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Messages - asanbr

Bugs / Re: One wall at a time !
August 25, 2018, 06:32:20 AM
This would happen if each of the wall tiles was of a different material.

It would also happen if the pawn was damaged so much that their carrying capacity was less than 10, so they could only carry materials for 1 tile at a time.

But I think you would realise if any of these were the reason, so this is prob something else. Could you provide a screenshot / savegame? 

Can you repeat it over and over with the same pawn? With every pawn in the same game? Etc.  Provide some more info plz.
I was attacked by one of the hostile tribes.

Then I got a message that friendlies are coming to help. Great (?).
They came on their own initiative, I didn't have comms yet to call for help.

Only issue is that these two tribes are friendly with each other, so the "friendlies" that were supposed to help me out just came to by base and stood there while the attacking tribe wrecked havoc.

This is kind of pointless, so I consider it a bug.
General Discussion / Re: Someone's organs harvested
January 04, 2018, 08:12:38 PM
Lungs aren't that expensive, you might be better of buying them from pirate traders.

Disclaimer: All my experience comes from playing A17. I haven't played A18.

Raids do happen on two or more maps simultaneously. There is no such immunity or protection.

It is playable with a lot of pausing and swapping back and forth, but yeah, difficult to handle.

I had the impression that the game became easier with many colonies. I think this is because my men are spread out, so the raids on the main base become smaller, and it becomes easier to defend.

Raids on the small expansion bases can often be defended well by sending 1-2 good soldiers in from another base, so we end up spending a lot of steel on pods, but it seemed worthwhile to me.

Also, I tend to build my expansions in stone as much as possible, since on those occasions when they become overrun and we need to flee, the destruction isn't as bad, and restoring the base is a lot easier than a steel or wood base that can get totally burned down.
Ideas / Re: More in-depth beer
December 08, 2017, 10:08:57 AM
Great idea to make molotovs craftable.

It shouldn't require beer though, that's a ridiculous detour. We just need a bottle.

Quote from: Edmon on November 24, 2017, 07:01:46 AM
Quote from: Disnof on November 24, 2017, 06:20:35 AM
It is a sandbox base builder game. You do what you want. All I can say is they have a mod for that.

You don't just "do what you want" though do you? The need to optimise movement is too constraining for that.

At a small field base, the stockpile is off to the side somewhere out the way, in real life right? But in Rimworld, it's always, always, always in the dead centre of the base like some sort of demented courtyard. It has every building facing it like it's some sort of place of worship. At least until you have really effective systems and peons with individual stockpiling.

The importance of Movement is needlessly limiting.

Love this post  ;D it describes most of my bases close enough.

It doesn't really work though. You need to put corpses somewhere else or the ugliness mood debuff goes too bad.

Combat has also destroyed my stockpiles too many times. Mortars is another threat. And so on. When my base expands, I tend to spread out different kinds of stockpiles in different areas, and put things like bionics and medicine spread out so that one mortar hit or fire cannot destroy too much value.

I think you have a point, but I don't agree that it ruins the game or is a fatal flaw.
Artistic is great for making money off an oversupply of stone and wood.

I haven't used sculptures much for beauty, but occasionally I have and it was useful there too.

I think you haven't explored this enough. Early game, I have never had much use for artistic since I need my resources to build walls and other things.
Bugs / Re: [B18] Ransom demand tagged a dog as a colonist
December 08, 2017, 09:35:21 AM
Can animals be kidnapped? I have never seen this, but I have never played A18 either.
I usually forbid the muffalos and other big corpses in the freezer that I want to keep, and then let them butcher everyhting else to infinity.

Then I unforbid appropriate amount of big animals as needed.

Still support this suggestion, tehre is a lot of room for improvement.
Ideas / Re: Chemfuel trails
November 26, 2017, 04:51:17 PM
+1 love this

If you can be bothered to micro a ton, then you can achieve this with caravans / drop pods.

Tell them to load 1 chemfuel into a pod, then cancel it and by a long sequence of special stockpile , priority, and forbidding all other chemfuel, you get them to place that one chemfuel in the spot you want.

Then remove the zone, forbid the 1 chemfuel and repeat.

it is horrible, but it works with chemfuel, artillery shells, etc, and can have nice effects.

I did it once and it backfired since some random explosion put them on fire at the wrong time and my best doctor ended up dying.
But the chain reaction was beautiful.
+1 I have had the same idea but not bothered to post it.

went by with paper (would more easily lose notes on my computer than physical ones  ::) )
you can do 2-way drop pods by dropping some steel and chemfuel and build another drop pod thing on the spot where you land. I always do this.

Expensive in terms of resources, but not at all hard.

2-way would be op imo.

And there is a caravan spot you can put. At least there was in A17 and I don't see why it would have been removed.
Ideas / Re: Apparel to Textile conversion
November 26, 2017, 04:39:24 PM
To get rid of them, just burn it with molotovs.

If you're not using the corpses, burn them too before stripping, like someone suggested.
Ideas / Re: Cannibalism drawbacks
November 26, 2017, 04:35:38 PM
There is a global mood debuff for butchering people. Everyone except psychopaths and cannibals suffer from it afaik.

Bugs / Re: Raider cave insect bug
November 26, 2017, 04:32:57 PM
Caves were added recently and bugs live in them. You should expect this.