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Messages - hoochy

#46
I like the MAI and robots mod. The problem with MAI is they are so much better than the humans and you really have no reason to have humans around once you can get robots. This is mainly a problem with the base game though in my opinion, more than the robot stuff. Maybe requiring the AI bots to have tremendous power usage while "Resting" would somehow balance them out a bit.

Do the nanorepair things ever do anything? I have robots that have "issues" but they never seem to get repaired though the repair box is next to their bed. If I click them to go to a hospital bed it says "not injured" when clearly they have "issues".

Also I found the recharge beds at 220% rest are great for the humans!
#47
Quote from: Shabazza on April 26, 2016, 02:41:31 PM
I find the protheses too expensive with their horrendous plasteel requirements.
In many maps there is not a single ounce of plasteel to mine and the price at the merchants is way too high for the amounts needed for even "simple prostheses".
I don't know how other players do this. But on most maps I'm unable to build anything beyond "basic prostheses", which is pretty frustrating.

Therefor, I removed plasteel from all recipes and increased steel cost instead.
I love this mod for it's functionality, but when even simple prostheses are way too expensive, there is not much use to it.
It is not this mods fault the game has poorly balanced resources. Get omnigel mod and you can at least make some stuff by growing omnigel first and processing it. I have a mining suggestion thread and a mod I may finish which fixes the issue in a nice way. There are also a couple mining production building mods which can help but they mostly seem unbalanced and basic from my playtesting. Omnigel with some tweaks is the best method currently to balance the resource issue.
#48
Omnigel recipes seem to require too much omnigel to make it worth it.

If you look at what potatoes is worth, somewhere around $0.50 depending upon skill level of trader, and you get 10 per plant usually, thats 5 silver per plant. And when you look at what you get for actually using omnigel it makes no sense in this scale. Since you have to waste time building these things I think getting roughly an equal comparison to what you would trading makes more sense than a severely high penalty.

So with this in mind, this is a lot better in my playtesting.

100 omnigel = 70 steel (higher than it should be to balance the component need)
100 omnigel = 50 silver
100 omnigel = 10 gold
100 omnigel = 5 plasteel
100 omnigel = 5 uranium
#49
Thanks for these mods Jaxxa they are truly great, most of them should be core game stuff, 24 hour plants, omnigel, to name some. Having zero way to be self sufficient on a map kills the base game.
#50
Quote from: Astasia on April 23, 2016, 06:23:10 AM
Quote from: Telkir on April 22, 2016, 03:31:14 PM
Quote from: Astasia on April 21, 2016, 12:55:04 PM
Is 20 gold, 40 silver and 10 jade for 35 geoform crystals intentional? And 50 geoform crystals for 1 soil tile? That's like 60000 silver for a 10x10 farm that grows at normal speed.

I think I might drop it down to 1 geoform crystal per soil tile on my end...
Y'know... yes, now you put it like that, that's a fair point :P I do want it to be a moderately expensive path to follow, but not that crazy. I'll change the costs for soil / rich soil tiles to 5 crystals in the next update.

The concern I have with it, even when I set it to 1 crystal per tile for myself, is there's very little reason to even bother. Gravel grows at like 85% rate, spending any significant cost to make it a 100% or 120% rate doesn't seem worthwhile. One also has to consider hydroponics, which besides their power cost are really cheap to build, like 30 silver per tile. I like the idea of the crystals and the cost for the process, but I don't think the benefit is there.

I think the bigger issue after playing A13 for a while, is jade is also almost impossible to get. I've only ever found like 1-3 tiles of compacted jade on a map, and no trader is setup to specifically sell it. There's a chance I think of some traders having it, but I don't remember ever seeing it. I'm also playing with orbital traders modded to 12% chance instead of the A13 default of 3%. I think you have to hope for a raider to drop a jade melee weapon to get any real amount of the stuff. Or I've just been having really bad luck with it.

Good points. I think the need for jade should be removed. Also when you think about what it is "doing" you should require 1 of a few things to upgrade soil. In real life soil is made up of a number of nutrients, so making it require say 1 gravel, 1 vegetable/meat and 5 silver to upgrade 1 tile makes more sense for me at least. As there is the time done "working" to get the ingredients, and to make, and then to put it down, which are all cost factors in making it "not easy".

I also wish the terraforming could upgrade soil even higher than "rich", so that you could get some 200-400% fertility ground. After having played with terraforming pumps I think this mods idea is a bit better in approaching this topic.
#51
Ideas / Re: Graphics
April 23, 2016, 09:23:04 AM
Quote from: b0rsuk on April 23, 2016, 09:00:11 AM
Quote from: hoochy on April 23, 2016, 08:07:29 AM
If Rimworld had another competitor that was nearly exactly the same but with better graphics then it wouldn't be doing anywhere near as well. Just like anything coming out now has to somehow be better than Rimworld to be noticed in the same genre.
Towns ? Gnomoria ? Goblin Camp ? Maia (sci-fi colony game, 3D graphics) ? Castle Story (good 3D graphics)? Which of them has worse graphics ? They're all less popular than Rimworld. Many of them are also less developed, yet they are not new games. Almost as if making good graphics drained a lot of development effort...

They aren't Rimworld in concept or gameplay though. If you had Rimworld as it is right now, yet with better graphics, who would choose the worse graphics option? People with crap PCs maybe? Animation and better graphics wouldn't necessarily be slower, but of course it takes more time to do them, and more money, which is why Rimworld doesn't have them. Not really sure why you are arguing with me unless you believe better graphics would make Rimworld worse, all other things being equal.
#52
Ideas / Re: Graphics
April 23, 2016, 08:07:29 AM
Quote from: cultist on April 21, 2016, 11:02:25 AM
You have a point, but don't expect things to change much. Rimworld is a niche game, just like DF. I could never get into the latter because the graphics are way more abstract than Rimworld. Also, it's much more complex and does a poor job of explaining its complexity. Rimworld hits a sweet spot for me in terms of "deep simulation". It's complex (and A13 added a ton of depth to colonists), but not too complex. It has descriptive text for pretty much every object in the game, which I appreciate. It makes it easier to learn and identify things. And finally, it has a Sims-style mood/character building system that I absolutely adore. It's a weird mixed bag of a lot of ideas from different types of simulation games, and it's almost guaranteed not to have mass appeal. The people who love it will love it in spite of graphics, but most will simply not "get it".

I don't think your conclusion is necessarily right. There are millions of gamers from the 80s and 90s that would love something like Rimworld if they could be told about it and could understand it better. Back when games used to be more complex instead of a rollercoaster guided point and click adventure. ;) Let alone the extra millions of new gamers that probably are similar. But of course it is niche in comparison to the whole game market, but if you can sell over 1 million copies then you are doing pretty well for yourself, especially an indie game. I think Rimworld as is could probably get there if it was on Steam. My opinions and comments are mainly about bringing it into that next level.

To say Rimworld wouldn't be better if the graphics were better, if there were proper animations for all the movements, etc is a bit silly. Of course it would be, but in the end it isn't *necessarily* to have a good game. If Rimworld had another competitor that was nearly exactly the same but with better graphics then it wouldn't be doing anywhere near as well. Just like anything coming out now has to somehow be better than Rimworld to be noticed in the same genre.
#53
Help / Re: Help with terrain and Community Library
April 23, 2016, 07:37:38 AM
Quote from: 1000101 on April 21, 2016, 12:43:33 PM
You don't even need a comp (which is short for "ThingComp" (class name) or "Thing Component") to do this.  (Image RimWorld modding like lego, Things and Terrain are like the large base pieces and "comps" are the blocks you add to make your base piece that much cooler).

Just replace the mining designator to check terrain type and allow the cell to be designated if it's the appropriate type.  You will also need to modify the mining job and then probably change the terrain once the cell is "mined out".

This can all be done with just the RimWorld core, no CCL required.

I'm not sure I follow you. The rocks which are mineable are "ThingDefs" which seem to add this :-

<thingClass>Mineable</thingClass>

If you add that to terraindef it says it is not a valid thing. When you said you can do that all in core did you mean by overriding core C# Functions or just with XML mods? If you meant the former then yeah I am aware that you can alter the game to do what you want, I was basically just saying if CCL had that it would simplify this mod and other uses of the terrain. ;)
#54
Quote from: Ykara on April 23, 2016, 06:52:44 AM
Quote from: Plasmatic on April 23, 2016, 06:32:31 AM
I dunno if it's just me but I notice that sometimes when my colonists try to craft a bionic bodypart the part can get stuck at 0 or -1 work remaining, completely breaking the work order and making the colonist stuck trying to work, as well as throwing a few errors in the log.

Just happened now with bionic foot. I'll try to get the errors it throws up next time it happeneds

Are you using the latest version of the mod? Even though I've not completely pinned down this error, I think I've reduced it's probability to happen.

Happens to me all the time in 1.62, seems every OTHER bionic part has this happen to it, so quite common for me, haven't tried 1.63 yet. FWIW I nearly always run at 3x speed, could be related to a tick count issue at that speed or something.

This is a good mod, I would say you have a place to add fixing ALL health issues with this mod, because other mods will likely conflict with it. There is a place for the defacto health mod and you wouldn't be far from it. :)
#55
Ideas / Re: Graphics
April 21, 2016, 01:32:00 AM
Quote from: b0rsuk on April 20, 2016, 12:52:42 PM
Quote from: hoochy on April 20, 2016, 12:29:15 PM
A complex resource management and planning game would be the best selling game of all time if it had Prison Architect level graphics (core).
I suppose it would sell more than Angry Birds, too ?

Quotemost people need to know, easily, what they are looking at and I think Rimworld currently fails that test. I can say that at least for me.
Specifics please. I think "I don't know what I'm looking at" is a red herring in Rimworld. When you start, you're seeing only very basic things - some animals, plants, and a couple of scattered items. Rifles, medicine, wood, are not hard to figure out by looking at them. Survival rations and steel are not obvious. Plants which are harvested for fruit could be more obvious. Steel, silver veins in mountains are not obvious, but I doubt you would recognize a silver vein if you saw it in real life. Water is a bigger problem, it would benefit from some kind of ripple effect.

When you start constructing stuff, then - unless your memory is weak - you have the benefit of choosing the construction type first, so you're learning the way it looks at the moment you're placing it. Really, Rimworld is not a typical roguelike game where you're travelling through a generated world, encountering doors, chests, strange monsters. Vast majority of creatures you encounter are humans. Manhunter packs are labeled. Cargo pods rarely contain something that isn't meat, so you're not having strange items, objects, buildings thrown at you!

I had no problem learning what is what once I saw someone playing it and describing what he is doing it, I also had no problem playing it myself, mostly. I was just talking about my first impressions when I gave the game limited time, basically just look at it to see if I'm interested in it. ie What most people do when checking out a game to play. I didn't have this problem with Factorio even though its an arguably more complex game with "2d indie graphics".

If someone who has never played the game before can look at a screenshot and understand even half of what is on the screen then they deserve a medal. :) A game like Rimworld is like an ugly person with a good personality. If you take your time to get to know it, you realize there is a beautiful soul in there. That is true with most good complex games, but there are still improvements you can make to a game to make it visually more cohesive.

To pretend this game wouldn't be doing better, and have done a lot better if it had better graphics is a bit silly. It should go without saying. That doesn't mean the game isn't doing well atm, because obviously it is. And it will obviously do a lot more sales when it goes on Steam, even with its current graphics.  Factorio did 2 or 3 times their whole sales after a month on steam, though it has multiplayer which encourages Steam sales. Either way Tynan has been rewarded pretty well for a great game, and will hopefully continue to be.
#56
Help / Re: Help with terrain and Community Library
April 21, 2016, 01:15:10 AM
Yes that is what I want, so a "comp" for that on a terraindef guess. I'm not sure what "comp" stands for exactly but it seems to be the thing ;)

Looking at how the existing game does it, ie treats mineable rocks as buildings, it would probably be more than a simple tweak to do this. I am adding "rocky outcrops" and things like this which basically I want pawns to be able to mine, and also eventually buildings can be placed in these areas too.

The reason I can't really use the existing mining system is it looks much uglier. The "Terrain" system uses a large texture in a repeating way which isn't "as obvious" and makes it look ok-ish. I basically have the terrain looking in a way I want, but just no way to interact with it. If I was to use "buildings" like the current game does, I would be quite limited in the "Look" of the terrain which could be mined.



So it seems the only thing the game really allows with terrain atm is building on it and "floors", so I'm not really sure how to go about adding mining to terrain except adding new code to do it, somehow linking in with the existing "can this be mined" check the game does. It seems something perfect for CCL because it would be useful not just for my mining mod. But adding possibilities to do more with the terrain itself seems  a worthy goal for the game itself, but since the game isn't doing it seems great for CCL. ;)
#57
Quote from: Plasmatic on April 19, 2016, 06:03:59 AM
Quote from: hoochy on April 17, 2016, 12:11:14 PM
This has been pretty much requested since a long time. I'm not sure if Tyrian and the main testers run large enough colonies where this becomes a much bigger and annoying problem. It seems large colonies go against the spirit of the game so I don't know how much love it will get. :)

The amount of times I just won't move a production building because I can't be bothered to spend the 1-2 mins to recreate its tasks is, to say the least, substantial. Mods  save a lot of this boilerplate design, but this one particular thing hasn't been put in a mod that I've seen.

I mean there is the Colony Manager mod.. but that's not exactly the same, and I find the UI pretty clunky if you have a bunch of different production stations..

The key thing that is needed is that any "production" bench that has recipes or tasks, you want to be able to copy nad paste. Like I said I haven't seen any mod which allows that. It seems mainly a problem with mods because the base game doesn't have that much stuff to do, which is why I dont't think it will get any play in the base game. :)
#58
Help / Re: Help with terrain and Community Library
April 20, 2016, 12:40:26 PM
The ability to allow mining based on terrain would be very helpful. Otherwise I have to place fake buildings, a bit like the current mining in the game. A rock wall is a fake building.
#59
Quote from: Voeter on April 19, 2016, 11:48:20 AMThanks for the appreciation, and let's hope Tynan and Ison concur :P
The behaviour you describe there doesn't seem to be in agreement with the current searching algorithm (as I understand it), but I think is probably caused by the fact that the meat closer by is reserved by another pawn. If not, I don't know what else would be causing that atm.

Hmm, I've seen this all the time in every Rimworld game I've played, including Alpha 13.  I usually only have one cookbench yet the pawn will usually not find the closest meat or vegetable to make a meal. I feel like it is priority based, like the first meat placed will be the first pulled from the stack to be got.
#60
Ideas / Re: Graphics
April 20, 2016, 12:29:15 PM
Dwarf Fortress would be the best selling game of all time if it had Prison Architect level graphics (core). You can say the only reason it has the gameplay it does is because it doesn't have to worry about gfx and you would be partially right.

Most of us here discussing this don't need The Witcher graphics to play a game, but most people need to know, easily, what they are looking at and I think Rimworld currently fails that test. I can say that at least for me. Obviously a lot here are attracted to the gfx Rimword has in some kinda retro way, which seems strange to me. I don't really need great graphics to play a game but if you want me to playtest a game you need to let me know easily what you are doing.