Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - MikeLemmer

#151
Quote from: tonsrd on December 21, 2016, 08:54:42 PM
wealth + time + pop = event size

That doesn't help me. I'm asking what determines those variables when you have multiple colonies in A16. Is it calculated different for each individual colony? Or does it take the sum total of all of them? If I have a colony of 3 people and a colony of 9 people, does it treat both of them as having 12 people?
#152
If you have multiple colonies, is the event difficulty for each colony determined by the total population of all your colonies? Or just the population of that particular colony?
#153
Ideas / Roaming Herds & Global Events
December 21, 2016, 07:26:53 PM
Now that I've been playing A16 for a few weeks, there's some expansions on its ideas I would like to see in upcoming updates:


  • Roaming herds on world map. Rather than just waiting for herds to wander onto my colony's lands, I would like to see roaming herds on the world map and send out a hunting party to intercept them. This would also be a foundational step for seeing/interceping raids and caravans on the world map.
  • Global events. Currently, if you set up 2 colonies next to each other, their events are completely independent. Eclipses, cold snaps, solar flares, volcanic winters, etc will only affect one colony and not the other. Such events should affect all colonies in a wide radius around an epicenter, not just one.
#154
General Discussion / Re: Alpha 16! Discuss.
December 21, 2016, 07:18:26 PM
Quote from: Bozobub on December 21, 2016, 04:31:58 PM
Why is that "nuts"?  That's how subsistence hunting actually works IRL.  People followed the herds, generally, not the other way 'round, until modern large-scale animal husbandry came into practice.

Because multiple colonies/tiles in RimWorld are still treated as completely separate things. It's most noticeable when you have 2 colonies side-by-side: one will have a Cold Snap or an Eclipse and the other will be just fine. It gets really weird when one's under a Volcanic Winter. Most importantly for this topic, it means that herds of animals don't actually travel; they just appear or disappear from each colony with no way to actually track them. And since RimWorld (currently) doesn't handle traveling colonies well, you either have to wait for another herd to travel near you... or set up a temporary colony and take advantage of the bountiful initial setups to slaughter everything on the map before moving on to the next tile.

Frankly, I'd love it if next update, you could see herds traveling on the map and send a hunting party out to kill a few of them. Or have some other means of sending people out to hunt away from base than just setting up a new colony next door.
#155
General Discussion / Re: Alpha 16! Discuss.
December 21, 2016, 04:10:52 PM
Quote from: Spdskatr on December 21, 2016, 04:35:02 AM
The sky's the limit! I've got a logging camp, a mining base and a giant farm all linked via transport pods to my main base, which has become a specialized production area for apparel, medicine and weapons that I send back to the other bases. This means that I can finally mass-produce mortars; I'm sure everyone's pretty scared of me by now ;D

I hope this leads to Tynan tweaking the animal spawn rates, or modify how you hunt. It's nuts that the most reliable way to gather meat is to continuously make new colonies adjacent to yours, set up a butcher bench, and hunt all the animals there before moving on.
#156
General Discussion / Re: Alpha 16! Discuss.
December 21, 2016, 03:18:16 AM
I've used the option to run multiple colonies to set up a part-time hunting camp right next to my colony. I randomly selected my starting location on an Ice Sheet neighboring a Tundra. Looking over my colonists' stats (not a single Grow or Cook above 1), I realized I could be in some trouble. So I decided to send my hunters to the nearby Tundra to see if they could find more food. Sure enough, there's a muffalo herd there, plus plenty of berries to pick. I set up shop in an abandoned building, built a butcher bench quick, hunt down & chop up a muffalo, and then haul the meat back to my colony. I have to be careful how many colonists I send over at once in case I'm attacked by raiders, but it's an interesting solution to my food & wood shortage problems. Hopefully it'll last me long enough to get my Hydroponics room going... or just decide to move my entire colony over to the tundra. (I would've done that from the start, but it was -30F outside and steel/wood weighs a lot.)
#157
Bugs / (A16) Hard Snow at 44F
December 21, 2016, 12:41:00 AM
My colony is in an ice sheet that straddle the freezing mark during the summer. Today I noticed some unusual weather: a hard snow while the outside temp was 44 F, well above freezing.  I believe what happened is the hard snow started in the morning, when the temp was below freezing, and just didn't change to rain as it climbed during the daytime. I've included a screenshot and can attach a savefile if necessary.

(Yes, I know technically snow can fall at above freezing temps, but such circumstances are rare so I'm inclined to believe this is a bug/oversight.)

[attachment deleted by admin due to age]
#158
Quote from: Alenerel on December 20, 2016, 04:32:02 AM
Quote from: MikeLemmer on December 19, 2016, 07:25:20 PM
Quote from: Alenerel on December 19, 2016, 01:39:54 PM
The problem with map % generation is that you are pretty much forced to set around the middle. If you place your base around the edges everything will be far from you.
I suspect eventually Tynan will put in a way to reveal/explore more of the world as you travel, solving this problem.

That would absolutely defeat the whole purpose of choosing the % of map generation which is performance, not exploration.

It wouldn't. It would generate a small starting area (30%) and slowly expand it if you start exploring, so you aren't confined to just that 30% of the world.
#159
Ugh, I hate it when behavior is so random I can't tell if it's a bug or not.
#160
So how do I stop it? Put it outside of his allowed area? Put a door between him and the meals? I can't exactly put it on top of a shelf...
#161
Quote from: Alenerel on December 19, 2016, 01:39:54 PM
The problem with map % generation is that you are pretty much forced to set around the middle. If you place your base around the edges everything will be far from you.
I suspect eventually Tynan will put in a way to reveal/explore more of the world as you travel, solving this problem.
#162
I caught my pet husky devouring a Packaged Survival Meal while he wasn't hungry, one that was outside of his allowed zone to boot. See attached pic. I can provide a savefile if necessary.



[attachment deleted by admin due to age]
#163
Currently Plant Cutting is this weird hybrid job that covers 4 different tasks:

  • Chopping trees for lumber
  • Harvesting wild plants
  • Harvesting crops before they're fully grown
  • Removing grass

Although its tooltip says Plant Cutting doesn't have relevant skills, the Growing skill affects both work speed and harvest success rate for all of its tasks. This misdirection, along with crops falling under either Plant Cut or Grow depending on if they're fully grown or not, makes it one of the most confusing job types in the game. And since (judging by the removal of Repairing) Tynan want to reduce the # of job types, I'd suggest removing Plant cut entirely and shuffling its various jobs to different job types.

Here's my suggestions:

  • Chopping trees: Mine (hard manual labor job that harvests building materials)
  • Harvesting wild plants: Grow
  • Harvesting crops before they're fully grown: Grow
  • Removing grass: Clean (misc job, involves removing unwanted plants)
#164
General Discussion / Re: "Disposable" combat colonists.
December 18, 2016, 08:14:42 PM
I'm fine with random deaths in combat from lucky shots by the enemy. Frankly, 90% of the time (unless the combat is a colony killer) I get through a fight with no deaths. Sure, some of them are missing noses, but it could be worse.

I'm less fine with random deaths in combat from my colonists suddenly deciding that throwing grenades into melee fights is a good decision.
#165
Quote from: Tynan on December 18, 2016, 07:34:01 PM
As ReZ discussed, it's likely just different biomes with different densities of objects to save.

Yeah, I just did a tundra save and that seems to be more similar to previous builds' size; I did have a string of cold biomes, but normally I try to randomize starts as much as possible for testing. Regardless, it still means the savefiles are too large to zip-attach to bug reports. Can you increase the Bug subforum's attachment size limit?