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Messages - Grishnerf

#106
After the last version update i have a blurry screen while moving the camera on triple Speed.
It was not that before.

BUT Performance is nice, my screen is blurry but i have no mini stutterlags on my pawns.
Everything is moving in a flow. (many pawns + animals)
#107
if you never had a 100+ raid on cassandra , you dont play rimworld :D
naj just joking.

yeah with dev console you can spawn raids with poiints. but if your base has more wealth than that you will get bigger numbers. = more Points.

its not my Story, it is that way, cassandra and phoebe scaling upwards and Randy does not.( just a Little)
and difference between cass and phoebe is only one.
phoebe makes Long breaks between big threats but u still can have 100+ raids on phoebe too.
#108
3 raids at the same time cant happen.  you have to edit some numbers to achieve this. even on Randy.
5x times bigger raids just happen at early game, when you have 3 pawns, Randy can come already with 10-15 guys.
but it doesnt scale upwards like cassandra. in lategame the threats from Randy are laughable.
but cassandra in 3-4th year and you having around 30 pawns has that 120+ boomrat incidents and 150+ tribal raids etc

also Randy gives you sometimes too much ressources.
many Crash pods with items.
12+ wild animals joining the colony 2-3 days after another  -> free meat
etc

i mean i also started playing only random, until i realized that cassandra is much harder in lategame.

but everyone to his own playstyle, that is what a sandbox game is made for.


edit: just General info: if you wanna have 2-3 raids happen at the same time (cause i wanted that too :D )
you need to chage this number
<minDaysBetweenThreatBigs>1.9</minDaysBetweenThreatBigs>
to 0.1 or something. but be warned you will be flooded by enemies.
every 2.4 ingame hours a big threat WILL procc. (mechas, insects, raids, Crash ships)

#109
but Randy gets boring after a while, cause he doesnt scale up that much like cassandra.
cassandra in lategame is hell.


you can manually edit your storyteller XML to set numbers.
../steamapps/common/rimworld/mods/core/defs ->StorytellerDefs.xml  open with Notepad.

<desiredPopulationMin>10</desiredPopulationMin>
    <desiredPopulationMax>35</desiredPopulationMax>
    <desiredPopulationCritical>60</desiredPopulationCritical>

Change the numbers to your desires for each storyteller. (all 3 storytellers are in this file)
#110
yeah i support this, make fuel explodable when fire hits it.
or maybe not an explosion (cause that would be nearly the same as a landmine)
but maybe make it when fire hits the fuel, fire will spread 3-5 tiles far in an instant.
#111
Releases / Re: [A15] Rikiki's Miscellaneous (05-09-2016)
December 17, 2016, 02:11:11 PM
Quote from: lance789 on December 17, 2016, 12:43:32 PM
For whatever reason, i cannot place the Fishing Pier, I either get a message stating "Fishing Pier must be placed in water" or "The terrain here cannot support this". What do i do to allow building this object?

it only works on stone ground next to water atm. normal lakes always have mud on the broder.
and on sand it also workls i thnk, only on beach maps.
so best spot on a normal map is a waterlake with a mountain that goes into the lake.
dig up some space at the water border there you can place the fishing Pier on the stone tile into the water.

i also tried a long time, until i found that out.


#112
@hoochy  select your lvl 20 doctor and click on the "i" button.
scroll down there in the menu and look what's his operation success chance.
skill rating alone does not guarantee a safe operation.
often times someone you would never think off has a higher Operation success Chance than your best doctor.
#113
Ideas / Re: Shake your money maker!
December 16, 2016, 02:13:26 PM
Quote from: JimmyAgnt007 on December 14, 2016, 02:43:25 PM
1. silver is coins, the icon looks like 3 of them together to me.  so they are already 'minted' but even if its just lumps, its the weight that matters.

we just smelt them to silver bars.
i am all for that addition, cause silver "coins" take too much space.
#114
my experience with drugs in a16 (so far) :

Normal Biome, Cassandra Rough , playing full drug addiction Colony. reaching 5th year :

I'm around 20 pawns with 50k silver lying around.

1) Trading in general like others have said is too much rewarding at the moment.
I think it is just the trading prices.
I'm not even sold out, I have all my stuff ready to sell more.. (1,5k yayo, 1k flake, around 3k neutramine,
2 orbital-trade-beacon warehouses full of devilstrand clothes, alpaca chairs etc the list goes on..)

I also have bought ALL the important stuff like bionics, body parts, big Screen TVs, etc..
It never was this easy before.

Especially drug production feels way too easy and rewarding.
Plant field, forget about it, Profit.
I honestly dont know what to do with the silver.
maybe start unefficient silver sculpture production for the beauty. :D


2) Using Yayo + Beer in general is much more dangerous now.
Somehow i liked it to remove cancer in nearly all of my colonists and give ~10 of them new kidneys.
BUT i think overall drugs damaging bodyparts is a bit too much at the moment.
Of my 20 colonists there are 6 people left that have no damaged kidney or brain.
5 People have a permanent damaged brain. 4 Cirrhosis. 2 people died. Uncounted kidneys.
Mostly all on yayo+ beer.
Also Yayo makes nearly everyone addicted, even on first use.
On the other hand, my crafters are sometimes crafting 24/7 on Wakeup and never get addicted.
Only Yayo.

At the 2-3rd year i stopped playing yayo addicts, cause it was too dangerous.
The 4th year was really a pain getting the best pawns "clean" again.
Surviving the yayo-binge-event-cycles and the operations for new body parts.

but after all, somehow a great experience!


TL:DR 

1) far too easy to make Money with drugs.
2) using yayo is not worth, cause of the new effects to brain and kidney.
#115
General Discussion / Re: Colonists don't like floors
December 15, 2016, 09:34:14 PM
concrete tiles should be 0 instead of -1
(it is silly that i have to build wooden tiles/carpets or worked Stone tiles around my fields for best beauty Bonus. concrete should be enough to negate any negative Beauty value.)

wooden tiles/smoothed should be 1 
(smoothed like above already said, costs nothing and trains your pawns. has the same worth as wood for me. one is better outdoor =Wood, one better indoor =stonefloors)

carpet should be 2
(growing time + kinda expensive ressource when you need it for clothes/medicine instead)

worked Stone tiles 3
(miningtime + Stone cutting time + worktime + )



but thats easy doable in the defs. changing some numbers if i wanted too.
feels just kinda "wrong" that concrete gives negative value.

#116
General Discussion / Re: Charge rifles and A16
December 15, 2016, 07:54:24 PM
i also always used assault rifles for the nice range, but in a16 charge rifles feel somehow better now.
(general: combat feels abit different with all the weapons.)

Assault rifles reload time is more than double now for 3 not so accurate bullets.
The spray pattern is so wide that only 1 bullet hits. and 2 bullets fly left and right.

Charge rifle's 3 shots are much more on the target/on point and do down/kill much faster, but less range ofcourse.
..but on average 2-3 hits from a chargerifle in the first "volley" of 3 shots and a raider is down.
assault rifle takes around 2 volleys to kill at least, if you are lucky.
#117
Ideas / Re: Wild and Wacky Biomes
December 15, 2016, 02:38:54 PM
if the game introduces real "liquids" on maps we could have :

1) A volcanic barren wasteland planet with Lava that steadily flows in one direction til it gets cold.
-> (frozen/cold Lava makes new mountains and new pathways possible, hot Lava burns everything)
Maybe new Event :volcanic Eruption, at a random Point a new vulcan emerges.
It is only possible to block Lava flow with plasteel walls.

2) A naboo like planet with swamps where you can get flooded by water masses (perma zzt).
Everything not built on a floor will sink into the ground and disappear after some while. even walls.
-> (wouldmake waterpumps more useful to stop water flowing in your direction and to make deep swamp tiles into swamp into normal ground to build on.)
You could also build waterdams out of wood and stop waterflow and use that for energy
or flood other Areas of the map with it. -> (make fertile soil "buildable", Rice farms more efficient.
Maybe even a new beaver/raider Event where they built a dam in the edge of the map. etc)

3) A Tropical water planet with very few Islands.
There we could have a low and high tide element, so that some areas get revealed only at certain times to mine from/to get loot.
-> (can use sandbags only to block some high tide water. on low tide you could harvest corals, seashells etc.. Rikkis fishing mod should be a basegame thing then already :D )




#118
Raiders from Sieges still try to build unfinished stuff of older Sieges.
they send only one worker at a time.
so you can kill them like Lemmings, all trying to build that damn sandbag in the opposite Corner of the map.
#119
Quote from: Alenerel on December 15, 2016, 12:41:46 PM
Was the auto healing when downed fixed in the last patch? I ask because I have seen some raiders getting up and fleeing and some wild animals too.

i think this is kinda a nice feature. (even if it is not intended :D )
if the raiders are not injured that bad, they should be able to recover from the "shock".

i'm up to 5 years in my current colony on a16 and have seen this happen twice.
one time on a raider , one time on a mechanoid. (damaged Software can reboot ! :D )

only thing i would complain about is that instead of always recover and fleeing, they should also have a Chance
to try to pick up their weapon (or any other near weapon) and attack again.

but maybe it is just me.
but it would make long battles sometimes more tricky if one raider gets up again and suddenly he tries to pick up a weapon in your storage room and takes a completely different path than the other raiders and flanks you.

(hope it is not a bug)
#120
Quote from: Seinne on December 15, 2016, 11:12:20 AM
Is it me, or are guest beds gone? I can't seem to find the option to make any. I wanted to check here before I post it in the bugs forum in case I missed something.



hospitality mod