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Messages - asanbr

#406
I also play mostly Ice sheet and people go crazy all the time. I let them carry guns since they don't use them when they go crazy, but it's important to keep melee people unarmed. I once lost my colony because my best fighter with plasteel gladius went crazy and we couldn't stop him.
#407
General Discussion / Re: no creditcard
April 16, 2016, 02:06:26 PM
Find someone who has a credit card, give them cash and have them buy the game for you.
#408
I press "random" and then press "play"

Oh the game randomizes them already so actually I just press "play"
#409
I noticed that deconstructing a broken heater gives back the 1 component it costs to build it. So it makes a lot more sense when they break down, to deconstruct them and rebuild them. Then you lose around 15 steel but you don't lose a component.

Same for solar power and I guess anything that costs <=2 components.
I haven't tried for anything 3 or above, but I noticed with solar panels that cost 3, they give 2 when you deconstruct them, so in that case I guess it's better to repair than rebuild (rebuilding makes you lose steel while it's +-0 for components).
#410
They don't gain mood boost from it. I prefer if they eat simple meals since survival meals don't spoil.

#411
Ideas / Re: Prioritise butcher over cooking.
April 13, 2016, 05:58:36 PM
Quote from: something776 on April 13, 2016, 08:15:07 AM
It would be great if you could have restricted areas, essentially like allowing areas but the reverse, making it so that colonists that are restricted from that area can't get in.  For example say you don't want all of your animals that you have roaming around getting into your food stores, or your beer area, you could restrict access to these zones with that tool.

Same could be applied with human butchery and stuff.

that's why in the "Manage areas" you can inverse an area. Make an allowed area of what you don't want, then invert it.
#412
The whole math of impressiveness and wealthy rooms should be simplified down to the point where one can understand how to build a room suitable for greedy and jealous people. The explanation should be short enough to fit in game.

It's one of those things I never bothered to try and figure. All I know is that it helped when I made an anciend cryptosleep room the bedroom of a greedy colonist.
#413
Abrasive

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#414
Ideas / Re: Power savings
April 13, 2016, 05:28:40 PM
Quote from: MarvinKosh on April 12, 2016, 03:01:41 PM
If this gets added as a feature, Tynan will simply rebalance the game around the availability of standby features and so on. In other words, you won't be any better off.

Yes because you won't have to micro it.
#415
Quote from: Nimander on April 13, 2016, 03:32:03 PM
I thought the whole point of Rimworld is to build bases while walking through pools of blood and vomit, while my builder gets his arms torn off...lovey-dovey colonists with high happiness even though they are walking through a field of rotting corpses - the game becomes horribly boring.

Try Ice sheet.

Also, what difficulty RR are you playing?
#416
General Discussion / Re: How to make dry food?
April 13, 2016, 05:08:49 PM
Quote from: Rahjital on April 13, 2016, 04:22:55 PM
If I remember things right, 20 vegetables and 20 meat combine into 50 kibble, so it's a net gain; apparently rimworld cooks learned how to break conservation of mass. You can also use human meat in the recipe without the cannibalism mood loss, in case some raiders stop by to donate their bodies to your animal charity.

On Ice Sheet, I kill my pet first thing after the drop pods arrive. They eat survival meals and everything else. Even human meat is needed for colonists.
#417
Quote from: Boston on April 13, 2016, 10:53:24 AM
You guys do realize that this EXACT "bottleneck" is THE reason for both the in-game technological disparity, and the ones in the "real world" as well?
...
Makes sense, considering the fiction primer.

It's just that I play Rimworld to escape the real world, otherwise I might as well go outdoors.

I think the game is broken. But it's also more interesting. A lot harder, for one thing. And requires new thinking. It's not all bad. But I think traders were meant to be useful. Not just for luring into manhunter animals.
#418
Quote from: Scotty on April 12, 2016, 07:55:58 AM
Its odd you guys have low trade/caravans.
while testing i got an avalanche of traders, from the same colony lol

I get caravans all the time. It's just that they are useless, as someone already mentioned. They usually carry around 200 silver and no food and nothing else useful either.

The best trade I had was when I bought 22 herbal medicine from one. Not that I needed it, but silver was piling up since there was never anything else useful to buy.

The best use I had of caravans was when they
1) arrived at the same time as pirates and killed them

2) I was able to aggro a thrumbo into them, they killed the thrumbo and several traders died too so I could loot them and the thrumbo.

Oh and 3) I noticed some caravans buy simple meals for ~7 silver. So instead of selling human meat at 0.33 I can gain cooking skill and double its value by selling it as meals. Win-win.
#419
Ideas / Re: Kids Should be smaller after born
April 10, 2016, 03:40:15 PM
Whose kids? Muffalo babies? chickens?
#420
Playing on Ice sheet. Everything goes fine. Slow progress but doing progress. Trading as much as I can, taking prisoners and drop pods, growing food in a combination of hydro-rice and natural potatoes. Researching lots of things I don't really need, because I already have everything that I want EXCEPT the multi-analyzer.

I've talked to every land trader and they never had gold. Exotic trade ship has happened once but I missed it because of combat. Have been mining-prospecting the mountains around me for quite a while.
There are more mountains on the map, but getting there is very slow and dangerous, so I'm planning to build a second mini-colony on the map just for mining.

This could go on forever, and brute force-searching for gold does not make the game fun. Trade ships previously compensated for the awkward randomness that happens sometimes, but being as infrequent as they are now, the game just kind of stops.

I got killed by mechs at some point and tried the dev tools to look for gold in the mountains. Found it beneath a few layers of rock. As small as the gold vein is, it could have easily been in the mountains I prospected and I would have still missed it.

My point is, brute-force mining for gold when game progress has stopped is not fun. I have more than 1K silver, almost 1K steel, and 50 components just lying around, which I have slowly built up during this long stretch of nothing, waiting and hoping for gold. I think it's imbalanced, since I could have easily bought it if it was just available. And that's what I would have done in A12 with exotic traders.


I like the idea of components, how they slow down the game to make it longer and force interesting decisions on what to build and how, when components are low. But at least they are obtainable - there are several deposits on the map, ship parts drop regularly, traders bring them and also visitors and traders who die randomly to polar bears, thrumbos and cold winters, do drop them. Gold, not so.

Maybe a gold detector or general metal detector would be something one could build.
Steel veins are large enough that it's reasonable to randomly prospect for them, so not really needed. But gold is now critical.




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