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Messages - Boboid

#496
Out of curiosity why didn't you just scale the cost proportionately to the volume change? That would leave gold at exactly the same cost-to-value/useage ratio as before.
The only limiting factor would be the cost of a single piece of gold being too high for whatever it was being used for, which seems a fairly minor concern.
#497
General Discussion / Re: Fertilizer pumps...
February 19, 2015, 09:25:01 PM
I *think* solar flare frequency has been reduced quite substantially in A9.
That was certainly my experience in all my games during the public test.

Might have to ask for conformation on that one!
#498
General Discussion / Re: Alpha 9 impressions
February 19, 2015, 05:35:23 PM
It's a little bit hard to suggest possible improvements without context, I don't really know how you're designing your colonies or the nature of your colonists ( They could all be Very Neurotic, Too Smart, Depressives for all I know )

But #1 on the list of changes in A9 is the Disturbed Sleep change
Basically now every time a colonist walks near a sleeping person that sleeper gets a negative mood effect, and it stacks with absolutely no delay!
Definitely remove communal sleeping areas for your colonists ASAP.
At the very least rearrange their sleeping spots so they don't all convene on a single location as that will inevitably stack up Disturbed Sleep.

As for vomiting - Bad cooks can now poison food and that can snowball totally out of control, check your colonists information page for the exact % chance ( It scales down with cooking skill ).
Personally I would suggest sticking to Nutrient Paste until you find someone with a low chance of poisoning food - Food poisoning lowers productivity, counts as being " Sick " (Mood penalty ) and the constant vomiting reduces beauty by a massive amount *and* adds to general maintenance.

It's also worth noting at this point that Mood now has a Global Work Speed modifier, so a particularly sad colonist works slower (which can snowball).

You can also opt into making Beer for your colonists as it has a positive mood effect, it's by no means mandatory however and owning beer can cause colonists to go on binges depending on their traits.

And all the simple stuff like.. don't have them eat raw food, or sleep on the floor, or outside, or in the cold/hot. Rimworld colonists are fussy buggers :P
#499
Well it's nice to see the furniture problem is gone.

As for that kind of metal distribution I'd say that looks about right, silver/gold/uranium/plasteel are just *that* rare in my experience.

Fortunately the uses for Gold/Plasteel/Uranium are pretty narrow at this point and Bulk Goods traders often carry more than you'll typically need, the majority of your Silver you'll generate by selling goods to traders so there's no real need for the map to generate large quantities of it.

Come to think of it I can't even remember the last time I used Gold or Uranium, and as for Plasteel you can typically get enough of that by grinding down Mechanoids.
#500
General Discussion / Re: Fertilizer pumps...
February 19, 2015, 04:09:54 PM
Frankly, I'd settle for the ability to just concrete over marshland and other undesirable terrains, I rarely care about farming on it I mostly just don't want to have to build around it.
#501
General Discussion / Re: Build releases vs modding
February 19, 2015, 02:25:12 PM
Quote from: Vexare on February 19, 2015, 02:03:24 PM
I think the player might rely on them

Pretty much dead on there.
#502
General Discussion / Re: Fertilizer pumps...
February 19, 2015, 02:19:36 PM
I certainly miss being able to remove unbuildable terrain.. don't miss the indoor farming though.
Chances are someone will mod them back in though as a lot of people relied heavily on pumps for their -exceptionally easy- food generation.
#503
1. Can't say I've experienced this although it's worth pointing out that Silver/Plasteel/Gold/Uranium(<- that's new for the record) are all quite rare so 4 colony generations may not be a sufficiently large sample size, perhaps you just got unlucky.

2. So to be clear you're unable to right click on furniture such as beds/tables/ect in the interface and select Wood?
If that's the case double check that there's wood available somewhere in the game world and triple-check it's not forbidden.
#504
General Discussion / Re: Good temperature management?
February 19, 2015, 11:52:10 AM
2000-4000W is the tiniest explosion ever.. It's like.. one power conduit destroyed, 50% damage to adjacent conduits and four fire patches.

If your colony is so fragile that you can't put out a tiny fire that happens like.. twice a year, then you've got more pressing concerns than the efficiency of coolers :P


You don't need " A whole pile of batteries" you need exactly as many is required to power your setup overnight which is typically less than 3 until you get into large hydroponics setups by which point coolers are comically trivial to power.

#505
That's not quite true anymore, your primary beacon will be assigned to external beacons in preference to undercover beacons. So there's no need to place your first beacon outside, if you only have one external beacon that will be targeted by drop pods ( and purchased items )
You can quite easily test this in dev mode yourself.
#506
That's pretty much the gist of it yeah.
#507
General Discussion / Re: Good temperature management?
February 19, 2015, 10:07:52 AM
Really don't understand the weird outrage and discussion about the power of coolers. Solar panels produce so much power for so little steel and are so flexible as to their placement that power consumption is just.. a joke.

Just seems like people have this weird misaligned expectation about the power and consumption of Coolers.
A solar panel produces 1700 power, even with the efficiency loss of batteries and eclipses  you're literally talking about ONE battery and ONE solar panel to power your freezer. Why is that unreasonable O.o

It's also worth noting that having all your coolers set to the same temperature can be pretty grossly inefficient, staggering by one degree  is a significant improvement, in a 10x10 (which I might add is more than enough storage for up to 25 colonists) even in hot biomes only 2 of your coolers will typically be running full time.. and we've already been through the tiny power consumption of coolers.

A single geothermal vent can run 18 coolers full time without batteries...
#508
General Discussion / Re: Good temperature management?
February 19, 2015, 07:51:35 AM
When you increase wall thickness be sure to add more doors as well, I'd obviously suggest auto doors for freezers.

You can also use this wall thickness to create small airlocks if you're * really * struggling to keep an area cool, but you should be able to *trivially* cool a 10x10 room with 3 coolers with only single walls even on very hot maps
#509
Year 31? Christ..
Gotta ask what your settings were - I can theoretically see a colony lasting out to about... 10? Years on 100% but if the escalation stays similar past that point I can't see you continuing, just the raw resource limits would be prohibitive unless you carefully regulated pirate/mech attacks to maintain steel generation.

Not to mention the DR on kill boxes past a certain point. With enough colonists granite walls just can't handle it so your killboxes tend to have to get bigger and bulkier, 30+ colonist games just shred through walls like nobodies buisness.
#510
I just said that they prioritize outdoor beacons :P

if your first beacon is undercover and your second is outdoors, they'll land on the second