I used to try and make separate workshops for each type of work but that's just a lot of work for little reward. As others have said it's just easier and makes more sense to build one large workshop and have storage shooting off from this area in all directions. The colonists socialize more and are easier to keep track of this way as I know where all my crafters are at any given time. I'm still learning how to juggle space efficiency for stockpiles so that they're not constantly climbing over each other's 'work' to get to materials they want or need. The logic behind "I'll go clear to the back of this enormous stockpile for one single rock" mystifies me. Goofy little weebles, why don't you take the one in the front?
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#77
Ideas / Entertainment / Morale Boosters
March 02, 2015, 02:14:08 PM
While alcohol is certainly 'entertaining' - it also has it's drawbacks and is not for everyone's tastes in play or even the colonists overall preferences.
I'd like to see some other forms of entertainment to help boost colonist morale. Another thread mentioned games, but I'd like to see music, exercise or even book reading as ways for colonists to relax and pass some time in between the monotony of hauling rocks and picking corn. I'm one of those would like to see colony longevity (and endless play) options be more of a reality than just quickly defeating a bunch of raiders and mechs, building a ship and blasting off, game over. And with a colony's overall success comes one of human beings basic necessities ... entertainment. I don't think an 'idle' colonist needs to be a bad thing - everyone needs some idle time to rest and relax and the colonists should seek that when not working.
All work and no play makes for dull colonies indeed.
I'd like to see some other forms of entertainment to help boost colonist morale. Another thread mentioned games, but I'd like to see music, exercise or even book reading as ways for colonists to relax and pass some time in between the monotony of hauling rocks and picking corn. I'm one of those would like to see colony longevity (and endless play) options be more of a reality than just quickly defeating a bunch of raiders and mechs, building a ship and blasting off, game over. And with a colony's overall success comes one of human beings basic necessities ... entertainment. I don't think an 'idle' colonist needs to be a bad thing - everyone needs some idle time to rest and relax and the colonists should seek that when not working.
All work and no play makes for dull colonies indeed.
#78
Ideas / Re: Stockpile Sorting by Quality / Incinerate Clothing by Quality
March 02, 2015, 02:06:55 PM
I could see a small additional menu for the incinerator and stockpile UI that gives that ability to sort by either quality or condition or both. I have no idea how Tynan weaves his magic but seems simple, right?
#79
General Discussion / Re: Bit worried by the Company Tynan is keeping these days
March 02, 2015, 01:58:48 PM
Doesn't every gamer (or game developer) dream of having an 18 year old psychotic naked girl wielding a rocket launcher in their group? 
Well, except for me, I *am* the psychotic 18 year old naked girl wielding a rocket launcher in games I play ... at least in my imagination! We all can dream ... right? Guys? uh...

Well, except for me, I *am* the psychotic 18 year old naked girl wielding a rocket launcher in games I play ... at least in my imagination! We all can dream ... right? Guys? uh...

#80
General Discussion / Re: A game where I can't get any new colonists
March 02, 2015, 01:53:45 PM
What storyteller and difficulty level are you playing?
I've been playing on Phoebe this time around after nearly yanking every hair in my head out with Randy (see my avatar? That's what Randy does to you!). I decided to see how long I could go just 'building' and gaining colonists for a longer term game. Now it's almost too slow and while I'm not getting many attackers I'm also not getting new colonists either so the two must be related by proportion in the storyteller's roll percentages. If you're not getting attacked and losing colonists the game doesn't factor in gaining any new ones either. This is kind of frustrating. I'd like to build up my numbers without having to play on the harder difficulty modes so I can focus on quality building (trying to get more creative like the creative colony thread).
Seems the pendulum swings too far one direction or the other. I've not yet found a setting that suits my playstyle perfectly.
I've been playing on Phoebe this time around after nearly yanking every hair in my head out with Randy (see my avatar? That's what Randy does to you!). I decided to see how long I could go just 'building' and gaining colonists for a longer term game. Now it's almost too slow and while I'm not getting many attackers I'm also not getting new colonists either so the two must be related by proportion in the storyteller's roll percentages. If you're not getting attacked and losing colonists the game doesn't factor in gaining any new ones either. This is kind of frustrating. I'd like to build up my numbers without having to play on the harder difficulty modes so I can focus on quality building (trying to get more creative like the creative colony thread).
Seems the pendulum swings too far one direction or the other. I've not yet found a setting that suits my playstyle perfectly.
#81
General Discussion / Re: Long Term future of Rimworld
March 02, 2015, 01:48:15 PM
I'm genuinely surprised at some of the criticisms I've read in this thread towards Tynan and the game's development speed. I've not played an early dev game with this many constant tweaks and updates even from big name studios in a very long time. Maybe some of y'alls expectations are a tad too high because this game is so solid and plays so well with mods it's easy to forget where it's at in development.
I said this before, but it's generally the spirit of the game's community that makes or breaks the game's longevity. The "classics" like Dwarf Fortress, Minecraft, even Skyrim and Fallout series have hugely passionate modding communities which I do believe has a huge factor in how successful the game is with it's fans. But a game has to be solid in it's vanilla state - a good foundation from which to build all those imaginative additions onto and Tynan's bulit a very solid one IMO. Straight out of the box, no mods, this game has many hours of enjoyment even with a few annoyances that are much less so than many finished/boxed/released games I've played over the years and my first real internet gaming started back in UO days.
Tynan's on the right path with this game. It's getting a lot of media attention from gaming fansites and it's well on it's way to being a successfully launched title. I said this before and I'll say it again, I honestly don't think Tynan even needs Steam backing for this game at this point. It's as solid and ready as Minecraft was early on and Mojang never needed Steam or other production backing and is a definite success story with the massive figures it just sold to Microsoft with. I think some folks commenting in this thread are maybe having the proverbial forest for the trees problem.
I said this before, but it's generally the spirit of the game's community that makes or breaks the game's longevity. The "classics" like Dwarf Fortress, Minecraft, even Skyrim and Fallout series have hugely passionate modding communities which I do believe has a huge factor in how successful the game is with it's fans. But a game has to be solid in it's vanilla state - a good foundation from which to build all those imaginative additions onto and Tynan's bulit a very solid one IMO. Straight out of the box, no mods, this game has many hours of enjoyment even with a few annoyances that are much less so than many finished/boxed/released games I've played over the years and my first real internet gaming started back in UO days.
Tynan's on the right path with this game. It's getting a lot of media attention from gaming fansites and it's well on it's way to being a successfully launched title. I said this before and I'll say it again, I honestly don't think Tynan even needs Steam backing for this game at this point. It's as solid and ready as Minecraft was early on and Mojang never needed Steam or other production backing and is a definite success story with the massive figures it just sold to Microsoft with. I think some folks commenting in this thread are maybe having the proverbial forest for the trees problem.
#82
General Discussion / Re: DAZE&BILLING&etc is RUINING THE GAME!!
February 28, 2015, 06:50:45 PM
1. How many colonists do you have total?
2. How many are actually going soft mental break at once? All or just a few?
3. What's the quality level of the cook and food types?
4. What's the quality level of their clothing?
5. Are there corpses or constant murders happening nearby?
6. What storyteller and difficulty level are you using?
Posting a screenshot of your base layout and a few screens of your colonists who have 'broken' (character sheet) might help get to the bottom of the mystery.
What you're describing does not sound like typical game-play and it likely due to some sort of layout issues or glitch / mod conflicts if that many colonists are constantly hitting mental breaks.
I rarely ever have mental breaks with all basic necessities met and 1 year of colony's life.
2. How many are actually going soft mental break at once? All or just a few?
3. What's the quality level of the cook and food types?
4. What's the quality level of their clothing?
5. Are there corpses or constant murders happening nearby?
6. What storyteller and difficulty level are you using?
Posting a screenshot of your base layout and a few screens of your colonists who have 'broken' (character sheet) might help get to the bottom of the mystery.
What you're describing does not sound like typical game-play and it likely due to some sort of layout issues or glitch / mod conflicts if that many colonists are constantly hitting mental breaks.
I rarely ever have mental breaks with all basic necessities met and 1 year of colony's life.
#83
Ideas / Re: Stockpile Sorting by Quality / Incinerate Clothing by Quality
February 28, 2015, 06:42:28 PMQuote from: windruf on February 28, 2015, 03:04:59 PM
+1
and small addition: by quality and condition.
like
good quality + perfect condition -> haul it to stockpile
good quality + broken -> to repair
poor quality -> break it for parts and material
I'm not sure how much additional complex logic would have to go into coding a lot of if / and / or type AI like that but I think at the very least being able to sort stockpiles by item condition or deterioration should be doable and also an additional option for the incinerator.
I'm sure there are guys working on sorting mods with the new deterioration system as well I will definitely be checking those out if Tynan doesn't put any method to reduce item condition sorting frustration.
#84
Ideas / Stockpile Sorting by Quality / Incinerate Clothing by Quality
February 27, 2015, 04:23:13 PM
Now that clothing deterioration is such a big deal and gives a negative hit to your colonists, we are going to need a better system for organizing clothing, armor and other apparel to help with this process.
As I am leveling up a tailor, she produces a ton of really crappy cloth stuff I don't have the room to keep around. Sorting it all and trying to figure out a logical way to get some of it into the incinerator as overflow along with dead raiders junk is turning into a mess for me.
I'd like to see a way to prioritize stockpiles based on quality level of the items in it and also a way to tell the burn clothing bill for my incinerator to only burn the lowest quality items.
Right now I have to toggle forbidden on good items I don't want burned if I run an incinerator batch and sometimes I forget and then the good stuff is getting burned. This is tedious and frustrating.
I'm ok with item deterioration and learning to manage my stockpiles but would like better tools to do so. Thanks!
As I am leveling up a tailor, she produces a ton of really crappy cloth stuff I don't have the room to keep around. Sorting it all and trying to figure out a logical way to get some of it into the incinerator as overflow along with dead raiders junk is turning into a mess for me.
I'd like to see a way to prioritize stockpiles based on quality level of the items in it and also a way to tell the burn clothing bill for my incinerator to only burn the lowest quality items.
Right now I have to toggle forbidden on good items I don't want burned if I run an incinerator batch and sometimes I forget and then the good stuff is getting burned. This is tedious and frustrating.
I'm ok with item deterioration and learning to manage my stockpiles but would like better tools to do so. Thanks!

#85
General Discussion / Re: Creative Colonial Building Thread
February 27, 2015, 04:06:42 PM
I don't have a colony worth submitting to this project (yet) since I'm still really new to the game and learning each time a new build comes out and I restart. I don't use any mods either and still exploring that aspect of the game.
I just wanted to say this thread is really interesting and really opens my eyes to the long-term potential of the game beyond just building a ship and leaving which is ok for once or twice playthrough but I really want to get to the place where I can have a colony for many years of ingame time and watch it evolve and grow. These pictures y'all are posting give me hope I can learn to accomplish that and make it look really nice too. I'm in awe at the amazing detail and organization many of you are showing. Wow.
Edit: If you could suggest just a few mods that make long-term play and large-scale colony life better, easier to manage and prettier, I'd appreciate a short list!
I just wanted to say this thread is really interesting and really opens my eyes to the long-term potential of the game beyond just building a ship and leaving which is ok for once or twice playthrough but I really want to get to the place where I can have a colony for many years of ingame time and watch it evolve and grow. These pictures y'all are posting give me hope I can learn to accomplish that and make it look really nice too. I'm in awe at the amazing detail and organization many of you are showing. Wow.
Edit: If you could suggest just a few mods that make long-term play and large-scale colony life better, easier to manage and prettier, I'd appreciate a short list!
#86
General Discussion / Re: Food Balance Explained
February 27, 2015, 03:52:45 PMQuote from: lusername on February 27, 2015, 06:06:58 AM
You know what he should do? Make blights destroy only ONE type of crop. So you have corn blights, and potato blights, and strawberry blights, and rice blights. That right there gives you a reason not to have all of one thing.
I'd prefer this too. Though I think blights have been toned down a bit this build or else I've just been more lucky than my previous colonies... I dislike that a blight affects every single plant I have regardless of where it's at (indoors or out) and it's species. That's not really fair and is unrealistic. Blights usually affect a certain type of crop due to poor soil issues or insects or disease and not all growing things across the board.
#87
General Discussion / Re: Give us time to save someone on death's door?
February 27, 2015, 03:48:28 PM
Bleeding out seems to have been sped up a bit in A9 as compared to A8. You have a lot less time to react and get the bleeding stopped. So while a liver injury might not kill you immediately, heavy internal bleeding can do you in pretty quickly. I always try and triage my injured and look for heavy blood loss / torso injuries as those kill the fastest so they get medical treatment first over the guys shot in the legs or arms.
I just lost a really good fighter yesterday in my game because I chose to heal up someone I thought was injured worse but I was mistaken and my doctor was literally AT his bedside about to administer the med-kit when he bled out and died.
I just lost a really good fighter yesterday in my game because I chose to heal up someone I thought was injured worse but I was mistaken and my doctor was literally AT his bedside about to administer the med-kit when he bled out and died.
#88
General Discussion / Re: Long Term future of Rimworld
February 27, 2015, 03:41:24 PMQuote from: sirdave79 on July 12, 2014, 05:42:37 AM
"TLDR buy the game" Love the sentiments, everything ive seen and read makes me agree.
Reason I havent already is I dont like kickstarters and I dont like the way people are chucking money around just for the promise of someone they know nothing about. Ill probably buy rimworld at some point but I know that if rimworld finishes "fort mode" and never looks back ill probably be playnig df and not rimworld (despite the UI).
As someone who has bought into a lot of "Early Access" games on Steam and been really disappointed that such unfinished games that were 'copies' of other games and never even polished / completed after being green-lit and on Steam for a really long time, I can honestly say RimWorld does NOT fit into that category and as a standalone game, no mods, it has many many hours of solid playability even at this early stage of development.
While it's fine to compare a new game to DF or Minecraft, just keep in the back of your mind that those games went through long years of development and it was the community enthusiasm that made them solid classics. That's what I see happening with RimWorld and that's why I jumped in early, before it's even another number on the Steam queue where the gamer mentality is much lower and often insanely critical and petulant. I actually kind of wish Tynan wouldn't put this game on Steam to be honest. Dwarf Fortress and Minecraft are both examples of games that did fine as indies and no Steam backing. Sometimes putting games on Steam can ruin them in my opinion and I'm a big Steam fan so that's not the point. It's the player mentality that causes a whole attitude that can muck up the works.
I've taken the risk and shelled out money for Alpha games I wish I hadn't. This isn't one of them.
Since you've posted enough times here and been following it for some time, I encourage you to just take the leap and buy it and be a constructive part of the feedback community after you've had some time to play it hands on. Lets Plays on Youtube really only give you a spectator perspective. I loved the game far more than the videos I watched of it being played and those were even by the big names (Cohh Carnage) which convinced me to buy it. Playing it myself was way better. Love this game.
#89
General Discussion / Re: Tattered Clothes Help
February 27, 2015, 03:28:41 PM
I have to agree on the wording / percentages being somewhat confusing. Now that I've been playing with a colony long enough and have built up some clothing supplies, I have a hard time gauging pieces that have been tailored and thrown in a stockpile. They say "awful" or "poor" but are fully made and don't give a debuff for tattered or worn out because they were newly made so I can force someone to wear them and while poorly made (low crafting skill of the colonist who made them) the wearer doesn't seem to care about that. The percentage of wear seems to be the only noticeable difference and I can't tell at what point that threshold has been met or is about to be met and the item is suddenly 'worn out' and they get the debuff.
Please consider changing this to a more intuitive interface method because as is I'm constantly micromanaging by examining their gear and trying to figure out what piece is causing the debuff. I don't mind micromanaging things that's obviously part of the game, but this new clothing deterioration goes into the annoying/non-intuitive territory for me.
Please consider changing this to a more intuitive interface method because as is I'm constantly micromanaging by examining their gear and trying to figure out what piece is causing the debuff. I don't mind micromanaging things that's obviously part of the game, but this new clothing deterioration goes into the annoying/non-intuitive territory for me.
#90
General Discussion / Re: Most lucrative item?
February 26, 2015, 12:59:37 PMQuote from: akiceabear on February 26, 2015, 08:20:54 AMQuote(Suggestion: Mysterious Blight should cut current growth in half with a large amount of randomness, rather than outright killing everything.)
+1
+2