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Messages - sadpickle

General Discussion / Re: Reddit or Forum
July 28, 2018, 02:56:42 PM
Reddit is garbage.
So this just happened. What a saucy fellow...

[attachment deleted due to age]
Ideas / Re: Animal weights
July 25, 2018, 07:00:18 AM
If a corpse weighed 2000 kilos could a pawn even pick it up? I think carry weights are ignored for hauling those but not sure.
Quote from: Teleblaster18 on July 24, 2018, 07:01:26 AM
Because no matter what you do, there's only one brand of beer on the planet.
... and it's an IPA...

Strong +1 to this. Managing feed stockpiles for animals is hauling intensive. I'd rather not put my elderly boomalopes in a room with all the other animals and thousands of haygrass, thanks.
Ideas / Re: My dog just ate chocolate and she's ok
July 24, 2018, 11:17:29 AM
On the subject of animals getting into foods, I'd love to know how all these animals are opening beer bottles.
Stories / Re: Rimworld Monastics
July 24, 2018, 10:31:33 AM
Press F to pay respects.

(This is a highly entertaining story/concept btw)

Ideas / Re: My problem with skill decay.
July 24, 2018, 10:12:32 AM
Quote from: Klomster on July 24, 2018, 10:03:48 AM
Since it's impossible to get some skills high.
While f'ex construction easily go into the double digits, and fast.
I think this is evidence that it's unbalanced. I too usually wind up with at least one if not more pawns at level 20 in construction, but it's the only skill that I max out with regularity. Crafting/Art is probably possible if you keep them grinding things out. Combat skills are impossible to max.
Ideas / Re: Flak Armor Expansion
July 24, 2018, 08:20:21 AM
I don't know guys. Personally I like added complexity to an armor system. I can see it throwing off balance (the more complex it is, the more likely edge cases will be missed), but in a game where you craft a LOT of stuff it adds variety.

Concepts from Dwarf Fortress like engraving and gem setting are, I think, very good and add a lot of value. While not directly applicable to RW right now, I wouldn't mind seeing them, or having a framework for modders to add them.
Ideas / Re: My problem with skill decay.
July 24, 2018, 07:41:15 AM
Quote from: Greep on July 24, 2018, 07:26:32 AM
Personally the reason I don't like high decay is that it forces your colonists to have exactly one speciality, maaaaaaybe 2 if you're short on colonists.  That doesn't feel so realistic, many people have expertise in many areas.

Yes, but only the most gifted individuals achieve high levels of proficiency or mastery in multiple disciplines. We have traits to represent gifted individuals (fast learning and now great memory), but even then it takes incredible effort. And in the real world, if it's an evolving discipline it means staying on top of the latest developments. Things like tech work and medicine are examples. Because of the amount of innovation occurring on an annual basis, it can be a time-consuming challenge to remain on the cutting edge.

I think skill decay is a good feature, but it's fairly aggressive. I wouldn't mind seeing it scaled back, especially at lower difficulties. I also wouldn't mind seeing it scale with time spent not performing a task; ie, if your builder isn't working on construction things daily, he'll start losing skill, but not if he's staying busy.
Ideas / Thoughts on intelligent auto-queuing tasks
July 24, 2018, 07:32:46 AM
With the introduction of the auto-queuing of hauling if a colonist is headed to a particular destination (a good feature, and certainly one who's implementation could use a little more work), I started wondering how this might be expanded. The idea is to reduce micro by getting pawns to engage in this sort of thing in instances that are intuitive. I'm sure it's a difficult AI problem, so I'm not expecting miracles. The first suggestion I have in particular seems challenging, the second one seems easier. Two examples immediately sprang to mind, as I was performing some micro in my Naked Brutality game. Let this thread serve as a reservoir of more.

  • When designating foraging, particularly of plants distant to a relevant stockpile, the colonist could auto-queue hauling if all the designated for harvesting plants within a certain radius have been harvested.
  • When hunting, colonists will occasionally stop to eat food they're carrying. During this delay, another colonist may "take" the hunting job, resulting in inefficiency. If a colonist is on a hunting job and stops to eat, it would be great if they would automatically queue the hunting target they're currently on.
A couple of small bugs I noticed, nothing major.

A wild man died (wandered into traps and I finished them off) and one of my pawns got the "friend died" debuff despite having no social history. it was the pawn that beat them to death if that matters.

Watermill gen has some incorrect grammar in the description.
General Discussion / Re: Dusters x Flak Jackets
July 24, 2018, 05:05:02 AM
Quote from: Syrchalis on July 23, 2018, 09:12:28 PM
I personally really dislike the armor system as it is right now, with it being so RNG-based. I would much rather have a deflection chance (high for real armor, low for clothing or none for clothing) and a damage reduction (mostly reliant on material) - first the deflection gets checked, then if that fails it hits and the damage reduction gets applied - guaranteed, if the affected body part is covered.

What I dislike so much about the current system is how so very often the armor gets simply bypassed. Realism yes or no, I don't care it just makes me sad to know my armor could be entirely worthless if RNG decides so. Losing someone sometimes to an unlucky shot is completely fine, but right now it just happens so damn often - and if not their life it's a limb.
Correct me if I'm wrong, but from what I've gathered, the worst outcome (armor bypass) is essentially the same as not wearing armor. There is no damage reduction; the pawn takes full damage. If so I think this definitely needs tweaking. The essence of the idea is good: armor is not a panacea, bad things happen. Sometimes armor fails to stop a hit. But I would think that, were a bullet to punch through armor, it would bleed off a lot of kinetic energy in the process. You still take a shot, but there should be some percentage of flat damage reduction, making hits that would be instantly lethal naked (or result in limb shearing) slightly less destructive, by virtue of having something there to soak some kinetic energy.

Modern body armor can and does fail, bullets can penetrate kevlar and other materials. Even if they stop a bullet, that energy is transmuted into massive blunt trauma. Injuries like bone breaks and bruising are common. They're not perfectly bulletproof every time: their value is in reducing the amount of damage a bullet can do with no armor.

I suppose for the sake of keeping things interesting, armor can occasionally (very occasionally) totally fail. But it sounds like everyone is getting wrecked, even with full power armor setups. We probably need some !!SCIENCE!! experiments to see what failure rates look like in practice, against a variety of arms.
Quote from: Zombull on July 23, 2018, 12:34:26 PM
Well, that's...a story, I guess.  ;D

I only do blind NB runs now. Probably about half are doomed - and I suspect so from the get go. But in the half that work, it's quite often with starter pawns that most people would immediately reject outright.

It's fun just to see if I can strategize a way to make it work.
Well, I gave it another whirl since the previous effort took about 15 minutes. I was much more succesful the second time. It wasn't technically a blind run, but I got lucky with the initial random site and first colonist on the roster.

Literally the hardest thing starting out was her Gourmand trait. I spent way too much time foraging berries to satisfy her voracious appetite. Things got really hairy when I walked past a gazelle just as it went mad. She managed to kill it with her bare fists, no clothes or anything, and somehow didn't get downed. I even had 3 healroots I had picked up when foraging, and thankfully most of the traps you see here were already set. The raid came a couple days later and she was still recuperating. Traps, even wooden traps are absurdly deadly right now.

I finally got a wanderer, chased by another single raider who also got popped by wooden traps. Overall it's been a comfy experience. Neither of them is much of a fighter, but they can point a weapon and shoot, which is a start.

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General Discussion / Re: To RNG or not to RNG
July 23, 2018, 10:38:51 AM
I will savescum if a raid goes horribly wrong and a large portion of the colonists are wiped out. For me, it's time invested in a colony. I tend to build large and set long-term goals. If that all ends abruptly, or I get badly gimped, because some raider had a noob tube (Doomsday launcher) then I am not entertained. I'm just enraged.

It's not all bad things. I had a colonist get brain damaged and spent a long time debating what to do. She was the fiancee of another, original colonist, and I knew in time he might break it off. But I opted to put her on luci and she got better later that year. Then they got married. It was pretty great, and memorable. This sort of emergent gameplay is highly satisfying. There was a setback, and a cost incurred to recover, but in the end it worked out.