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Messages - b0rsuk

#31
Generic containers, even clothing containers, are not in the game for design reasons. Tynan thinks it would make accumulation of wealth too easy.

However this interferes with playing the game normally and survival aspects. I'm unable to store enough necessary apparel - for survival purposes.

This is why I'm considering the idea of 1 wardrobe per colonist, similar to how each colonist has a bed. This would be a compromise because it would allow players to store more apparel, but there would be a cap on the number of wardrobes (in use). Only wardrobes claimed by colonists could have clothing in them.
#32
General Discussion / Re: Making armor useful again
October 05, 2018, 02:42:04 PM
Quote from: vzoxz0
In real life, a helmet doesn't stop a bullet. They are for shrapnel from artillery fire, grenades, and other types of explosions (or simply from debris flying as a result of bullets flying around you).

In Rimworld, there's no shrapnel, debris and ricochets.

In real life, helmets have an actual purpose. In Rimworld - not really.
#33
Quote from: Fluffy (l2032) on October 02, 2018, 04:26:46 PM
Someone much smarter than me said it like this;
Imagine if a guy owned a hotel and I came every day and cleaned for free. So people like his hotel and pay him more. I do this for years. Now the hotel owner comes and tells me I'm cleaning wrong and please clean more of the rooms? For free. Just bc he said so.

I'd like to add that the hotel owner also did so without thanking me for my labour, or asking me for my opinion. Does that seem right? I never asked nor expected to be paid, and I don't need any thanks - but this is just rubbing me the wrong way.

Hey princess,
if I a thing or two about modders, it's that they usually can't code a game engine (or it would take them a prohibitively long time). So a game they can mod is actually a golden opportunity for them because they have this urge to make a game but can't code (or manage a team) well enough to realize it.

Using your analogy, this would mean some people who come to a hotel and organize table tennis tournaments, karaoke, stage plays (or LARPs - for acting school dropouts). Yes, it does make the hotel more attractive for some people and draws some more people in, but also puts some constraints on the hotel owner. If he executes his right to rent rooms and space however he pleases, he risks annoying some customers, who come there not exactly for typical hotel attractions but for something else organized by some customers on their own.
And the tournament/karaoke/stage/drawing lessons organizers can't build houses, can't afford to pay them done, can't afford to rent some attractive space on their own. They threaten to pick up their toys and go somewhere else.
Only in reality, there aren't many places they can go, because Rimworld is one of the few hotels that allow customers such a degree of freedom, with a large garden and liberal staff. They couldn't find a place just like Rimworld.

Because how many other moddable sci-fi colony simulation games are there? How moddable is Dwarf Fortress? Factorio - even if it is (no idea), you'd have to fit in into their industrial setting.
#34
General Discussion / Re: Making armor useful again
October 05, 2018, 12:46:56 AM
It seems like Rimworld colonists wear their organs on the outside. I don't know about you, but my brain is protected by a really hard skull. Destroying my heart is also not a simple matter of hitting me where the heart is - there are ribs in the way. But in Rimword, if you know the magic spot to hit, BAM instant death. You don't even have to hit hard. A rolled up newspaper would suffice.

It's a quasi-realistic system which in some ways ends up even less realistic (and annoying!) than simpler systems in most other games. Turtles biting your eyes, colonists fighting and headbutting someone's knee, predators on the map being the first to die (bleeding to death from wounds inflicted by herbivores).
#35
A honest analogy would be "Edge World", and then making a fuss about it obviously referring to edging.
#36
General Discussion / Re: Tactic Double Wrapped Walls
October 05, 2018, 12:34:35 AM
Additionally, a double ring of perimeter walls confuses the hell out of sappers. They tend to pick insignificant targets.
#37
General Discussion / Re: Making armor useful again
October 04, 2018, 03:11:40 PM
I think it's just helmets that need re-examined. If a simple helmet can't help against what's probably the worst ranged weapon (or is that molotov cocktail?), what's the point of helmets? I mean it was a shortbow that instakilled my colonist.

Plate armor is indeed quite good. I had a colonist wearing an excellent steel one withstand attacks from 3 drifters and dishing out death with a plasteel knife. Plate armor covers arms and legs, but uses the torso armor slot. You can currently wear it with pants and a shirt.
#38
General Discussion / Re: Making armor useful again
October 03, 2018, 01:15:51 PM
How about a very video-gamey solution: armor takes 100% of the damage, but has vastly reduced hitpoints compared to now. So a simple helmet might have 25 hitpoints but will absorb the entire damage. Obviously, it will also break very quickly under sustained fire.

This would make armor expensive to use, but effective.
#39
Going back to topic, I think war veils and ceremonial shaman headdress is the way to go now. Except... I'm not sure pain resistance is actually an upgrade. A downed colonist is almost always a surviving colonist, unless everything is on fire.
#40
Quote from: Shurp on October 01, 2018, 08:12:38 PM
This segues nicely with the "armor is useless in b19" thread.  Since armor isn't helping you anyway, why bother?  Have your colonists wear flak vests just-in-case.  Hyperweave tuques are also functional in cold climates and don't buff wealth too badly.  That's all any pawn needs to stand behind a granite pillar and fire off assault rifle rounds at incoming baddies.  So you now only need one outfit!

modded or unmodded hyperweave?
#41
It's perplexing how much storage space apparel for a single colonist takes. In a common biome like Temperate Forest you may want:

- spare headgear (tuque/cowboy hat)
- a set of armor for raids: flak vest, flak pants, advanced helmet, flak jacket

That's about 5 tiles for space for a combat-capable colonist just for apparel. I'm only counting items that can't really be worn by a colonist all the time. I'm being generous here. I don't count jacket and duster separately, I'm not counting worn out apparel at 70% and worse pawns will not want to wear but you may not throw out immediately.

If you keep those items in rooms, you need to make each room 5 tiles larger which is no small amount. You can keep them outside on shelves, but then you risk them being damaged in raids, etc.

So, I'm wondering. Perhaps the game is designed around the idea that you are supposed to have only 1 set of clothes for all colonists? Sheriffs, soldiers would wear kevlar vest + helmet + flak jacket and flak pants the whole time, in case there might be a raid. And probably stay indoors unless the weather is mild. Colonists who WILL NOT do combat wear whatever they please. Anyone else - some sort of compromise with sturdy but comfortable leather pants, duster, cowboy hat, or devilstrand. And naturally, hardcore underground colonists will wear armor full time in their air conditioned rooms, because armor is cheaper than limbs.

I would love to have one, just one, wardrobe per colonist, which would hold 1 spare outfit. You would customize 2 sets of clothes in each wardrobe, and each colonist would switch between 2 sets in a binary fashion. The wardrobe would use 2 tiles of space, and would contain an armor, pants, vest, shirt, and jacket. When a colonist enters it, he would switch to the other outfit and insert all clothes of current outfit into the wardrobe.

Currently keeping combat outfits on shelves in rooms works poorly, because unless you micromanage you're going to end up with one room full of helmets, one full of flak jackets, one of flak vests... you may as well build a dedicated armory.
#42
I can't find the other thread and I don't want to create a new one, but I just had a colonist wearing an excellent simple steel helmet die to a shortbow arrow from maximum range. One hit kill, brain destroyed. b19


I don't feel encouraged to participate in combat at all.
#43
General Discussion / Re: Malnourishment kills too fast
September 29, 2018, 06:41:35 PM
I think the old starvation rate was... more dramatic, and more likely to produce interesting stories. -25 mood penalty is massive. Unless your colony is highly developed and dripping with comfort and beauty, you're going to have breaks left and right. Miscalculating the amount of food needed meant terrible times. Now it feels like watching a fuse burn...actually, a couple of betas ago it could take as long to bleed out to death.  Also, longer starvation is not exactly a blessing if it also takes longer to recover from the weakened state.

A Rimworld season is 15 days. 5 Rimworld days are equivalent of 1 Earth month. But colonists die in 3 days, which is exactly 3/5 of a month. 5 days (1 month) would be more accurate - and as I attempted to show above - more fun to play.
#44
General Discussion / Re: Water
September 29, 2018, 08:34:31 AM
Quote from: lowdegger on September 28, 2018, 10:43:54 AM
This reminds me of when the guy who plays Sam in Game of Thrones was talking to someone who said it seems weird that Sam stays fat while living at the Wall, and the actor says there are dragons and magic and zombies but my still being fat is the thing you find unrealistic?

I hope he does a good job playing the character, because as a person he's an idiot. Game of thrones is one of the most realistic fantasy settings ever. So-called "low fantasy".  Yes, it has dragons and zombies but it has its own internal consistency and - at least in the books - characters are often very rational. Fantasy and sci-fi often make a substitution at some fundamental level by changing some rules, but they tend to be logical from that point (esp. sci-fi). People who like Game of Thrones often do so because it's one of the more convincing fantasy settings, and it's largely because of its rationality and pragmatism.
#45
General Discussion / Re: Water
September 29, 2018, 08:27:18 AM
Quote from: MFWIC888 on September 28, 2018, 06:46:10 AM
Hi all.

Something has bothered me since playing through this game a few times.

There is no water required for survival.

A fundamental aspect to most survival games is missing.

Not that it's game breaking but seems a little strange to not have water  as a functional requirement to your survival.

You have to draw the line somewhere. Colonists eat twice a day and it's already annoying because they're a bit poor at managing their priorities. It gets worse if you use nutrient paste dispenser (they don't carry those meals around). A human dies in about 1 month of starvation, but within about 3 days of water deprivation. A naive implementation would mean colonists need to drink 10x more often than they eat - and they eat twice per day! So... 20 drinks per day? If you make it required as often as food,
  • why bother, if it's functionally the same? Micromanagement/priority mismanagement would get more than 2x worse.
  • If you let colonists carry canteens around, they you're effectively removing the need to drink.
  • water pipes: power conduits 2.0. We already have conduits. Maybe if pipes could burst and flood areas, but it's hard to do convincingly in a hopelessly 2D game.

    I would also like more emphasis on survival aspects of the game, but it has been recently renamed to "story generator" (check out title screen).

    I think you would have better success convincing people about water if you focused on what would water bring to the game. One area where it could be valuable is making biomes more diverse. At the moment desert is a pretty comfortable biome, and good for growing. Yes, soil is a bit poor but on the flip side outside summer heat waves you can grow stuff in outdoor hydroponic tables. Gravel is good enough for potatoes. Arid shrubland is sort of a paradise garden in this game, you can grow as much as you want. Compared to cold biomes, hot biomes are rather dull. Cold biomes have interesting mechanics like snow, trivial food freezers, freezing water.