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Messages - Grubfist

#16
Could be an accident, but crops and treecutting often happen nearby the base, while mining often involves traveling farther (at least once you've mined for a bit). So it might be intentional. The farther someone travels from base, the more at risk they are from predator hunt events.
#17
General Discussion / Re: Why Royalty?
March 03, 2020, 05:06:00 AM
Quote from: ProfZelonka on March 02, 2020, 10:52:01 PM
I don't get paid to give out ideas, but hey maybe some off the top will inspire.


  • Storytelling events expanded - Instead of using the same events in a royal way, make a ton of new creative events altogether, to keep the colony always wondering what unique could happen next. A singular unique rogue robot/mechanoid you can either kill or adopt. A colony on the run with the chance being from multiple things varying on chance of difficulty. A new person joins colony but starts on an ally's base and has to make the trip. I can come up with a hundred more if I'd take the time.
  • Auto-generated alien races - Mods bring specific races, vanilla DLC should be able to auto-generate various vanilla alien types.
  • Planet changes - The planet looks the same - why not add new planet changes or variations?
  • Item expansion - This is a no brainer and I get that Royalty will bring some, but let's face it, there's way too many mods for simple expansion of simple vanilla items like "more floors". Floors are way too few when everyone is building bases, most of us building giant bases.
  • The "middle steps" between cowboy and space - The "wheel": vehicles, war between factions outside of colony homes, better vanilla base designs, "cities", encountering small trade caravans on the go, ability to go from vanilla storytelling/population to middle civilization then to spacer civilization each profile supporting each play era.
  • Ability to get off the planet - Let's face it, this is the DLC we want since Vanilla endgame is to get off the planet.
I like some of these ideas. Aliens would be breaking from the Fiction primer however, so while they are great for mods, I'm not a fan of them (at least as something commonplace) being in vanilla.
I'd agree that the biggest thing that feels lacking in RimWorld is the lack of technology between tribal and industrial, as well as vehicles. Though I feel like vehicles would be a lot of work largely because of balancing. I'd also personally like a "make camp" feature to generate an encounter map at will while caravaning.
#18
Quote from: codexile on February 27, 2020, 07:04:18 PM
Left-clicking the Royal Favor icon doesn't use the ability, it brings up a menu which includes the cooldown.  This is how I have been checking the timer.  I wish the timer was displayed right on the icon or that the icon displayed the royal favor cost, which would drop to 0 once the cooldown was complete.
Thanks for the tip. This is a bit awkward, but knowing it exists is helpful.
#19
General Discussion / Re: Chefs don't SIT while they work.
February 27, 2020, 06:23:20 PM
Quote from: ximen on February 27, 2020, 06:21:14 PM
Quote from: Grubfist on February 27, 2020, 04:32:27 PM
Quote from: ximen on February 27, 2020, 03:24:28 PM
This is a issue that Tynan needs to look into, my immersion has been completely broken by this game breaking mistake in the game-design.
#SittingisthebiggestkillerinAmerica :'( :'(
Anyone can with the right chair height if everything is within reach. And being able to sit for parts of the process can still be useful even if you aren't sitting for the entire process. But given your third poll option, this seems to not actually be about a game mechanic and is actually about you thinking people sitting down while they work are lazy people. Sitting all the time might not be healthy, but neither is standing at a workstation for many hours at a time. And since the status quo in many industries is standing for hours when you absolutely don't need to and causing back, leg, and foot issues for their employees just because sitting "looks unprofessional," I'm gonna go with "fuck you, stop contributing to a worse problem."

The post is also partly satirical tbh, on a proffesional kitchen floor where people work for hours standing up, chair are utilized sometimes (when doing menial tasks like cracking eggs for example) However, rubber mats are laid down on the floor that soften the blow of standing up for extended periods of time. But in the end, most people working are not sitting at any point during the hard labor. Where chairs would simply clutter the floor, and be intrusive.
Fair points, but it still seems a nitpick and I'm still voting no.
#20
General Discussion / Re: Chefs don't SIT while they work.
February 27, 2020, 04:32:27 PM
Quote from: ximen on February 27, 2020, 03:24:28 PM
This is a issue that Tynan needs to look into, my immersion has been completely broken by this game breaking mistake in the game-design.
#SittingisthebiggestkillerinAmerica :'( :'(
Anyone can with the right chair height if everything is within reach. And being able to sit for parts of the process can still be useful even if you aren't sitting for the entire process. But given your third poll option, this seems to not actually be about a game mechanic and is actually about you thinking people sitting down while they work are lazy people. Sitting all the time might not be healthy, but neither is standing at a workstation for many hours at a time. And since the status quo in many industries is standing for hours when you absolutely don't need to and causing back, leg, and foot issues for their employees just because sitting "looks unprofessional," I'm gonna go with "fuck you, stop contributing to a worse problem."
#21
Quote from: Walkaboutout on February 27, 2020, 03:42:17 PM
Do you think the fallen empire remnants are rightful rulers of the area, and therefore it's right to stay in their good graces, and treat with them? Or are they pretenders, driven from their old homes, and trying to assert their dominance through strength of arms, and therefore need to be resisted? Or anything else in between?

I think as with most diplomacy, it comes down to relative power. Because the royals have access to incredibly impressive technology, making them your enemies seems very unwise, and trying to curry favor with them seems useful.
Their claims to power are irrelevant on their own, but the technology they can wield to enforce said claims are worthy of noting, and the usefulness of their favor can't be denied. There is no point in bowing to or resisting something without cause.
#22
Quote from: Tynan on February 27, 2020, 05:42:16 AM
The faction you were fighting - were they neutral or allied with Empire?

That's my guess.

It is something we should address either way, I just want to know to diagnose the issue.
It would have to be their enemy. The royal faction and I share the same enemies. Also, the attackers DID attack THEM whenever they saw them, and they DID fight back with melee in self defense exclusively, but that was only 2/6 of them that even got attacked, the other 4/6 just wandered around the whole time uninterrupted.
It is probably worth noting that this save game was started on experimental 1.1, before Royalty came out still.
Also, this was specifically the friendlies called by the "Call royal aid" ability.
On the topic of the "Call royal aid" ability, I am also unsure how to track the cooldown that exists before using it for free again. Is that trackable in-game?
#23
Bugs / [1.1 Royalty] Allied forces won't attack hostiles.
February 27, 2020, 04:38:18 AM
I called in some royal forces to assist when a raid happened in my territory (it was either the rough outlanders or pirates, I believe the rough outlanders) and the royal reinforcements arrived instantly and in decent number, but they failed to notice or attack the enemies. All they did was melee with their biocoded weapons in self-defense if they happened to be attacked, then leave when the raid was over.
#24
Quote from: TrashMan on February 26, 2020, 04:01:08 AM
I hear a lot of complains. Some with merit, others without.
But it feels like this update and DLC messed so many mods and playtroughs, without actually adding anything of actual worth (the perormance improvements being the only thing of interest).
New animals are fun, they are not simply new flavors of animals, they have their own unique niches. On top of that, there is Recon Armor, which is a tremendously useful armor set to be added.
Quote
People complained that the game, despite is age, is never on sale or discount, and that this DLC is overpriced. I feel they are somewhat right.
Tynan doesn't do sales. He determined the price for his work is $30. He doesn't give it an inflated price, then give sales to get to its "actual" price, he doesn't buy in to that. What's it's worth is what it's worth, and that amount is $30. Given how well RimWorld sells, I'd say he priced it pretty well. The DLC is a full-blown expansion, and for what it's added, it feels worth the price. It's difficult to see, as there is a large amount of content I can't immediately see, but everything I've seen so far is great and I'm continually surprised by how much more there is than I expected. But regardless, this is all largely opinion-based, and as Royalty is selling very damn well, I'd say Tynan once again did well on the price-setting.
Quote
People complained that the game is unfinished, and frankly..it kinda feels like it. There are so many holes in the game that I cannot imagine ever playing without 100+ mods, simply for all the QoL improvements and adding missing content. What is missing, you may ask?
How is it missing if it never existed? There is literally always more that can be added to any game, but Rimworld is a complete experience as is, it is a finished game, and a good one. Could it grow more? Sure. But $30 does not shackle a dev to your service for life, so it must finish somewhere. With more content comes more pay for the developer, hence an expansion pack. And possibly more in the future (I hope, anyways).
QuoteThe tech advancement seems to skip and jump all over the place. The early game lacks content. You go from tribal to industrial. So much more research could be added, more stages and research could be better gated (you much have X number of medieval tech researched before you can unlock industrial) Something like royalty would have been good for medieval content, instead we get psychic space emperors content that feels off.
I'll agree that the research can feel a little jumpy. But the research has expanded very greatly since the game's beginning. There is plenty of content and plenty of techs, even if their ordering can feel a little odd sometimes. (personally I think the main thing lacking here is a real reason for the intellectual skill once everything is researched). But as stated before, the game is a full package that stands well on its own. Personally, I've hardly touched mods. Over 90% of my 2000ish hour play-time was spent with no mods whatsoever, and the few times I used them were to try out one or two that seemed creative. I understand Rimworld works well with mods, it is very mod-friendly and has many creative modders who create quality mods. But it is absolutely more than capable of standing on its own as well.
The royalty content actually fits the original fiction primer well. I'm glad to see more of the Rimworld setting, personally.
#25
Bugs / [1.0] Called-in Reinforcements Massively Undertuned
September 10, 2019, 10:27:16 PM
I made a thread in general about it and it seems like the reinforcements that happen as a random event scale to wealth while the reinforcements you pay 25 goodwill for do not. While a difference in power may come down to balance, this is clearly a mistake, as one user reported that their random event friendlies had 80 allied pawns while the called-in friendlies had 9 pawns on the same map.

Given the fact that these friendlies require a very notable payment, their sheer uselessness implies this is a bug. In many cases they are unable to harm the enemies they were called in to fight. This makes diplomacy feel quite underwhelming.
#26
Not sure on the specifics, but similar issues popped up with the pre-Steam version and generally it came down to "as long as it's you using it for you and not a friend or anything, it's fine."
#27
Ideas / Re: "Last Stand" event.
September 09, 2019, 08:35:22 PM
Sounds neat. I'd say give them a move bonus too and rename it from "Last Stand" to "Running on Adrenaline" or possibly "Fight or Flight," giving you the option of using a pawn til they keel over and likely die or having a better shot at getting them out.
#28
General Discussion / Re: Unable to install prosthetic leg
September 09, 2019, 08:32:50 PM
Do you have a prosthetic leg in a stockpile? Peg legs are just a bit of wood, not their own item, but you need the item for most surgeries.
#29
I always love seeing stories of Grub in r/Rimworld :D
#30
General Discussion / Re: Military Aid
September 06, 2019, 02:12:22 AM
Sounds like it may be an actual bug then, if the random chance aid is much stronger, the call-in might be fubar'd.