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Messages - Serenity

#1
General Discussion / Re: Biotech
November 02, 2022, 03:02:33 PM
Great features, but I really don't like the graphics. To the point where I'm not sure if I'll get it. Why does everyone have to look like some anime character now? Animals ears, tails, and weirdly colored skin. Those kind of looks belong in mods. That graphics style isn't necessary at all for what the genetics system does.
#2
General Discussion / Re: 3D mod, how is that possible?
August 24, 2021, 03:03:57 PM
This isn't true 3D. But playing with perspective and layers in a way that looks like it
#3
General Discussion / Re: Changes to Animals
July 22, 2021, 08:09:34 AM
Quote from: Alenerel on July 21, 2021, 09:18:27 PM
They nerfed the trainability of several animals because tynon added this mount mechanic.
I think it's not just that. But the overall intend is to make animals more into specialist than generalists. For example muffalos no longer give milk because they are already pack animals and and give wool. They are now on the same level as alpacas (but stronger). If you're looking for milk you might consider yaks or dromedaries instead.
#4
It's extremely disappointing that it's all static. Crusader Kings 3 is a good example of a game with dynamic religion and culture systems (culture in an upcoming patch). However it has the advantage of having currencies that need to be spent to make changes and drastic changes cost a lot more. If you allowed change at any time in Rimworld it would be heavily abused.

What could work in Rimworld is that people aren't happy with changes. So if you change something some of the colonists could be assigned to a kind of splinter faction and you need to convert them to the new ways. There just needs to be some cost so you don't do it constantly. Dynamic costs that are adjusted for the amount of deviation from the old ways would be very difficult to implement though given all the options.

Ideology also seems to suffer from the same design mistake as in Royalty where everything is frontloaded. Supposedly because testers complained when things were introduced later. So just as it doesn't make sense for the empire to immediately bother your new and poor colony, you are now expected to fulfill demands right away. Even when you can't. I don't understand why this can't be tied to the colonist expectation mood. At least as an option.
#5
General Discussion / Re: Changes to Animals
July 21, 2021, 01:29:16 PM
Quote from: rimbb on July 21, 2021, 01:16:56 PM
As a older player Im confused also. My pawns rope the items and they come back out on their own immediately? now my pawn has to constantly stop other task to rope animals? I did not have a problem with the old way, just assign animals a zone where you want them. Now they just wander off... wtf?
If you have the Lock mod turn that off for now
#6
General Discussion / Re: Changes to Animals
July 21, 2021, 10:18:08 AM
You have to distinguish pack and hauling animals. You can use things like horses and donkeys in caravans. But some animals will no longer move around random stuff within your colony all by themselves.
Most dog/wolf-like animals and certain others can still be trained to haul from what I can tell. The exception seems to be wargs who are now attack animals and not allrounders anymore.

Typical livestock animals have been made a lot more useful by changing their eating habits.
#7
You don't have to generate the whole planet. There are settings to have a partial one. That said you can have a semi-nomadic lifestyle where you move around a lot. Check out different biomes maybe.
There is also a victory condition where you have to travel to a crashed ship and start it up. On a full planet that's on the other side of the world.

For attacking other bases see this series:
https://www.youtube.com/watch?v=TgPhYLBaEbA&list=PLS-hAL3jgjOuIcCMt_s-SXmriJNwNH4nD
In the 60s episodes there are are about two base attacks per episode. There is stuff to be had there. Dining chairs are surprisingly profitable. So much that he started to measure the quality and worth of a base in their number of chairs. lol. He then uses the money from that to visit friendly bases to buy supplies

Also keep in mind that you don't have to min/max everything. If you dismiss stuff because it's not the most optimal thing to do then you won't do a lot of things
#8
General Discussion / Re: This game is like MYST
May 10, 2020, 10:14:56 AM
Pawns don't just randomly leave the map for no reason. That's something you have full control over
#9
That was always super annoying. I once had a guy cut off his daughter's head during a heart surgery. I don't mind botched surgeries, but they should affect body parts that are being operated on.

There is a mod to fix some of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2018250654
You only get ridiculous failures when the surgeon is impaired and it makes outcomes in general mostly skill based
#10
Quote from: fritzgryphon on March 05, 2020, 10:26:15 AM
You still get the mood bonuses for impressive rec room, beautiful workshop, impressive barracks, and impressive dining even if they're all the same room.
Or just limit that stacking. Oxygen Not Included also different rooms giving mood bonuses. But you can't combine them
#11
General Discussion / Re: cooking stove
March 04, 2020, 08:53:13 AM
Tynan did include a few QoL mods in 1.1. I think the only bulk production thing missing now is bulk manufacturing for drugs and pemmican + kibble. And that's planned for the future

Other things you don't need mods for anymore:
* having the item icons in the list
* forbidding refueling on things
* fertility overlay
* roof supports
#12
Or you could just use Steam instead of reinventing the wheel
#13
There are plenty of mods that add various tools. But I think they all just increase the working speed without drastically lowering the baseline. Not sure though. It's a good idea though
#14
Quote from: Tynan on February 28, 2020, 07:28:05 AM
Do they come too often? This is something that was tuned pretty intensively during pre-release, because I didn't want it taking 5+ years to get to endgame content. But the quests are quite frequent. It's a tricky balance.
I think this is precisely where a setting would be helpful. So people can tune things to what they want. What is appropriate is after all a bit subjective. And such settings in Rimworld are usually story tellers. Storytellers also already regulate some of the event frequency through their difficulty I think. So you could have higher difficulty = more royalty events

Then you'd need something to differentiate "Richard Royal" from the classic storytellers. IMO when royal quests start appearing would be good here. People who want to experience the new content right away can choose him. But if people play Cassandra or Randy they get a more classic experience where the empire only contacts you later on. And they'd get the new mechanoids for example without dealing with all the other stuff right away.

Though an issue I can see right away is that  the other settings for the storyteller would have to be based on one of the classic ones. So Richard Royal would probably be mostly Casssandra, but you can't have Phoebie or Randy + maximum royal content that way. So maybe a separate setting would be better
#15
General Discussion / Re: Chefs don't SIT while they work.
February 27, 2020, 06:18:37 PM
Yeah, some of these things have always bothered me a bit. I usually don't put comfy chairs at things that don't make sense. But there are worse cases like the crematorium