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Messages - cultist

#151
Long story short, there is no real way to deal with chem fascination/interest. Like pyromania and diseases, it's little more than a timed "fuck you" button that gets pressed every now and then and you have to deal with it. Beating your own pawns senseless or walling them in isn't really a solution, the damage done to your colony with these methods are about as large as the binges themselves cause. The best thing to do is avoid the trait in your starting group and turn down any junkies unless you're desperate for fresh bodies.

If you somehow end up with one anyway, I suggest you turn them into a drugged up super mercenary. Get them hooked on Go-Juice and Yayo, give them a good weapon and maybe some bionics and put them on the front line. The problem will then sort itself out eventually.
#152
Piracy is a fact of life if you're in the software industry. Most people pirate because they don't have the money, just like people steal food if they can't affford to buy it. Don't worry about it. Ludeon has made a lot of money on Rimworld already.
#153
General Discussion / Re: Headdesk...
October 16, 2017, 10:44:21 AM
Quote from: Limdood on October 16, 2017, 09:07:27 AM
Oh my god guys....seriously.

The point of the post was a funny story.

There is a sub-forum specifically for that. Maybe put it there? Topics in General are for discusing the game.
#154
The whole stockpile tree is getting bloated. I think it's about time to have a look at expanding the stockpile UI.
#155
Doubtful. I doubt Tynan will get into ports until the PC version is finished. And even if he does, it's almost certainly going to be handled by someone else. Porting a game with this level of complexity isn't a job for two people. CorcernedApe had others port Stardew Valley for Switch as well, though AFAIK mosty because he didn't have the knowledge/experience to do it himself. And also because the PC version took almost 5 years for him to do on his own.
#156
Quote from: asanbr on September 17, 2017, 07:32:27 PM
it's not counterproductive.

That depends on your playstyle. If you just want to crank out goods and make some money quick, it is indeed counter-prodcutive. If your goal is to level a pawn's skill with as little material consumed as possible, it's a good tactic.
#157
Quote from: b0rsuk on September 16, 2017, 05:58:14 PM
Also, I think it's best to fight Scythers with overwhelming firepower, even if it means pistols and bows. You can't outrange them with bolt action rifles, which have slightly worse damage per second. So bring more people and overwhelm them, placing most exposable guys closer, naturally in cover.

Yup, close-medium range focus fire is the way to go if you don't have turrets/killboxes set up. Scythers are at their strongest at maximum range, don't let them use it to their advantage. They're strong in melee as well, but you're more likely to lose a pawn to a charge rifle shot than a cut from a scyther blade.
#158
Quote from: Trylobyte on September 16, 2017, 01:57:20 PM
I'm not sure how this works for jobs with work units (crafting, artistic, etc) but I imagine it's actually the same, with XP being given per work unit completed rather than per second.

I think it depends on the type of job mostly. Any artistic, armor or weapon bill gives continuous xp, as does growing, research and construction. I can't figure out the logic behind when plant cutting gives xp and when it doesn't, but it seems to be related to the maturity rate of what you're harvesting. Most other jobs only give xp when the job is finished.

Surgery used to give continuous xp, but I think it was changed to a large chunk instead (presumably to prevent powerleveling by starting surgery and cancelling before it's done).
#159
General Discussion / Re: How to Refund?
September 17, 2017, 06:42:41 AM
If you bought the game before Steam release (there's a cutoff date but I don't know what it is), you should have received a steam key by now. I had to get in contact with Ludeon to get mine, so I suggest you do the same. Most likely it got lost in your spam.
#160
Quote from: BoogieMan on September 16, 2017, 01:05:41 PM
This seems like counter intuitive design. Why should having work speed penalties increase skill gain? It should probably be normalized..

It doesn't increase the rate of xp gain, it just slows down the crafting process. The end result is more xp for less materials consumed, but (obviously) also fewer items produced. The cost/benefit analysis is about whether or not you have an excess of raw materials.

I should add that this doesn't work with most jobs. Cooking (and Doctoring) gives a single chunk of xp when a pawn finishes a task, so you want your cook (and doctor) to always work as fast as possible, regardless of skill level. Same for stonecutting. Not sure if other "low tech" crafting jobs like smelting steel chunks even give xp anymore, but the same applies here if they do. It works for construction, but you run the risk of wasting materials because it also increases chance of failure.
Essentially the "exploit" is only good for long-term jobs that create items with quality levels, so tailoring, (most) smithing jobs and artistic.
It kind of works with growing and construction, but the potential downsides make it usually not worth it. Besides, you generally want these jobs finished quickly because they are already time-consuming to begin with and essential for your colony to thrive and expand.

And finally, there is a daily skill gain cap which in most cases prevents you from doing much more than stifling your own progress by doing this.
#161
Yes that is correct. You can further increase this number by having the crafting area outside and/or in non-ideal temperature.
#162
General Discussion / Re: Slothful + Very Neurotic?
September 10, 2017, 05:46:31 AM
Tynan is always slothful.

::)
#163
Ideas / Re: Remove roof collapse from the game
August 28, 2017, 12:53:50 PM
Ironically, this is a much bigger issue outdoors than it is inside a mountain. The bit that's annoying and requires babysitting is mining outdoors when there's big chunk of ore in a weird place, where it juts out and can potentially cause collapses. Inside mountains you usually have enough walls around you to not have to worry about collapses.

It's easily fixed with a wall or two, though.
#164
Simplest solution is allow them to wear clothing only up to 99% HP. That way they will stay away from brand new items, but still replace worn items with newer items. 1% durability wears off pretty quickly and then you can un-force new clothes if you want.

Not really sure what the problem is though, unless you're producing a lot of junk items that pawns put on.
#165
General Discussion / Re: Alpha 18 release date
August 28, 2017, 12:38:51 PM
Quote from: mumblemumble on June 11, 2017, 03:47:46 PM
Valve releases, I just suspect they have gotten so sidetracked with csgo, tf2, l4d1 and 2, portal, and other things that they continue to maintain, that they dont really care about say, halflife 3.

None of those are developed by Valve though, except for Portal 1+2. And Portal 2 was over 6 years ago. They stopped being a developer a long time ago. Publishers have all the control so I can see why they would rather be in that position. It's just a shame they don't care about developing anything internally, but I wonder how many of the people that made their best games are even employed by them any longer. I can't imagine doing something like Half-Life 2 and then just sit and fiddle with patches and hat designs for the next 10 years.