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Messages - asanbr

#421
Bugs / Re: Harvesting crops
April 09, 2016, 09:50:30 PM
It sounds like your crops haven't finished growing to 100%. If they haven't you can harvest manually like you describe.

You can also increase the priority for "plant cut" , that's the job they do when harvesting things that you marked for cutting. If you only prioritise growing and the plant isn't fully grown, they will not auto-harvest it, even if it is marked for harvesting.

People don't research if there is anything else they can do (with normal priorities). Maybe you had a forbidden zone, locked door, or something else. But I don't think it's the game.
#422
Bugs / No warning when attacked by hunting animals
April 09, 2016, 08:01:58 PM
I was running my colony as usual at 4x speed just letting the night pass calmly then BOOM! one of my guys was eaten by a polar bear out of nowhere. No warning, no indication, nothing.

Everything else slows the game down when anyone starts aiming at a colonist. But hunting animals go under the radar 100%.

Not fair
#423
I started playing Ice Sheet a week or so in A12 and learned to build comms console as one of the first things, so that I could buy food from bulk traders. It's harder with caravans because they don't often carry food.
#424
It should be turned off. So much medecine has been wasted on guests.
#425
Bugs / Re: Colonist stuck behind wall
April 09, 2016, 10:26:26 AM
I haven't had the corner thing, but the other thing has happened a lot. Not sure if it's because of A13 or if it behaved the same in A12.
#426
General Discussion / No trade ships anymore in A13?
April 09, 2016, 10:21:16 AM
I get lots of trade caravans but no trade ships. Haven't seen a single one.

I played on Ice sheet only, I have played like 6 games without seeing 1 trade ship.

does the comms console have to be powered to get notice when they arrive? Previously it could be turned off to save power, and turned on only when a ship arrives to trade.
#427
asdf

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#428
Quote from: mumblemumble on April 09, 2016, 03:39:31 AM
I suppose doing multiple research projects with multiple people on multiple tables should be possible, but I think this would really fuck with balance if so...

But then again, several people locked into research would be quite the investment, and considering the cost of a high tech research bench / multi analyzer for each, it would be a decent enough cost to get research done even further.

I don't know, having many could double, or even triple research speed, so I'm not sure how I feel on this.

I don't see how it would upset the balance in any way. You can linearly increase research speed by building more benches and having more people working on them. If you wanted to research faster, it would be better for you to focus all your people on one project at a time, then move to the next. The total time of say 3 projects would be the same, but focusing on one at a time would enable #1 and #2 sooner. It's different now with simple vs advanced research though since advanced research cannot be done on a simple bench.

I'm assuming (but I haven't tried) that simple research can be done on the advanced bench.

At some point late game when I had lots of food and nothing to do really, I sped up the ship research by having 6 people do research. It was super fast.

And yes the first reply misunderstood my intention. The second reply understood it. I said PARALLEL as in two different things going on simultaneously. Not the simple bench used for advanced research. I get that part and I think it makes sense.
#429
Ideas / Re: Can we at least ransom prisoners?
April 09, 2016, 04:52:33 AM
How is slaving punished? In A12 there were no faction losses, I haven't checked it in A13.

Unless any major changes were in A13 (they were not in the list) then I have to disagree.

#430
Ideas / Re: Weapon making should be from plasteel
April 09, 2016, 04:51:31 AM
Aren't plasteel weapons already higher quality / damage? Why otherwise do the pirates and modern people carry plasteel weapons rather than steel or stone? Just for a fancy expensive reward for killing them?

I always thought plasteel weapons were better and I craft them as soon as I can afford it for my melee people.
#431
We don't get double negative mood for 2x raw cannibalism or 2x cooked cannibalism.

But one of each and they stack fully. This is not fair. Only the highest negative one should be in effect, perhaps with a minor additional mood decrease due to more cannibalism, just like organ harvesting and other negative effects that stack, but not 100% more for each incident.



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#432
the geothermal vents give enough heat to warm up several rooms.
So do the generators.

But while being constructed, they don't.

I was playing on Ice sheet and people died from hypothermia because it took a while to build the generator, since the vent was the main heat source in the base.

#433
After I constructed a high tech bench to research Geo, my simple research bench became useless since no one can use it at the same time as the high tech, even though there are lots of simple tech left to research.

I think this is unintended.
#434
I usually butcher my colonists when they die so that I can recycle them just like dead enemies.

I sometimes thought it would be nice to have a historical record nonetheless, with info about each colonist such as their name, skills, when / how they joined and when/how they died.

From playing Darkest Dungeon recently, that game has a nice graveyard feature that I would like to see something similar in Rimworld. See screenshot.


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#435
Ideas / Re: Upgrade Quality of Furniture
April 02, 2016, 02:59:06 PM
Quote from: humblebundle on March 30, 2016, 05:30:13 PM
Quote from: asanbr on March 30, 2016, 04:09:28 PM
What I generally do is get a person of high skill and build ~10 beds at one moment inside the stockpile. When they are built, I deconstruct the low quality ones and keep the rest, putting them in rooms to replace the current beds. That's the upgrade phase, and doesn't take too much micro.
Same, but only 10? sometimes my level 18 builder need to build like 30 beds to get the perfect beds...took so long, i would agree to a easier way. Also it is weird that a level 18 builder can build low quality beds, i mean should that high skilled colonists not only build higher quality beds?

I don't think I ever had enough wood to build 30 beds. But yeah it's the same idea.