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Messages - Mirador

#16
General Discussion / Re: Cooking for the Canivores
July 26, 2021, 12:11:27 PM
I will try to explain nutrition value. Each unit of meat or vegetable is usually worth 0.05 nutrition
To make a simple meal, you need 0.5 nutrition, so 10 units of meat or vegetable. The simple meal itself is worth 0.9 nutrition.

The pawn food need go from 0 to 1 nutrition. So a simple meal will very likely completly feed a pawn. However, some animal have different food need, for exemple, a labrador retriever have 0.75 food need bar, so it usually mean that it will 'waste' some food if he eat one of your meal. That why you are better to give kibble to such animal.

Fine meal and pemmican always have 50% meat and 50% vegetable. So there is nothing to control here.

For simple Meat, you have to restrict your bill to 100% meat. Otherwise, your cook can make use vegatable to make them, which will then give you a mood debuff as a rancher ideology because of the meat eating requirement precept.
#17
General Discussion / Re: Cooking for the Canivores
July 26, 2021, 10:06:12 AM
Hello!

Actually, fine meal require the same amount of nutrition as a simple meal. The only difference is you need both vegetable and meat in it.

So, if you gather some berries/aguave fruit, then kill a few animals. You will be able to make twice as many meals with fine meal recipe for a carnivore if you are low on meat than if you only did simple meal with 100% meat.

You are right, if you do 100% berries/aguave meal, you will get the mood debuff.

Otherwise, if you really want to use meat only in your simple meal, you can simple modify the bill and restrict ingredient so only meat are accepted.

I never use the carnivore recipe unless I have a ton of meat on hand.

UPDATE: I tested to see if sowing rice mood debuff was that bad at the begining and actually, it don't seem to work at all. I got no debuff from sowing rice as a rancher ideology.
#18
For the central mood penalty at "Sowed human food plant", I simply gather berries and agave fruits, then mix it with meat to get the meal I want. No one complain!

So I don't actually sow food plant. ;o)

You can also easily find some foods in raid and I guess you could also buy some from traders but so far, the berries and agave fruits in the map have been enough. (Playing on arid shrubland, but I do have regrowth mod, so it help!).

Of course, it would not be that easy in some other biome.. That being say, sometime you have to get a mood debuff to get the thing started.. Anyway! ;o)

Yeah, plant specialist is probably a bit better then mining, simply because plant skill is more important than mining, particulary at the start of the game. Still, Shooting and production specialists are soo much better. You just cannot compared those two.

Good thing if they fixed the cannibal memee. Still Cannibal memee is not of much use when any ideology can be cannibal without it.. ^^;

@Mr_Fission, for the research bonus precept, anyone can select it, not just Transhumanist ideology. It depend what kind of gameplay you wish. Transhumanist do get researcher specialist though which have +70% bonus.
#19
Hello there!

Just a few thing I noticed on my side while I read your post.

Rancher:
As long as they have meat in their meal, they are okay. So Pemmican, fine mean, lavish, etc. They are all okay.
They only get mood debuff if the meal don't have meat in it.

I currently play a tribal Rancher colony and have no issue on that side.

However, Animal Personhood do suffer from those issues you named.

Pain is virtue:
You do have a downside for not feeling any confort as high confort do give mood bonus.
Yes, it will help in early game but will show up in the long run.

Tunneler:
The thing with indoor need is that it only raise above 50% when your pawn is undermountain roof, AND it don't work when sleeping.
That why it's a bit hard to keep it full. Yeah mining specialist are a bit so-so compared to some other specialist, like the shooting one, which is incredibly powerful.
A pawn with a drill arm have 160% mining speed compared to the 70% of the mining specialist. Same thing with the plant specialist compared with a pawn with field hand.

Nudism/Blindness/Flesh Purity: While you cannot balance everything, they should atleast give you the tool to make those gameplay possible otherwise, why would you suggest them?
I have a idea for a new memee, pyromaniac. If you don't start a random fire in your colony every quadrum, you will get a stacking mood penalty. LOL.

That being say, Blindness and Flesh Purity do offer one thing, which is Medical specialist. Oh yeah, you gonna need it. Particulary if your doctor is actually blind.

Cannibal: You know, every ideology can already take prefered cannibalism precept. So, this meme just add 2 even more stricter memee and the feast ritual. That being say,
the veritable issue here is that as soon as you will butcher a human, everyone will have a big mood debuff unless they all have cannibal, bloodlust or psychopath trait,
which the game do no enforce during the pawn generation.

Precepts: A lot of precept give mood penalty without bonus to compensate. That being say, I know that Tynan did not really wanted to balance those and just give the option to player.
There is many way that you modify your game experience in rimworld (scenario, storyteller, starting location, pawn selection, etc), and that one more tool going that way.
That being say, I still do wish they were a bit more balanced. Giving some bonus when respecting it instead of only mood debuff.

Some memee are pretty much meaningless as well, like both sex supremacy, individualism and loyalist. But well, that matter for another post I guess.

Thanks for reading!
#20
General Discussion / Re: Shape of Freedom
July 25, 2021, 05:30:29 PM
Shape of Freedom is a semi-randomized name for a special building according to your ideology.  Probably somekind of altar.

Go in your architect menu, then under Misc, you should be able to find it.
#21
General Discussion / Re: Insectoids and Tunnelers
July 23, 2021, 08:32:20 PM
Hello!

There is many tactics with insects but I must admit that I personnally never really had infestation so early that I could not defend myself.

Usually, I make sure to have a pawn with atleast a passion in intellect and research around this order: complexe furniture, stonecutting, complexe clothing, smithing (sometime I skip this one), electricity.

Infestation won't spawn that early unless it's a quest.

Meanwhile, I try to get my hand on advanced weapon, either from raider or seller. A SMG or chain shotgun can do miracle when you start and still use recursive bow.

That being say, if I have to fight, like you, I place my pawn at door step. more or less 3 melee and 2 shooter just behind. Their equipments will depend on what I had that chance to get my hand on. If you find a flak jacket or vest on one raider, give it to your main fighter (the one in the middle alway seem to receive more attack). Try to give powerful but short range weapon to your shooters.

It depend on soo many thing. If you use ideology and have slave, I guess you can send them in the front to take the bulk of the damage. Combat in darkness precept will also help you a lot in such situation. Supremacist and Raider ideology have strong melee / ranged specialist that should help a lot.

You can also tame multiple attack animals and assign a zone just in front of the door so they can take the bulk of the damage while you're colonists shoot just behind them.

Which weapons do you have usually access at this stage of the game? Do you have smithing ? Do you have a good crafter? A decent longsword or mace both have enough armor penetration to get through their armor. Primitive ranged weapon (any bows) are usually bad suited for this kind of battle.

Otherwise, by far the easier way to deal with it once you have IED is to double wall the undermountain area with stone block, a stone door and simply place an IED incendiary trap.

Another trick is to keep the area at -18 celcius. It will prevent them from spawning there. But those solutions need electricity.
#22
General Discussion / Re: Ideology needs some work
July 23, 2021, 07:52:47 PM
Hello there!

I must admit that I feel exactly what you are saying. I was thinking on making such a post to explain my own feeling about the new DLC so let's me share it here. First, I need to say that I love Rimworld and it's by far my favorite game with over 3,000 hours of playing. Like you I mostly play with or without mod on adventure and sometime strive to survive difficulty.

This being say, there is multiple issues on the whole system as it stand right now. However, I do hope that they will somehow fix some of them in time. Still the best way to get them fixed is to express our feeling about it.

When you create an ideologion, you have a structure, style and memee. Structure and style are mostly for flavor and that is perfect.
Memee is the building fondation of your ideoligion, giving it meaning and will help to determine precepts, ritual and roles. A few will also give starting technology, buildable and few hidden effects on starting pawn generation, like blindsight memee. Roles specialists are generally very beneficial part of a memee even if they have somekind of restriction via disabled work. The player still have the freedom to use them or not.

What really need tweaking are precepts. Some precepts are available to everyone and some Memee have unique precept that will completly shape the gameplay. A lots of precepts have heavy restriction/mood debuff without bonus to counterbalance it.

For exemple, Nudism Memee, heavily restrict clothing precept. Giving large mood and opinion debuff to anyone that don't respect it. However, it do not offer anything in exchange. Not even a mood buff for respecting the precept unless the pawn himself is a nudist. I would suggest to atleast have a bias in pawn generation for nudist but that not currently the case. So what the point of this ?

Let's talk about self imposed challenge.

The difficulty in Rimworld can already be easily modified with colony starting location, storyteller setting, scenario, personal choice/restriction/roleplay, pawns selection and various mods. It's a storyteller game after all. Everything can be edited in Rimworld.
That being say, what we hoped was having a way to play specific gameplay without totally feeling penalized.

What I mean is, it was already possible to play any kind of colony, cannibal, nudist, undergrounder, etc. with mods/scenario. But as it's right now, all it offer is to transform personal choice into enforced restriction, most of the time without giving anything in return.

Flesh purity is another exemple. If you think that Body purist was already a bad trait. With this memee the whole colony will suffer from this insane -80 opinion debuff. The only good thing about this precept is the medical specialist. Otherwise, no mood or opinion buff, nothing.
Give me atleast a little something, you know?  Ability to regenerate scar or limb? Yeah I am dreaming, Anyway.

Blindness memee is also pretty bad. Being blind completly cripple your pawn. Well, atleast they have some mood/opinion bonus plus psysense nonsense buff when blind. They also have acess to medical specialist which would probably be the only reason to pick this memee. That being say, I don't want to pick a memee solely because of a specialist, but for the gameplay, the story, the flavour, and in order to do so, it actually need to be playable.

Of course, not all memee are like this. Those are probably the worse. Some are much more balanced then other and I think it's the work of the dev right now to try to balance the whole system (and of course, fix bug). The only reason I could see someone playing those memee is if the player himself is masochist, that being say, for such experience, Pain is virtue is a much better memee than any of thoses. =P

When I seen this DLC, I first though: Finally, it will make unplayable gameplay actually playable! All those bad traits might have some use after all! I can play a flesh purity nudist club. ROFL. Yeah right... Nope, it just enforce it, penalizing any attempt of adaptation for the colony.

That being say, some memee impact are often wrong. For exemple, female and male supremacy impact is so low that it actually don't influence anything at all. It do not even influence pawn generation or trait bias. On the other side, you have Supremacist memee, with execution and slavery precept and 2 of the most powerful roles that is impact is rated low ? It should atleast have the same impact as Raider memee. Also, I would give a little something to loyalist, individualist and both sex supremacy memee as they are really meaningless as they are right now.

Oh I completly forgot Cannibal memee. Currently, any ideoligion, no matter which memee they have, can already take accepted or prefered cannibalism precept. So, you can easily do a cannibal ideology without even taking the cannibal memee. So, what Cannibal memee add with is high impact ? Well two even stricter cannibalism precept and cannibal feast ritual, that it. Also, if your pawns are not psychopath, cannibal or bloodlust, they will receive mood penalty for butchering human.  Again, the system should atleast bias starting pawn toward those traits and the tools to make it possible.

So basically, you can still have cannibal, underground, nudism, raider gameplay without the corresponding memee. But it should atleast make it easier, not harder, when you select the proper memee to your ideology gameplay.

Unlike you I did not really explore the tree lover precept but I think we are talking about the same issue as a whole. Each precept have setting that are generally better overall, the stricter one are pretty much alway bad and all those moods bonus/malus stack. So, you can do an ideoligion with physical love prohibited, cutting trees horrible, research not allowed, slaughting animal prohibited, autonomous weapons prohibited, killing innoncent animal abhorrent, meat eating abhorrent, mining prohibited, etc. it's going to be hell and you will gain absolutly no benefice out of it.

Oh I am sure that some youtuber will one day try a run with blindness, nudism, body purist ideology colony in ice sheet at losing is fun at +500% difficulty challenge with all those crazy precepts but I don't think that should be the purpose of this. I don't expect it to be fully balanced, but I expected it to atleast give us a reason to explore those gameplay that we are less familiar with.

It would be nice if the system would give you tools in exchange of those restriction. Okay, you cannot do this BUT you can do that in exchange.

You want an easy game ? just play an ideoligion with as few precept restriction as possible and select any memee I did not talk about in this thread with the specialist role you like. haha! =oP

You know, I have been brainstorming about this whole issue and maybe they should simply give the ability to edit existing precept/memee and even create new one? That would be awesome.

In the end, Rimworld is still an amazing game, and not matter what, I know that some modder will come in play to provide some solutions. ;o)

Thank you for your time!
#23
Hello!

It depend on the ideology style category of any pawns that are currently present in your colony.

If you have pawn with different ideology join your colony, you will be able to build their styles as well.

The actual effect (mood bonus) of using a style will depend on the diversity of thought precept of the ideology.

You can also find it randomly during raid and I beleive that traders will sell some as well.
#24
Hello,

I will share what I noticed about slavery.

Slaves are generally (except non-violent) not limited by their backstory.

All slaves are incapable of arts, hunt, research or social.

They are capable of everything else.

Slaves can be draft, arm and attack if needed unless they have non-violent backstory.

They do not require recreation and receive massive mood bonus. As such, they don't participate to party or weeding.

They have x85% global work speed modifier from enslavement (low motivation).

Slavery: Honorable precept give mood bonus for having slaves while others slavery percepts give malus.

It's much faster to break will and enslave than it's to recruit someone.

However, there is some warden upkeep and rebellion odd is not negligable.

So to resume, slaves are easier to keep under control when their ideology clash with your, if they have severe negative social traits, drug withdrawal symptoms, etc.

Otherwise, if they have nice trait you probably should think about recruiting them instead to improve their efficiency and lower the colony upkeep cost.

That should resume it.  ;)
#25
General Discussion / Re: Darkness meme oversight?
July 23, 2021, 01:43:58 PM
Hello,

Actually, roofed area don't prevent the -20% penalty. All it do is prevent the -8 mood debuff.

With this precept, you either have the combat bonus or penalty. There is no middle ground.

That being say, your pawn don't need to be in dark area as such, only your target need to be, it can be either an indoor dark area (darktorch or under 30% light) or outdoor when light is under 30% (night, eclipse or sunblocker).

So, since the cave is not enclosed, you still get the penalty.

I guess that storywise, we could say that the cave is still lit by outdoor light so that why you don't get those bonus.

Otherwise, if they change this, it would mean that any dark roofs area (enclosed or not) would give them that bonus, which might be a bit unbalanced.
#26
General Discussion / Re: Changes to Animals
July 23, 2021, 12:23:44 PM
Hello,

There is 2 categories of animals, those that need pens and those that don't.

If you click on view information on a selected animal, it will say if it's blocked by fence or not.

Also, you can see the whole list of animals that need fence by clicking view information directly on a fence.

Those that need pens are: Alpaca, Bison, Boomalope, Capybara, Caribou, Cassowary, Chiken, Chinchilla, Cow, Deer, Donkey, Dromedera, Duck, Elf, Emu, Gazelle, Goat, Goose, Horse, Ibex, Muffalo, Ostrish, Pig, Sheep, Turkey, Wild Boar and Yak.

All other animals don't: all hares, megasloth, rhinoceros, elephant, squirrel, alphabeaver, thumbo, all rats, all bears, all canines (dogs, wolfs), iguana, monkey, raccoon, tortoise and all carnivorus (cat, fox, panther, etc.).

Animals in pen have multiple uses: Breeding for meat/leather production or selling to trader for silver, wool, eggs, milk, chemfuel production, pack animal for caravan and some mount for faster caravan.

Animals that don't use pens are mostly for: guarding, attack, rescue, hauling, some can nuzzle and of course meat/leather production.

The main benefice for all of this is that it require much less upkeep from your handler for having large number of domestics animals.

Of course, some animals are less useful than others (rats, squirrel, etc.) but pretty much all of them have some uses now.
#27
Greetings,

Like Pain is Virtue, Nature primacy memee require scarification ritual.

However, unlike Pain is Virtue, Scarification is missing as a required precept when you select Nature Primacy memee, even if you randomize precepts mutiple times.

This is strange because, once you manually add it, you can no longer remove it, showing that it's indeed a required precept. (See screenshot)

Thanks!

UPDATE: Actually, it seem that it don't even require the scarification ritual However, the memee tooltip do say it do!

Moderator:

This has been resolved as of 1.3.3080
#28
I confirm, here a screenshot of one of my pawn mood after my cannibal colony butchered a human.

Maybe we are expected to roll random starting pawns (or use forced trait scenario) until everyone is either cannibal, bloodlust or psychopath ?

It's like, they beleive they should consume human flesh, but moraly feel wrong for doing it.  :P
#29
Greetings,

The nutrition consumption display in pen marker is actually half of the animal hunger rate.
Yet, both information say: nutrition per day.

So, for exemple, please check those screenshots and tell me, do a horse eat 0.34 or 0.68 nutrition per day ?
#30
Greetings,

Not sure if it's intended but wounds do not show on rotting body.

It do look a bit strange after a manhunter event when half of the attacking animals end up with plenty of fresh wounds
while the other half don't have any because of the rotting effect a scaria.  ;)

Thanks!