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Messages - cultist

#16
I personally see it as a trade-off.
Young pawns are less skilled and less likely to gain very high skill levels, but they don't develop natural health issues and are more likely to survive infections and diseases. They're great for basic jobs like hauling, cleaning and stonecutting (because these jobs only depend on health, not skills) as well as a natural choice for soldiers (spray weapons basically ignore shooting skill anyway), as they're more likely to survive being badly damaged.
#17
I'm pretty sure manipulation doesn't affect food poisoning chance. Only cooking skill and the cleanliness of the cooking area. Manipulation has a huge impact on butchering efficiency, but not the quality of cooked meals.
#18
Caravans animals essentially follow the same hunger logic as a wild animal, i.e. they will eat any suitable food they can path to when they get hungry. I have yet to find a way to deal with this, as you can't always predict where a caravan will hang out while they're visiting.
#19
Quote from: Kirby23590 on November 16, 2018, 12:25:26 AM
However if it's a Weapon or a Armor Piece. The stats of it are much worse with them being less accurate if it's ranged or Less damaging if it's a melee weapon or Armor and a Shield Belt less being protective if they have less HP left.

Item HP no longer affect weapon stats (since 0.19 I believe?).
#20
The cleaning issue is a bit of a catch-22 - restricting cleaning during sleep hours risks the room becoming dirty, possibly causing a mood loss that is retained until the room gets cleaned. Or you can risk causing disturbed sleep which does go away, but has to run its course. I prefer the second solution, but it's never going to be perfect. The only way to eliminate the issue completely is to have a bedroom that can't become dirty (no floor space or all sterile tiles) but that has other problems attached.
#21
There's a mod: https://steamcommunity.com/sharedfiles/filedetails/?id=754010247

It's 0.18 though, but you can revert to older versions.
#22
Ideas / Re: Ancient Danger didn't feel very Ancient.
November 14, 2018, 11:05:23 AM
Quote from: JayratX8 on November 12, 2018, 03:48:41 AM
also do the chambers only contain people? maybe once in a wile they might contain items instead.

They can also contain megascarabs, at least they used to. If items spawn, I think they only spawn on the floor in the "ancient" room. Also, the people usually carry good stuff like quality weapons, hyperweave clothing, gold, medicine etc.
#23
Ideas / Re: Old topic, console ports
November 14, 2018, 11:00:29 AM
One major issue I can see is the ESRB rating - it's a guaranteed M rating with all the sex, drugs, violence, slavery, cannibalism etc. - even if it's all a bit abstract in the way it's presented. M ratings don't sell games unless it's big name franchise. Console players would likely never have heard of Rimworld unless they play on PC as well.

Tying into this is the fact that not all of the content is created by Ludeon - all of the community leader backgrounds and hundreds of standard backgrounds are made by players who paid to have it in the game - and it's not all PG. I doubt a big player like Sony or MS would just let something like that slide.
#24
Quote from: Crow_T on November 13, 2018, 06:39:39 PM
I like to diversify, rice in rich soil, if there is a lot of rich soil just a reasonable sized plot, I'll pop healroot in next.

I'd just like to add that the slowest crops get the biggest advantage from rich soil since the bonus is %-based. +20% growspeed on rice (okay it's +40% for rice but still) or berries is okay. +20% growspeed on cotton or devilstrand is a pretty big deal, especially if your map has limited growing seasons.
#25
Rice is the most labor-intensive food (planting, harvesting, hauling) compared to others - this is fine if you have year-round growing and lots of pawns or you need to train their planting skill, but it can be tough if you only have a single grower, limited outdoor growing times or no dedicated hauler (these are just examples).
Once your colony (and your need for food) grows big you may want to grow something with a better payoff per plant to save soil for something else, or simply to cut down on the amount of time pawns spend planting and harvesting.
#26
General Discussion / Re: Sappers blow up walls in no time
November 07, 2018, 05:42:11 PM
The best way is usually to intercept sappers before they get to your walls. If you can kill the guy(s) with grenades, the rest will have no choice but to charge your (hopefully) heavily guarded front entrance.

If that's not an option, you can cheese sappers with well-placed turrets. Sappers will avoid targeting areas that are too close to a turret.
#27
Ideas / Re: Early Warning System
November 07, 2018, 10:15:46 AM
Given how long it takes to get a single pawn combat ready in the end game (switch pants, switch helmet, switch armor, maybe even switch weapon...) I think this would be a decent idea, especially if there's a chance it fails.

I get that Tynan wants people to wear out plasteel helmets and marine armor by wearing them 24/7 so they only see actual use for 5% of their "lifetime", but given the fact that they start to penalize you at 50% that's simply not a reasonable strategy. And there's still no effective way to force pawns to switch all their gear quickly, it's intensely micro-managey, even for this game.
#28
Maybe tribal allies could bring tamed combat-ready animals as their special feature?
#29
Ideas / Re: Faction Cannibal Trait
November 07, 2018, 10:05:27 AM
I don't see much point in this except to force positive traits and the only point of that is to make the game easier...

A key component of the social system is the fact that your pawns are all a bunch of mismatched misfits. They (mostly) didn't choose to be here and most of them probably don't like it much. Streamlining their traits is in conflict with that idea.

If you're having mood issues, try improving the stats of the dining room, rec room and bedrooms/barracks. After a certain point, you NEED these rooms to give positive modifiers to avoid mental breaks.
#30
Quote from: Yoshida Keiji on November 07, 2018, 08:25:19 AM
Disclaimer: I have never risen a chicken coop myself in real life...but every depiction I have seen on TV movies and documentaries...eggs are not just laying around on the floor...

Depends how you keep your chickens.
Actual free-range hens usually have little hay-filled boxes designed for them laying eggs and laying on them without hatching them (I don't know the proper english term for this) but it's up to the hen whether to use them. Often you'll find eggs all over the place because some hens might not like the boxes, some might be afraid of predators so they lay them where they're hard to find and some hens are just plain weird and refuse to lay eggs anywhere except some weird spot where eggs definitly don't belong.

It's obviously different with a factory farm.

Source: Mom kept chickens for over a decade. They're a lot more fun animals than you might think. They're also omnivores and indulge in cannibalism even when they have plenty of other food.