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Messages - Locklave

#61
Topic, ya it buffs you but it's not getting cured. I got no % bar on it and she's had it for weeks, it's wasting tons of meds and making her boarder line break.

-10 Pain
-5 Sick

+50% Moving/Manipulation/Blood pumping... NOT WORTH IT.

Edit:

Well this is the first time I've considered modding something out of the game. This makes me not wanna play, stupid random diseases that last for months and use up insane numbers of meds.

Disease related:
Meds shouldn't be auto used if they don't improve treatment, in this case I have no reason to believe the meds speed us the recovery process. Can anyone confirm?

Update:
Just flat out disappear from her after 45 days of it, used nearly 30 meds.

Update 2:
Everyone just keeps getting diseases and parasites. Playing is not what I'd describe as enjoyable. edit: Extreme Desert biome for reference.
I suggest a new name for the game. Sim Hospital: Rimworld
#62
General Discussion / Re: Low "rainfall" in cold biomes?
January 20, 2016, 09:33:13 AM
Quote from: RawCode on January 20, 2016, 05:59:16 AM
and what rainfall type ice sheet need?

if you don't like word "rainfall" you should check wiki or some other sources about this word.

It's inaccurate, it doesn't rain on an ice sheet. For it to rain there the ice sheet would have to be melting. So he's right.

https://sites.google.com/site/climatetypes/ice-cap

So to answer the question you asked him, no rainfall. It's the nature of the region.

Also please avoid such snarky responses in the future.
#63
Ideas / Re: Idea: Improved fatigue system
January 04, 2016, 05:25:03 PM
Quote from: Regret on January 03, 2016, 04:39:23 PM
those debuffs are way too strong on the movement part, most colonists would collapse from exhaustion before getting to their bed.
Other than that, I have nothing against it.

Agree 100% that this would become a serious problem. It would be worse on larger maps.
#64
Ideas / Re: Victory Happiness boost?
January 02, 2016, 06:19:18 PM
Quote from: A Friend on January 02, 2016, 04:06:24 AM
Sounds like a good idea, should take into the account your losses too though. Except for psychopaths, they should always get a bonus.

"Alice, Bob, Charles, everyone is dead... AND WE SENT THOSE FUCKERS RUNNING. FUCK YEA." +10

I'm all for both sides of the coin, but it's all bad atm. Currently you do suffer allies dying or getting injured effects happiness loss. Feels really out of balance without a victory bonus.

The impact they have on traits would be a nice element, a psychopath as in your example would be all cake and it should be.
#65
Ideas / Victory Happiness boost?
January 01, 2016, 11:45:11 PM
Why isn't a victory over an attacking group a condition for a temporary happiness boost? Why doesn't winning make people happy? No one dies and you beat them 5 to 1 and your people are crying about bodies and seeing a stranger die... You freaking survived. I'd be spitting on the dead bodies and laughing at them as I toss the into into the furnace, "They thought they were gonna kill us? HAHA!".

This mechanic needs to be in the game.

The past lives of your people being soft stops being an excuse after several months of constant attacks.
#66
General Discussion / Re: Slept in the cold ?
December 27, 2015, 12:35:18 AM
21 is a good temp, use air vents between rooms to even it out. Just don't put all the heaters in 1 room. Use an airlock setup for the main door to prevent losing as much heat and wasting extra power.
#67
Really there should be a tech that removes this issue. I personally hate all the cheese solutions, this one added to them. You could just cut the battery room from the grid and put in one wire when you need it. Same effect and only 1 thing to install instead of however many batteries you have.
#68
General Discussion / Re: Pet Pawn Value
September 10, 2015, 01:38:02 PM
Quote from: Rahjital on September 09, 2015, 11:32:47 AM
Raids strength is only affected by your item wealth, building wealth and number of colonists. Animals don't figure in the calculation, and because they aren't counted into colony wealth either, they have no impact on raid strength. Feel free to raise a thrumbo army, it won't make the game any more difficult.

By the way, turrets only raise raid strength by their market value, which isn't actually that much.

If that is true then what Panzer says. When did this change btw?

Quote from: Panzer on September 09, 2015, 12:05:12 PM
Does that mean that old raid strength formula is obsolete? Time to go nuts with turrets ;D
#69
General Discussion / Re: Pet Pawn Value
September 09, 2015, 08:46:33 AM
Quote from: b0rsuk on September 09, 2015, 07:37:50 AM
Animals with permanent injuries are worth less. This seems to hold true for sick and infected, too. Pregnant females are worth less, they become worth more after giving birth.

Not cash value, Pawn value. For calculating the number of Raiders that attack your colony.
#70
General Discussion / Pet Pawn Value
September 09, 2015, 07:22:58 AM
What is that value and do all pets have different values? Is having 50 rabbits resulting is a huge raid because I have a mighty rabbit army?

Turrets for example impact enemy raid size by 0.7 of a Pawn value, I believe.
#71
Bugs / Re: Joy time and sickness
September 06, 2015, 09:42:50 PM
Would help if sickness wasn't totally out of control since the last patch, it's making this issue a big one.

Thanks for the solution, shame however it's even more micro work.
#72
Bugs / Joy time and sickness
September 06, 2015, 12:30:18 AM
Not sure if this is a bug but sick Pawns refuse to use Joy time they just sleep during it and go crazy because of the joyless debuff.

Fix this or remove joy as an issue from sick Pawns.
#73
General Discussion / Re: Concerned about micromanagement
September 04, 2015, 10:43:26 AM
Quote from: b0rsuk on September 03, 2015, 03:36:09 PM
It's both. Value alone doesn't make an impressive room. My warehouse is mediocre but luxurious.

You can exploit the system by putting non-ugly stockpiles in rooms even when it doesn't make sense. Plasteel stockpile in Valentina's bedroom! Body part, medicine stockpile in medic's bedroom!

Besides, between the two  - wood and stone - I think it's easier to run out of wood than stone, and that's coming from someone who just alt-tabbed from a rainforest colony. At least for art it's easier to burn through wood than stone. Wood is the more valuable, more scarce material to me.

This makes me think this system needs to be reworked badly.
#74
General Discussion / Re: Xerigium problem
September 03, 2015, 01:18:57 PM
Quote from: skullywag on September 03, 2015, 10:05:12 AM
Wait it grows to 90% and is auto harvested....no. pawns wait until "ready to harvest" i.e. 100%...???

You can harvest much sooner but you lose quantity.
#75
General Discussion / Re: Concerned about micromanagement
September 02, 2015, 06:48:00 PM
Quote from: b0rsuk on September 02, 2015, 05:36:04 PM
There is a workaround to the dining room problem:
construct a bunch of dining chairs / armchairs next to the wood stockpile. Then uninstall the good ones and place them in the dining room. Deconstruct the rest. It's not perfect, but it helps.

What annoys me more is micromanaging that only my great builder builds furniture, while everyone else is allowed to build power conduits, walls and doors. I mostly do it by having worse builders with '4' priority in Construction.

It would be very helpful to have construction blueprints work similar to bill system. You would designate some furniture to be built, but MINIMUM SKILL LEVEL 10. I think it would be best to have those bills in the 'architect' menu, not editing the actual blueprints.

It wouldn't solve the issue of rerolling chairs for the dining room, though. You would still need to manually get rid of the bad ones.

I like the Jealous and Greedy perks. They make you care about the bedrooms. They also have an interesting interaction with each other. If you have both Greedy and Jealous, you need to make one great room and one good room. Also if you have Jealous, you need to be careful not to place a temporary bed in your awesome dining room.

That's basically how I did it, craft and uninstall for replacing the other piece. It's rather painful on material usage and nothing has been added to make up for wasting 200-300% more material for a room. More concerns.

I do agree we need to have a way to set crafting level for everything basically.

As for the new traits... I hate them. 2 more colonist types I won't be recruiting. The rooms quality issue is already highly tedious.

Quote from: Louisthebadassrimworlder on September 02, 2015, 04:56:43 PM
Yes, but in contrast to the new buffs, it doesn't make a difference.

What buffs? The current system requires you to have those rooms at very least average, which requires excessive space and large quantities of materials for remaking nearly everything in the room to normal or higher quality. 5x6 was standard personal room size before, now we need 7x7 just to avoid penalties. Again this make furniture quality extremely important and making it requires micro.

Quote from: TLHeart on September 02, 2015, 04:57:32 PM
you don't care about the quality of the table, but your colonist do. And the greedy jealous care even more. It is the driving factor in how impressive a room is, the quality of the furniture.

This ^^

Edit: Reworded like 50 things... I need to proof read more.