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Messages - Limdood

#181
Simply put, it's Ludeon's game and they can decide what they will and won't allow in their game.
#182
Quote from: Canute on March 20, 2019, 04:12:00 AM
But with these meteor's you got at last a good resource income ! :-)
Exactly the point.  You'll have as much steel, plasteel, or any other mineral as you want, but it's dangerous to retrieve
#183
Quote from: Kirby23590 on March 19, 2019, 04:55:55 PM
I don't know if these count but...

Something like preferring to Disable the Starting Research stuff and using mod those where you don't get air conditioning and no electricity but you have to research them or go play a tribal play through...
That sounds pretty cool...I like to play tribal a lot...not as a dedicated tribal playthrough, but as a game where i get the awesome 5 starting pawns to get things done efficiently right away, and because I tend to make a lot of research benches and set everyone to research lowest priority, so I often have otherwise idle pawns contributing an extra 2-3 bodies to researching.  Those first few techs can take a little bit, but once I get microelectronics, it tends to snowball and I have every tech researched in no time after that. 

Tribal start helps alleviate that by making techs cost WAY more, AND makes those first few techs you research even MORE meaningful, as I find myself prioritizing research higher so I can sleep in beds, or make real clothes, and eventually finally getting a freezer.

So I definitely see where you're coming from there
#184
So I felt like sharing some of the changes I put into the scenarios when I play Rimworld.  I had two ideas, which will be two separate forum threads, just for clarity and ease of looking at one specific type of scenarios.

This thread I made for people to post their weird, off-the-wall, or extreme scenarios.  I'm looking for scenario settings that HUGELY change the basic way you play the game.  I'll share some of my ideas, and would love to hear what other people have come up with, because some of these TYPE of games can be really fun to play a couple times through (This is for big, extreme changes to make a comprehensive scenario in the scenario editor.  For little tweaks you like to use in your day-to-day games, I have another thread open and would love to hear them there).

The one idea that I have where I didn't shamelessly rip it off from something I'd read elsewhere:
Chaos Planet -
Scenario settings:
Permanent game condition - Aurora
Permanent game condition - Flashstorm
Permanent game condition - Climate Cycle
Create Incident - Meteor impact - Repeat incident every 0.1 days
Create Incident - Flashstorm - Repeat incident every 0.1 days
Create Incident - Ship chunk drop - Repeat incident every 1.5 days
Create Incident - Resource Pod Crash - Repeat incident every 1 day
Create Incident - Transport pod crash - Repeat incident every 5 days

Starting resources, pawns, faction type, and anything else is up to you.

This scenario virtually forces you into a mountain to live.  Furthermore, with the constant flashstorms, even a temperate forest will be stripped of vegetation in no time.  The meteors landing roughly every 2.5 hours make outdoor travel dangerous, but extremely lucrative.  You'll have enough resources to build a base out of stone, steel, jade, silver, uranium, gold, or plasteel no problem....but forget wood.  Food will be a real concern, with outdoor gardens almost guaranteed to fail before yielding a harvest.  Some of the events are just for flavor (like the aurora), but most should have a real game impact, and simulate trying to build a colony on a planet with a permanent dense debris field above it that constantly crashes onto it's scarred, hellish surface.



I'd love to hear any crazy scenarios that other people have come up with that they want to share, or hear stories of your attempts to try scenarios posted here.
#185
So I felt like sharing some of the changes I put into the scenarios when I play Rimworld.  I had two ideas, which will be two separate forum threads, just for clarity and ease of looking at one specific type of scenarios.

This thread I made for people to post the tweaks they tend to repeatedly put into most of their games when they start a new game, by altering the scenario in the scenario editor.  Maybe you have a certain event you hate, or love, or you really think a certain game value should be higher or lower.  I'll share some of my ideas, and would love to hear what other people like to change, and why, because I never know when I'll hear something I'd never thought of and would love to try (The other thread will regard extreme, weird, or crazy scenario ideas.  This is just for your go-to, normal tweaks).

Events:
I tend to disable single animal insanity and self-tame (where a single animal randomly becomes tamed).  The reason for this is because the events feel insignificant or JUST annoying to me.  a single animal going manhunter never feels like a threat (yes, it COULD be a day 2 elephant or rhino, or coincide with a thrumbo migration, but 99% of the time, its a completely insignificant thing), AND as is evidenced by reloading a save from right before a given event, when the game reaches the time that event happened in the past game, you'll get a new, similar but different event.  This implies that the game will still roll up a minor negative (my own term) event, but it'll pick something other than single animal manhunter.  I notice that my games have seemed a bit more interesting and dynamic with this (and a couple others) event disabled.  As for disabling self tame, it's often a pet I don't want, and again feels insignificant.  I leave on both "farm animals join" and "mass animal insanity" because those DO feel more impactful (that being said, I have gotten cool self-tames before, like a panther day 2, but like the earlier reason, it's rare enough to not feel worth it to me).

I disable short circuit and solar flare (and I would disable random electronic item breakdowns if there was an option to) because they happen SO often in the base game, and I'd rather my electronics be reliable....sure I might have an eclipse or a dead-wind period leave be blacked out, but that feels like MY failure, rather than losing a freezer of meat or a crop of hydroponics because the game rolled up a short circuit.  Oddly enough, I don't disable blight.  Not sure why, but it doesn't annoy me as much.

I occasionally disable toxic fallout or volcanic winter, but not lately.  I used to hate just having my colonists wander around indoors for days on end.  Felt like it just limited the game for no reason to me for a while.  Now I just play them out.  They feel shorter, but maybe I'm just better at keeping occupied.

I usually CREATE a recurring trade ship visit.  Usually a 15-30 day interval.  I enjoy interacting with the game economy, and using items i can produce to get CONSISTENT access to items I can't produce.  It makes the game feel more interactive.  I've considered playing a no/reduced trading game before, but I almost always change my mind because it feels like it'd be less fun.

Stat modifiers:
I run with a stack size modification mod and crank allowable stack sizes way up...around 3000 or more often.  I just hate sprawling, gigantic storage rooms.  To that end, I always run with "carry capacity" modified to 1000% (allows colonists to carry 750 at a time instead of 75).  Just a QoL improvement in keeping with the stack size change.

I like to modify "sleep effectiveness" to approximately 150%.  Yes - I get that modelling sleep is realistic and necessary, but having my pawns awake a little bit longer in each day...just makes it more fun to me.  Does it make it easier?  i suppose yes, they're getting the same sleep in less time, but it feels more active, and that's a plus to me.

I also tend to modify "mass" to about 20-50% which reduces how much objects weigh for the purposes of caravans.  It ties into liking to trade.  I often constantly have caravans visiting and buying and selling, and this opens up easier transport and purchase of things like steel and wood without dozens of draft animals, and lets me haul back bodies from nearby combat encounters (for burning into fertilizer with Rainbeau's Fertile Fields mod, and recycling clothes into 20% of their materials with "Mend and Recycle" mod).



I have other things I try from time to time, but those are the big ones...the ones I tend to use in almost every Rimworld game I play.
#186
General Discussion / Re: raid balance
March 16, 2019, 11:35:26 AM
To answer the OP's question:

No, that wasn't a glitch.

You have a colony wealth amount that largely determines how the game assigns "points" for a raid. 

It is quite possible that many of the raiders that came with the rocket launcher dudes had poor weapons or other gear making them not "cost" as much.  Additionally, rocket launchers are considered on par with other mid-high end guns like assault rifles and snipers, so if you were already getting raids with well armed raiders, then the rocket launchers were consistent.

Mechanoids tend to cost a LOT of points in raid composition.  They are always perfectly geared for their role (fast melee, fast sniper, or tanky assault) and often take a lot of punishment, so you'll generally always get less mechanoids than you'd get raiders.  It's also entirely possible that the game was randomly generating raids in a certain range (say, arbitrary numbers here, that your wealth would net you a raid of 200, so the game spawns 160-240...the first raid could have been at the upper end, and the mech raid at the lower end).

If you're looking to remove rocket launchers, there are some non-intrusive mods out there that remove the rocket launchers....they don't do anything else or mess up the game in any way....they just remove rocket launchers from the game, and so they never show up on raiders or merchant inventories.

If you're looking for ways to defeat rocket launcher wielders, they are numerous, often involving sniping or luring them into tight corridors and jumping them with melee, but they also have little to no margin of error.  If you fail to take them down with snipers, they could get a shot off.  If you try to melee ambush them and the game decides to shunt them backwards out of the door and you're hitting a different, stacked up raider, they could get a shot off as well...so, possible, but riskier than most other combat in the game.
#187
Ideas / Re: Abortion
March 13, 2019, 01:37:37 PM
pregnancy of colonists doesn't exist in the vanilla game.

Therefore anything that affects colonist pregnancy can't exist in vanilla Rimworld.  If you're using a mod to add colonist pregnancy, then you should bring it up with the mod creator.  Regardless of whether or not anyone else WOULD be willing to help you, no one else CAN except the mod creator of the pregnancy mod you are using.

Unless you're not using mods at all and are just looking to troll the forums with a very inflammatory topic, in which case it was a really feeble troll attempt.
#188
General Discussion / Re: Cleaning job
March 13, 2019, 10:14:52 AM
double check that those jobs are 1) actually marked for that person to do them, 2) not in a restricted area (as in, you don't have your pawns restricted to an area that doesn't include what you want done) and 3) not reserved by another pawn.  if i have 2 things that need hauling, and 1 wall section that needs building, with 2 pawns - 1 pawn hauls the first thing, and the other pawn builds the wall.  Pawn #1 finishes hauling and takes 1 step towards the second thing to haul when pawn #2 finishes the wall.  Pawn #2 is going to go idle, because the only remaining job (hauling the second item) is already reserved by pawn #1 who just started the job....EVEN if pawn #1 is WAY farther away and pawn #2 is right next to the object, pawn #1 already "called it."

a pawn whose job priorities are set up:
Firefight -1, patient - 2, doctor - 1, bed rest -2, construction 3, growing 3, plant cutting 3, hauling 2, cleaning 4, research 3
is going to do jobs in this order (when they seek a new job...they won't stop mid-build of a pool table to go put out a fire, since they don't check for new jobs until they finish one):
fight any fires, treat any wounds or sicknesses, rest in bed from dangerous conditions, rest in bed for minor wounds, haul the nearest thing, build stuff (then deconstruct, which is hidden after building new things), harvest and sow plants, cut plants marked for cutting (plant cut isn't necessary to harvest fully grown plants in a growing zone), do research at a research bench, then do cleaning.

any time they finish a job, they'll start the whole list over.  The only way that pawn will go idle (the actual idle...relaxing socially, taking a walk, playing chess, meditating - those are all recreation activities that pawns will do when set to joy, or set to anything and their recreation meter is low enough) is if there are NO reachable (in the allowed area) unreserved (meaning no one else is already on their way to do it) jobs of those types on the map.
#189
General Discussion / Re: Cleaning job
March 13, 2019, 09:19:59 AM
The quick way to do what you want is to set hauling and cleaning to a lower number (higher priority) than everything else.

When a pawn seeks a job, he will look at his work tab, and:
- from left to right, look for a priority 1 job in their allowed areas.
- repeat this for priority 2, then 3, then 4
- When he finds a job, he will do the closest unreserved job of that work type

Note that jobs are invisibly broken down further.  For example, "cooking" has an invisible priority that puts cooking meals in front of butchering animals - a pawn left on their own will always cook available meals before they butcher animals.

Fluffy's work tab allows you to expand individual jobs and change the priorities of those subsections as well.
#190
General Discussion / Re: Insect migrations.
March 12, 2019, 10:32:07 AM
megaspiders (and other insects) can show up now with migration events.

I'd also heard previous reports of getting an auto-tame on insects when rescuing a downed one after an infestation (there's a chance to tame and bond on treating a wild animal's wound).

OP was probably incredibly lucky to get the tame to happen, but i don't think its a bug.
#191
@Kirby:  I would skip flak jackets entirely.  Flak vests or nothing at all is the way to go.  Check the damage resistances.  Flak jacket damage resistance to sharp is so low that even weak weapons will reduce the armor value to under 30% before that random100 roll.  Flak vests don't protect the arms, but have MUCH higher sharp resistance, so while you're more likely to take bleeding, higher damage hits on the arms, you're also MUCH more likely to negate or halve dangerous hits on the torso and organs.

Also, steel plate armor, while it comes with a significant movement speed reduction, has very nice damage resistances and coverage for it's value, so might be a good option to make some high quality sets of it for melee and short ranged shooters for the spaceship raid countdown.


@OP:
Do you have trapped approaches?  Like, an open-door path straight into your base with traps, while your colonists use a different entrance?  If not, I highly recommend one...but in this case, i highly recommend TWO.  Put a door on the end of each, and have one of them open.  After a raid comes and springs all the traps, close the sprung side door, and hold the fresh side door open while your people rebuild the spring traps in relative safety.

Also, right before starting the spaceship sequence, make sure that both outlander factions are at 100 relationship, and the tribal factions are ENEMIES.  This will increase the pool of potential raiding factions from 2 to 4, which drops your chance of mech raids from 50 to 25%.  Additionally, the 100 relationship outlanders can be called in for support on raids that are badly timed (need to heal up, repair, etc.) while you micromanage getting defenses in place for when the outlanders die or the next raid.

And use mortars.  Several mortars.  It makes any "prepare and attack" raid into a no-casualty win in a lot of cases.

If you're managing wealth, remember that each raid will substantially increase your wealth, by leaving weapons and apparel all over.  Incendiary mortars, or a molotov wielder on cleanup duty can generally handle that quickly, removing that wealth before the next raid hits.  To that end, you also have the option of packing all the gear you don't need onto a caravan, and ditching it one hex out from your base.  Keep only weapons, armor, food for 17 days, medicine, resources to rebuild defenses, and a few drugs for mood issues, and ditch ALL your other wealth, and that will also reduce raid size considerably.  It's not like having 5500 silver will help you launch the ship after all.
#192
Quote from: Prophetly on March 10, 2019, 04:27:05 PM
all of these are about your attention, you need to follow every ticks of the game not sitting in your chair and watching without doing anything for them. i think if there is a guy got beaten by other one he should have keep my attention %99 chance and every goddamn combat event i keep my pawn's health conditions also follow them for who is willing to tend them. thats all about your attention

I disagree strongly with this.  It's the same argument that eventually ended up with animal hunting colony pawn alerts, or food preferences, or any number of other QOL improvements.  There's a difference between fighting the game challenges and fighting the interface. 

I should be able to set "if X, then Y" conditions.  It's the foundation of the game.  It's how the food preferences, clothing, drugs, medicine, work priority, flee, etc. systems work.

People are saying "I want more in depth, nuanced medicine control" and you're saying "no, you shouldn't be able to get that, you should HAVE to monitor carefully every single tiny movement and action of every pawn at all times" - but the direction of the game has been moving steadily and constantly towards more in-depth, nuanced controls over all the systems of the game from it's inception until now.
#193
Ideas / Re: Enslavement
March 07, 2019, 12:22:19 AM
this has been suggested dozens of times.  a super lazy, single search on "slavery" showed it popped up 125 times from posts dating back to 2014.  You'd be far better off finding one of the dozens of threads about it already and reading through carefully and throwing your support in behind the side you agree with, or if you have some not-already-mentioned insight into the topic, comment that in...

The problem is, this idea has been suggested to death, and this thread brings nothing new to the discussion.  Additionally, there are several mods that add this feature already available.
#194
Because the content of the post matters.

Make a point.  Support the point with evidence, logic, and/or rhetoric.

No one wants to argue, converse with, or educate someone who won't put in any effort.
#195
General Discussion / Re: Why Build On Mountain?
March 05, 2019, 07:00:44 PM
Quote from: Thisbrewwillmakeyougay on March 05, 2019, 05:22:35 PM-You can reduce infestation chance by replacing natural floor/walls and making sure the surrounding area is well lit(or so I heard).
No.  Insects can mine through floors.

However, they cannot mine through "things" - you can construct furniture or power cables to avoid infestations (if you build them on every available tile)  - it's "ugly" for your pawns and uses up at least 1 steel per tile, but it's a 100% sure way to avoid them.

Most people use the "minimize chances" methods though, if they are trying to actively shape where infestations happen.  Infestations are more likely to spawn deeper into overhead mountain....so having your entire base barely built into the mountain, then mining deep tunnels into the deepest parts of the mountain and hollowing it out makes it VERY likely that infestations spawn in those empty, prepared areas, rather than in your base.