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Messages - sadpickle

#106
General Discussion / Re: Micromanage Jobs?
October 31, 2017, 11:47:41 AM
Quote from: BlackSmokeDMax on October 31, 2017, 11:41:09 AM
Quote from: sadpickle on October 31, 2017, 11:03:02 AM
The most annoying thing for me is when after a raid, when the wounded should walk to a medical bed and STAY THERE because I had bed rest set to priority 1... they go lay down, doctor goes to grab medicine, starts walking back, then they (the patient) inexplicably get OUT of bed to go eat some berries while they bleed out. I have even seen this happen mid-treatment. The only solution is to expressly send them to the bed. It's a lot of needless micro (and post-raid is always crunch time for micro with prisoners and the like), for a minor thing that can have devastating consequences.

Do you also have "Patient" set to 1? Seems that patient is for life threatening and "Bed Rest" for more minor things.
Yeah, they're both set to 1. The issue seems to be if they have any mobility at all, and they get hungry (pretty common after being drafted for some time) they decide to go grab food instead of waiting for someone to feed them. At least I think that's what's going on.
#107
General Discussion / Re: Micromanage Jobs?
October 31, 2017, 11:03:02 AM
The most annoying thing for me is when after a raid, when the wounded should walk to a medical bed and STAY THERE because I had bed rest set to priority 1... they go lay down, doctor goes to grab medicine, starts walking back, then they (the patient) inexplicably get OUT of bed to go eat some berries while they bleed out. I have even seen this happen mid-treatment. The only solution is to expressly send them to the bed. It's a lot of needless micro (and post-raid is always crunch time for micro with prisoners and the like), for a minor thing that can have devastating consequences.
#108
Rimworld colonies should, perhaps, follow the prison rule. After all, a lot of guys going into prison might never have considered relations with men... until they got put in a box with nothing but other men. Humans are meat-robots, and one of the drives of a meat-robot is getting some love. It won't kill you like hunger or thirst, but let's be realistic here.

Consider the logic of Jay, a character in the classic film The 40-Year-Old Virgin (NSFW LANGUAGE) https://getyarn.io/yarn-clip/9379b000-debd-461c-afc2-c4a6ecaf9ecc (/NSFW LANGUAGE)

Just sayin'.

#109
I would like to see the spot for visiting caravans to come back, to control where they decide to hang out. I am sure there is a way to make it work in the logic of the game. Dwarf Fortress does it pretty well.

For example, if there is (or was, to prevent cheating) a caravan spot when the visiting caravan spawns on the map, you become responsible for their welfare. Boxing in, putting them in harms way and the like would tank relations. The penalty would have to be severe, to make it cost-prohibitive to just buy back goodwill. Things like boxing in would probably provoke a hostile, armed response.

On the flipside, you have an incentive to put the spot somewhere safe (like behind the defenses, in stead of right in front of them), but away from your colonists, stored meals, devilstrand plot, etc.

Or you could just not have a spot, and they would do their own thing, but since you're not telling them where to go, there wouldn't be those severe repercussions when they just happen to park right in front of your turrets during a raid or whatever.

I'm not a programmer, but it seems to me like this would be possible.
#110
General Discussion / Re: Faction Annoyance
October 23, 2017, 10:55:22 PM
The factions really don't matter the way you're thinking they might. This isn't Dwarf Fortress. The system might develop in the future; it does feel sort of like a placeholder.
#111
Quote from: LouisTBR on October 20, 2017, 12:24:11 PM
It's nothing huge. It's a nice, humble, slow-paced way of playing, with each colonist living their own lives. Each person grows their own food for winter, everybody does their own work. Meals aren't stockpiled high, we cook each morning and night. Each little 'cabin' is personal, with focus put into decoration so each cabin is unique but not overflowing with plant pots simply for beauty's sake. The gates are locked for each of their respective owners, and all cleaning, sowing and repairing in that area is done by the dwellers.

It makes for a more personable colony, with each character having a wildly different story as opposed to being a drone for a huge base.
I like it, your colony is very comfy. Looks actually livable.
#112
I seem to remember Tynan mentioning in another thread that pathing got borked this Alpha. It should be much improved in A18.
#113
Quote from: TheMeInTeam on October 23, 2017, 10:39:30 AM
stuff
I like that they are brutal in their own way. That's what makes the biomes in the game so interesting. They're not all same-y. A jungle is typically notorious for the high rates of disease and lethal predators, and Rimworld models that well. If anything I wish there was some more variation, like, a higher incidence of Ancient Dangers or something like that in jungles (owing to their remoteness). Maybe a Mad Animal event that are actually savage pawns with no faction allegiance; they just emerge from the thick looking to drive you away. More incentives to brave the wilderness.

You are always free to not roll in the jungle. They are so challenging that I am extremely reluctant to start a serious game there. But I wouldn't want them to NOT be there. The world map is huge even at 30% coverage and has plenty of variety.
#114
I've run largest size with 16 colonists and dozens of animals on screen and it definitely chugs a bit when zoomed out. I usually go with second-largest now to avoid that. Any smaller is way too small. I feel there's just too much content in the game now for smaller sizes to work. I like having some distance between the map edge and my walls.
#115
It would be nice to be able to set a uniform for prisoners like colonists.
#116
Outdated / Re: [A17] Invisible Conduits
October 22, 2017, 05:37:27 PM
#117
Maybe Tynan could add the option of using rivers as a type of road in caravan mode. I just watched a movie, The Lost City of Z, about the explorer Percy Fawcett. His exploration party utilized the river to travel deep into uncharted territory (modern-day Brazil).
#118
Yeah, my post was low on calories. I have explained more elaborately in another thread my specific beefs with caravans. I think it's just fatigue at trying to work with what should be a fun mechanic, and finding it so frustrating it's simply not worth the effort.

A16 released in December of last year, A17 dropped in May. The interval suggests we may be seeing A18 soon, but I haven't seen a dev blog or stickied post with news of when it will come and what we can expect. It is my great hope caravans are getting an upgrade, because I WANT to utilize them, it's an awesome mechanic. This game is of such high quality (and Tynan always delivers; easily the hardest working dev among the alphas/early access games I play), that I simply expected caravans to play better.
#119
Mods / Re: Mod Request: Sayan Race
October 21, 2017, 09:10:24 AM
Quote from: SpaceDorf on October 08, 2017, 05:07:46 PM
why is there such a demand for op races ?
A symptom of the Instant Gratification Society, perhaps?
#120
Quote from: Bozobub on October 20, 2017, 03:06:24 PM
Anything you can possibly dig out of a mountain, you can potentially find under the ground with a deep drill, AFAIK.

One thing to be wary of:  Deep drills can bring up rather large amounts of materials, such as plasteel, that greatly increase the overall value of your colony very quickly.  This can (in fact, *will*) eventually result in increased size and frequency of raids, no matter which storyteller or setting you use.
This. You get ABSURD amounts of material from deep drill.

If running out of stone were not such a worry, I would play on flat maps and rush deep drilling. As it is stone is prohibitively heavy to caravan and very rarely do trade ships carry any (actually, I'm not sure they carry blocks at all).