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Messages - Boboid

#511
Well I still cut the legs off of ALL my prisoners who look like they'll be subject to cabin fever..
(Install peg leg, remove peg leg in vanilla)

And I still butcher all the human corpses I come across and turn their skin into cowboy hats which my colonists are frequently wearing.. and sometimes Dusters.. in fact my colonists have been known to wear entirely human skin outfits...

And of course the meat is still worth selling so I typically have freezers full of human meat..
In fact come to think of it my planet's main exports at this point are probably humans in.. various forms...


And I can never be bothered cleaning up incapacitated animals after animal swarm events so I typically have like.. 20 incapacitated animals on my front doorstep just wobbling away for weeks before they bleed out or die of infection...
Occasionally the ones incapacitated by blunt weapons starve to death.. or some get up and go about their business (Albiet extremely wounded).


And of course there's that time on a cold world where I stored all the human meat in my colonists bedrooms - They didn't seem to mind though :P
#512
Note that purchased items and enemy drop pods will prioritize outside beacons so you can very carefully control where they drop now.

I found during testing that the best course of action was to have dedicated selling beacons under cover at all times, and a purchase beacon located some distance away that was essentially a building with a 1 tile roof removal above the beacon itself.

Most purchases will land undercover (very rarely one will land directly on the beacon and will be exposed to outside) which is nice but more importantly drop pod attacks will only land around this area which makes them much easier to manage.
#513
Bizzare seeing this post before I've actually had the update email go through or the download count reset :P

I'd love to see even basic expansion of the animal system to the point where you can actually craft leather goods reliably rather than sporadically, and an extension of the melee system to some degree - I'd love to see more than just numerical differences in weapons ( not specifically melee ) akin to the way the new incendiary launcher works, utility and mechanic differences that create some awesome choices rather than just strict upgrades.

Some small interface tweaks would definitely be high on the list but it's my understanding that that particular wish will probably be looked at for A10 anyway..

Frankly #1 is probably like.. basic combat interface/order improvements. Currently you can't really order pawns to "walk into range and kill that thing" very reliably apart from individually which is fine with half a dozen colonists but at the point where you're giving individual orders to 25 colonists it's a massive hassle.
Don't even get me started on melee orders, god damn that's frustrating as scale increases, you end up just building kill boxes that the AI blindly walks through and gets clubbed to death in some sort of strange human-body-labynth
#514
You can now place trade beacons under roofs ( Overhead mountains included ) and sell items from underneath roofs.
It's bloody awesome :)

Purchased goods (and drop pod attacks) will land outside and external beacons are take precedence so it's significantly easier to force drop pod attacks to land outside your colony, assuming you're willing to haul all purchased goods to more useful areas.
#515
Quote from: TheScriptan on February 17, 2015, 08:10:40 AM
I hope that in A9 you will be able to move furniture.

Nope.
#516
And we lost all the crabclaws.

Just a sloppy implementation of the furniture system really, would be fairly easy to have them deconstruct into an itemized version of the object ( Which sculptures do anyway) but instead you have to smash all your furniture into kindling instead :/
#517
General Discussion / Re: The Best Tree Type for Wood
February 14, 2015, 02:32:22 PM
Well of course the labor increases per tree but that's irrelevant because the wood output per tree is constant, you don't need more Crecopias to generate an equivalent amount of wood to Oaks for example.

You're definitely being lazy since you can derive the work per tree per time trivially using the data you've already collected :P
#518
General Discussion / Re: What do you name your colonist?
February 14, 2015, 12:02:23 PM
Quote from: skullywag on February 13, 2015, 03:31:34 PM
Quote from: CreepyD on February 13, 2015, 02:12:51 PM
How about Rimmer, Rimmer, and Rimmer etc :D
I can't help but see Rimmer World when ever I load up the game hehe
oh god, red dwarf mod.....BRING ME MY SURFACE PRO 3....i need to mod.

I can only assume this mod would turn all the colonists into Very Neurotic pawns with the Space Janitor backstory.
#519
General Discussion / Re: The Best Tree Type for Wood
February 14, 2015, 08:59:07 AM
Surely work time is directly proportional to the growth time? Ergo Crecopias take 2.5x the work/travel time.
#520
General Discussion / Re: item consumtion priority D:
February 10, 2015, 09:30:52 AM
A system that allowed you to assign a particular colonist to a particular workbench would be sufficient for a lot of tasks.
Or to assign specific priorities to various benches that fall under the same category.

For example I want my Tailoring to be done before my Stonecutting.
And I want my Butchery to be done before my Cooking and so on.

There's a fine line between unnecessary complexity and a total lack of control.
#521
Outdated / Re: [MOD](Alpha 8) Prison Improvements
February 06, 2015, 11:33:40 PM
Yeah I'd most definitely separate my prison from my main base... and then reconstruct the wall all the raiders walked through to get to my prison and freeze them all to death.
#522
I'm not sure that's actually currently the case Zesty.

I'm reasonably sure that any wound that's treated sufficiently quickly cannot become infected regardless of the medicine used, even when no medicine is used. The same goes for Scars on most bodyparts ( The exceptions being bodyparts that immediately scar upon damage, eyes for example)

Poorly treated wounds heal more slowly, and attempting to heal wounds without medicine can take a very long time, but it's fairly safe.
Apart from when it takes so long to treat a wound without medicine that it gets infected.
#523
General Discussion / Re: Wiki needs updating!
February 05, 2015, 08:07:06 AM
From what I've seen almost every page needs to be changed in one way or another, I may have to learn how to format everything correctly -something I'm rather loathe to do - in order to help out, I don't think just whipping Milon with information blobs is going to cut it :P

Alpha 9 is going to be a bit of a doozy for the wiki too..
#524
General Discussion / Re: Several orbital trade beacons
February 05, 2015, 08:02:50 AM
Raiders already don't particularly like trade beacons, they're on the list of " Random objects to be targeted when not being attacked"

Also I think you'd spend a lot more steel on trade beacons than you would on say.. a few mortars of you own :P
Plus you'd only be able to sell their food, so they'd still shell you for a while.
#525
Oh I wouldn't rule the size out - think about it. Quadhog! Terror of Rimworld! Destroyer of Colonies! Devourer of forests! Snuffler of Truffles! General bullet sponge! Player of tennis on Tuesdays! Fighter of Criminals! Dispenser of Justice! Harbinger of Doom/Many hog-hide cowboy hats! Slayer of Centipedes! Saviour of the Universe!

I may be losing my mind.