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Messages - Eleazar

#46
Ideas / Re: Situational Deterioration
February 24, 2015, 05:09:49 PM
Quote from: erdrik on February 24, 2015, 03:50:39 PM
But I don't like that there isn't much I can do to prevent it.
(In fact Im not sure there currently is anything that can be done?)

Put them indoors.  That stops it.  I'm not sure if a roof that's "outdoors" works or not.
#47
Ideas / Re: Apparel burning thresholds
February 24, 2015, 05:07:12 PM
Quote from: Tumuel on February 24, 2015, 03:58:56 PM
...the new degrading mechanic it almost discourages you from storing these things in a place where you can sell them, and I end up keeping them underground and I have no way to get rig of them...
As of Alpha 9 Trade beacons work under a roof or a mountain.  No sky access is needed.
#48
Quote from: michal3588 on February 24, 2015, 08:42:15 AM
There is a problem with raider's items becoming automatically unforbidden.

That's the work of a mod -- i think it only happens in the home zone so de-zone the killbox, or disable the mod.
#49
General Discussion / Re: No skill gain when stonecutting?
February 24, 2015, 04:56:33 PM
Quote from: Tynan on February 24, 2015, 01:30:58 PM
Quote from: Vexare on February 24, 2015, 01:11:21 PM
Like others, I'd love to have a way to assign certain colonists to certain crafting stations or even the individual bills because I don't like it when my high leveled crafter makes bricks while the lowbie crafter makes crappy clothing I want the higher skilled one to make.

This is suddenly getting requested a lot so I'm going to add it in for A10.

As long as we don't *need* to assign anybody.  Especially for jobs that don't create something with a quality level, i'm happy to let whoever work on it.
#50
General Discussion / Carpet not very beautiful anymore
February 24, 2015, 04:49:20 PM
A cell of carpet used to have a beauty of 5.  Now it is just a 2.  Smoothed stone floors however, are a 4, which is the best of the things i've tried in my base.

This doesn't make much sense to me -- a lot more work goes into carpet, so why bother?  Is this intentional?
#51
The white text on the right side of the screen got a darker background in alpha 9 didn't it?  But the white text in the upper left is still virtually invisible against winter terrain.
#52
Ideas / Re: Colonists' thoughts about prisoners
February 23, 2015, 08:30:10 PM
Quote from: Thogapotomus on February 22, 2015, 05:27:07 PM
Maybe you would, but I'm betting you'd be in the minority. This is a colony where its survival is the utmost importance. The prisoner you just took in could help save a life with his generous organ donation or help pay for repairs with his life (selling him). Your colonist should be more upset if you just let them walk out like nothing happened.

Ideally there would be a difference in how your colonist react, depending on the prisoners prior actions. If they are neutral or friendly, the mood modifiers stay as is, but if they were from an enemy faction, they are eliminated or severely reduced. A "Sensitive" trait could always be made, where that person feels the current debuffs no matter what the prisoner's prior intentions were. Maybe that's not possible, but until then I'll just have to manually change them every update....

The games about unfolding interesting stories, not a realistic simulation of a colony.

However, the current system where everyone (except psychopaths and cannibals) responds in the same way to some of the ethical dilemmas of rim world isn't especially interesting.  I think there should a variety of ideological traits where the pawn responds very strongly to certain hot-buttons, instead of the current uniform reaction.  For instance the "Abolitionist" would strongly react if you sold anyone into slavery, captured any non-hostiles, and maybe if you traded with slavers.

With specific people reacting strongly the player has choices, maybe you want to do X, but your doctor would flip out?  Is it worth loosing the doctor?  Or maybe if you want to do X, you would never add the doctor to your colony since he objects to X.
#53
General Discussion / Re: Value of early crafted goods
February 23, 2015, 02:48:06 PM
Quote from: Sartain on February 23, 2015, 12:10:42 PM
Make a large indoor trade stock and roof all but a couple of tiles, and your trade crap won't deteriorate without you having to haul it all the time

Trade beacons no longer need to be open to the sky at all.
#54
Quote from: Tynan on February 23, 2015, 12:52:23 AM
Quote from: Eleazar on February 23, 2015, 12:20:14 AM
I'm not the most experienced.  I've gotten my people off the planet twice, both times in less than 3 years, on 100% and 60% difficulty.

And the hardest type, in my experience, is where they drop out of the sky on your doorstep.  There's no time to prepare, some of your people may be out in the field, and unless you have everything underground, chances are they are inside some or most of your defenses.

Would this be Alpha 9 you're talking about?

No, alpha 8.

I hadn't noticed changes to any of these things in the changlog.
#55
Ideas / Re: New Zone type: Walk-in closet
February 23, 2015, 08:27:08 AM
I don't think we need A new type of stockpile.  Instead any stockpile should have minimum quality and deg exertion settings, as well as a toggle to allow pawns to help themselves.
#56
General Discussion / Re: Uncleanable dirt?
February 23, 2015, 12:28:56 AM
Sometimes it seems that dirt/sand that was under a wall will show a "fringe" on adjacent cells.  I'm not sure what causes it (build order?), and i've never seen such a large fringe, but that's my best guess.
#57
I'm not the most experienced.  I've gotten my people off the planet twice, both times in less than 3 years, on 100% and 60% difficulty.

And the hardest type, in my experience, is where they drop out of the sky on your doorstep.  There's no time to prepare, some of your people may be out in the field, and unless you have everything underground, chances are they are inside some or most of your defenses.
#58
We shouldn't get a warning when we turn things off via a switch, as if something is wrong -- it hides actual occurrences of things not being connected to the grid.
#59
marshes look like the freeze over in the game.
#60
I agree that the micromanagement introduced by the clothing degradation doesn't look like fun-- especially since clothing has two stats: quality and "wear" (whatever it is called), making it more complicated to figure out what's best.

It seems you pretty much have to go through everything by hand-- there's no way to stockpile according to "wear", or quality.  This is the biggest issue IMHO.

We have a thousands of variations of a single type of clothing (if you figure in the different leathers), and most of them aren't different enough for me to care about.

Games should be about making interesting decisions that matter.  The trade-offs here are often too small.

Also it really clutters up the trading window.

I'm not saying that some sort of "wear" isn't a good mechanic, but as it is now, it detracts from the game.

I agree i'd like the pawns to dress themselves if their clothing isn't up to par, but with the with all the variations, it will often be a judgement call weather one particular piece is better than another.

Personally, i'd greatly decrease the number of different types of leather to a few types (i.e. iguanas and turtles and snakes can all give "scaly leather") to start simplifying the situation.