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Messages - Silvador

#121
General Discussion / I missed out on what?!
April 21, 2015, 10:20:35 PM
"Fixed bug that caused pawns to sometimes teleport to the bottom left corner of the map."

"Fixed a bug that caused colonists to spaz out around the billiards table when they reached full joy instead of just ending the job."

I was reading over the patch notes for 10d and I couldn't help but laugh my backside off at these two points! How I would have loved to have witnessed these bugs for myself. XD

I can only imagine what these scenes would've played out like...

All was going well for Franko. He'd slept in a warm, comfortable bed last night, woke up to a well cooked, lavish breakfast, and his new jacket was his favourite colour. As he made his way through the colony, turning the corner at the west side of the hospital, on his way to haul some wood from storage to a new construction job, Franko suddenly tripped over a rock and fell flat in the mud. Picking himself up and grumbling at getting his new jacket dirty, Franko glanced around, but saw only marshland and mountain side... his colony nowhere in sight.

"So that's what happened to Bishop..." he thought as he picked a direction and began aimlessly wondering.


or

Terrance eyed the eight ball carefully. It was a clean shot. Bounce the cue ball off the side, strike the black head on, and the game was his. Carefully he tested his shot, moving the cue back and forth, judging how hard to strike. Bard watched, glaring at the billiards table. He still had several other balls to sink before he could try for that coveted eight ball shot. For him, the game was already lost.

Terrance took his shot, hitting the cue ball square on. It moved straight and smooth, bouncing off the wall and hitting the black ball with a loud 'clack' and sending it into the pocket. Bard sighed and reach out his hand to shake Terrance's. But Terrance bleated at Bard like a goat before swinging the pool cue in the air above his head. Bard could only duck and run out of the room as Terrance then proceeded to climb onto the billiards table and begin throwing the remaining balls around the room, knocking over a lamp and putting several holes in the walls while shouting nonsensical gibberish and jumping up and down like a rabid ape.
#122
Ideas / Re: Smoothing Stone Walls
April 21, 2015, 08:43:44 PM
Not even going to read OP's post. I read the title and that's all I needed to read to be on board with this. Smooth stone walls +1!
#123
Quote from: baekdal on April 21, 2015, 09:01:17 AM
Two reasons:
1. aesthetics ... it just looks incredibly messy. I like my Rimworld bases to have a bit of style to them, which is also why, when I'm making clothes, I create a room that looks like a fashion store where t-shirts is in one place and pants in another. It's just more fun that way than to simply dump everything in one big pile. You will see your colonist walk into this big room, walk over to the shelf with the pants, and replace it right there. And with the new stockpile management system, the crappy clothes are then removed from the 'store' to a separate room... just like in real-life. (i will post a screenshot later)

But most of all, it's stupid. Why would the colonist place items at random tiles? 

2. Speed. For some of my large bases, my stockpiles are 25x2, with each item in separate strips. In the past this worked wonderful, because I would always have access to everything because it was stacking them from the front. Now, items are randomly placed, meaning some items might be 25 tiles further away.  For some tasks, it can mean the difference between getting 3 crafting jobs done, or just one. The speed difference is massive, especially now that the colonists constantly procrastinate. 

It's even worse with a single item hauling (like rock chunks). With the new stockpile mechanic, it can take days to clear out a room of rock chunks, whereas before it could be done a lot faster.

Do I have OCD? Nah... I don't think so :) I just don't care for illogical chaos. It just doesn't make sense that it works this way.

1. That's just your personal preference and doesn't have any real effect on gameplay. Personally? I don't see it as all that messy. It just doesn't bother me.

2. 25x2?! ... Quite frankly, I'm at a loss for words at that. The only thing that I can think of is... well, that's more your choice in design rather than game mechanics. So, you're literally making your own bed, there. Lie in it?


Sure, having a slower pawn might cause a hindrance. But how often do you have a colonist with even 2/3 speed, let alone half or lower. It's unlikely that someone is going to have more than 2 out of 10 colonists with a vital job that requires constant hauling who has reduced walking speed.

Typically, people don't design a colony around one or two colonists that are of poorer quality than the rest. The colony is designed with the majority in mind, in which case, it falls to poor designing. I haven't been playing Rimworld for nearly as long as some people on this forum, but I've started many colonies in my short time playing and already I've learned how to best design my colonies to get efficient storage access without having to consider whether or not a pawn will have to walk too far or not to collect the materials they need.
#124
I fail to see how this is a problem, unless you have OCD.

Stockpiles aren't typically so huge that moving an extra couple of squares to store or retrieve something gets in the way of the larger work flow. And with the list on the left side of the screen, one doesn't need to stare at their stockpile and do a bunch of math to work out how much of something they have. Short of visual appeal, there really is no point to having everything so organised.
#125
Quote from: Dr. Z on April 17, 2015, 01:48:45 PM
I don't know how to do this but I wouldn't do it even if. This game is made to challege you and by now I know so much about it that I'm happy for every challange. If you don't want bad back take younger colonists. It's a balance for the higher starting skills old people get, so it isn't just a cosmetic editing but actuall cheating. Also you can fix all the things you listed with the Expended Porsthetics and Organ Engineering Mod.

This.
#126
General Discussion / Re: Welcome change to cremation
April 20, 2015, 06:44:07 AM
Sounds like a great addition. Not used the crematorium much myself (mostly because I've not gotten to having it available), but I imagine it would help avoid accidentally incinerating wanted items such as armour or personal shields.
#127
Quote from: mcduff on April 20, 2015, 05:46:42 AM
If you don't think people in survival situations are going to jerry rig a still and a dartboard, I'm inclined to suggest you don't understand people very well.

(on that note, can we have a still and a dartboard? :D :D )

I second this motion. The second I read it, still and dartboard sounded an epic idea. Perhaps the still can provide stronger, more enjoyable beverages early on, but at significantly less of a production rate, to balance out having the brewery as an option as well, after being researched.
#128
Ideas / Re: Fog of war?
April 19, 2015, 01:37:47 AM
Given the scale of the maps, as someone else has mentioned above, I see little point in having it. However, I do also see how some would enjoy having it. It doesn't bother me not having it, but I wouldn't mind trying a few games with it. I'd say make it an toggle-able option, so players can either have it or not have it at their own discretion, should they desire a more immersive or challenging game.
#129
I had a guy with an adult background that included avians and another humanoid race.
#130
If you don't want to leave the poor person out in the middle of nowhere, bleeding to death, and simply want to help them, but aren't necessarily interested in "recruiting" them, you can simply rescue them and feel good. Rescue lets you save that person's life without having to slap them in cuffs and through them in a cell just to save them
#131
General Discussion / Re: Sneaky Tynan
April 17, 2015, 09:06:32 PM
Quote from: Jan2607 on April 17, 2015, 07:34:19 AM
Quote from: Bobylein on April 17, 2015, 07:30:37 AM
Quote from: Match on April 17, 2015, 07:21:01 AM
Quote from: Jan2607 on April 17, 2015, 06:59:32 AM
It would be nice, if "human breeding" could be possible in RimWorld :D

Mmmm, I can see it now! A sustainable human meat & leather production facility
Is it a bad sign that this don't surprises me in any way? Rimworld let's think you in other ways I guess...

Yeah, that could be a possible way :D
But I thought about little kids, who grow up to new colonists ;)

Free labor, not requiring capture or "re-education"!
#132
If I was the one in need of immediate, life saving health care, I wouldn't want a pent up doctor half focused on treating me. It's not healthy to let that pressure build up and in the position of saving lives, it's important to remove all distractions before performing any serious medical procedures.

/tongue-in-cheek
#133
Sounds like you just had a spot of bad luck. Still not as bad as the instant failure I had.
#134
General Discussion / Re: Sneaky Tynan
April 17, 2015, 06:54:12 AM
Honestly... I didn't see the "Having private time" the first time. I thought the name was the focus, some link between the name and the Tons 'o' joy. Thought it was a joke about some stupid internet meme I didn't know about.
#135
General Discussion / Re: Sneaky Tynan
April 17, 2015, 02:22:23 AM
I don't get it...