blocks are almost the same (marble is better for sculpting), there's barely any benefit from having them separate.

Stone blocks do have significant differences. For most (i believe) it is a trade off between speed of mining and durability.  Granite walls IIRC have more than twice the durability of slate, but take significantly longer to mine, for instance.


Quote from: Sorenzo on March 02, 2015, 03:18:06 AM
...On most maps, you only get 3-5 different leather types anyway, and the ability to pick colours is kinda neat. I just wish I didn't have to hunt boomrats to get red... :)

My suggestion leaves all the basic color, except boomrat red.  I assume nobody is going to be upset at losing the ability to choose between slightly different colors of brown?  And the problem with boomrat leather is it looks pretty much the same as devilstrand-- a really important distinction.
#19
Ideas / Re: Colonist Hud Top Screen
March 02, 2015, 08:17:42 PM
EdB's UI mod.
With good reason one of the most indispensable and popular mods for Rimworld.

I agree some of the main features should be incorporated into the game.
#20
General Discussion / Re: "Pleasant environment"
March 01, 2015, 10:08:27 PM
Carpets used to be the prettiest floor in A8, but in A9 they are the same as everything else (that i've checked) a 2.  Smoothed stone alone is a 4.
#21
Ideas / Re: Selective blights
March 01, 2015, 11:42:38 AM
Quote from: b0rsuk on February 28, 2015, 05:56:01 PM
Blights don't do much to fast-growing crops, but they really devastate Xerigium, not to mention Devilstrand.

Blights have never touched my devilstrand.
#22
Ideas / Re: Selective blights
February 28, 2015, 03:48:35 PM
Do plants grow faster in A9?

It seems like blights hardly matter now anyway.
#23
Ideas / Re: Your Cheapest Ideas
February 28, 2015, 01:20:04 PM
Harder Research
The first few things you want are usually pretty hard since the colony isn't yet established, and you don't have a good and/or full time researcher yet.  However, by the 4th or 5th tech usually I find research outstrips my need for the things researched, or my ability to construct them. With 5-7 Colonists, it's not too hard to devote somebody to research most of the time.
And finally all research topics are completed long before I have the resources or time to build the ship.

The following experiences are from playing 100% difficulty +/- one difficulty level.
#24
Ideas / Re: Stories Told
February 27, 2015, 11:24:08 AM
Quote from: Ember on February 26, 2015, 07:52:01 PM
Quote from: Eleazar on February 26, 2015, 12:29:05 PM
If there was going to be a way for pawns to teach others their skills, books are a needlessly indirect method, and don't fit the setting.  Why write a book when you can just talk to and demonstrate to your small audience?

Instead you could "apprentice" a pawn to another.  The apprentice would follow the teacher around, do no work himself, and gain skill at an increased rate whenever the teacher performed his craft.

what if your lvl 20 doctor died for some reason and you have no one even close to having the same skill?

The time he spent writing could have instead been spent teaching.  Assuming both happen at the same rate it is just as likely he'll die before finishing the book.
#25
Quote from: lusername on February 26, 2015, 09:43:27 AM
Why I can't I use the frikken antimatter reactor to power my base?

You can.  I ran a lightbulb off of it-- haven't had reason to do more.
#26
Ideas / Re: Temperature overlay
February 26, 2015, 03:57:00 PM
I think it would be very useful.
#27
Ideas / Re: Stories Told
February 26, 2015, 12:29:05 PM
If there was going to be a way for pawns to teach others their skills, books are a needlessly indirect method, and don't fit the setting.  Why write a book when you can just talk to and demonstrate to your small audience?

Instead you could "apprentice" a pawn to another.  The apprentice would follow the teacher around, do no work himself, and gain skill at an increased rate whenever the teacher performed his craft.
#28
Ideas / Re: Medkit Prioritization
February 26, 2015, 09:57:28 AM
Quote from: Zav on February 26, 2015, 08:26:29 AM
I meant due to having many medical beds.  I'm already annoyed at filling out bills for multiple stoves, stonecutting tables, etc.

I think all production tables of the same kind should share a set of bills.
#29
Ideas / Re: Deeper Priorities
February 26, 2015, 09:55:11 AM
There's only two areas of the game that need more control than you can get from the Overview screen:

Stuff that happens at Production Tables, and

Doctoring


The obvious place to control the production table stuff is in the Table's *Bills* tab.

Doctoring needs a better AI and/or more controls, to stop wasting good medicine on easily cured issues, and letting the intern doctor take the hard surgeries, just because the pro doctor is a little bit further away.
#30
I had one of my best guys go under the knife to replace a blow-off jaw.

Somehow the doctor mangled a kidney, and removed a liver (or the other way around).  Needless to say the patient didn't survive.  This was my second best doctor, skill around 10 IIRC.