This would be a nice improvement, as haulers tend to get stuck next to smokeleaf joint rollers or similar fast paced crafters, hauling one item at a time back and forth to the main stockpile. It's terribly inefficient.
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.
#32
General Discussion / Re: Flooding on coastal maps
June 12, 2017, 10:28:23 PM
More natural disaster type events would be a welcome addition to the game. However, in order for a flooding event to make sense in gameplay terms, there should be potential benefits to offset the danger of setting up your base in a flood zone. Harvestable aquatic resources, hydroelectric power, etc.
#33
I suggested some time ago that there could be notifications for a colonist being hunted by a predator on lower difficulty levels, and no notification on higher difficulty levels. Alternatively, the notification could appear only in non-permadeath games. This should satisfy both the hardcore and casual players, as distinct difficulty levels are meant to.
As for my hopes for A18, I'd second the continuing development and balancing of the caravan system. Right now it is nifty and intriguing, but not very rewarding in gameplay terms, especially given how tedious it can be to form up a caravan and get it to leave your base.
As for my hopes for A18, I'd second the continuing development and balancing of the caravan system. Right now it is nifty and intriguing, but not very rewarding in gameplay terms, especially given how tedious it can be to form up a caravan and get it to leave your base.
#34
General Discussion / Re: S%*t Got Real [A17]
June 05, 2017, 12:08:44 PM
I hadn't noticed this feature yet. Pretty funny.
#35
General Discussion / Re: "Construction failed" is getting ridiculous now
June 05, 2017, 12:06:59 PM
Checked a few of my healthy constructors' success rates. Skill 13 was 100%, skill 5 was 93%. So yeah, the issue the OP seems to be having is the weighting of manipulation, sight, and consciousness into the failure rate. That's a valid argument, especially given how easily and frequently fingers and eyes are damaged in A17.
#36
General Discussion / Re: "Construction failed" is getting ridiculous now
June 04, 2017, 07:57:06 AM
90% isn't very good for a 15 skill constructor. Does he have health conditions affecting his manipulation or consciousness?
#37
Ideas / Re: Prevent visitors to cause disturbed sleep debuff
June 02, 2017, 10:32:34 PM
It's a -5 faction hit per (coincidental) death.
#38
General Discussion / Re: F*ckin' really?
May 31, 2017, 09:15:06 AM
Cass does seem a little bit more like Randy in A17. I'm guessing she was tweaked to be less predictable.
#39
General Discussion / Re: New Manhunter Packs
May 31, 2017, 09:12:48 AM
My new colony was attacked by a pack of manhunting cats. Lots of mewling and hissing ensued.
#40
General Discussion / Re: Extreme Desert Challenge
April 21, 2017, 07:28:24 PMQuote from: Hans Lemurson on April 21, 2017, 03:20:36 AM
I was just dabbling at this challenge again, and I got a pretty reasonable start, but 1 year in I got a Solar Flare in the middle of a Centipede-raid while it was 130C outside. Turns out the Centipedes weren't necessary; everybody died of heatstroke.
Maybe if I hadn't been using the "Nerf the Overpowered Wool" mod, things would have gone more easily...
I think Zhentar's mountain approach may be the way to go. Mountains can give you some mighty good insulation.
That's what eventually killed my little colony, about 2 years in. 5 centipedes, all with inferno cannons. There's no way to kite them when it's 125C outside. The lack of uranium on the map, and lack of bulk goods traders, was the real problem, though. Their demise was only a matter of time since there was no way to complete the ship.
The wool dusters certainly are overpowered, but it's very difficult to acquire any wool in this scenario, unless you got lucky with bulk goods trade ships. I think I managed to make 2 dusters from drop pod wool.
#41
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
April 16, 2017, 10:14:03 AM
I had the exact issues that you are having until I went to Github and used the 5.0 version, and followed the updated instructions there. Then it worked perfectly with no errors. Hopefully someone can update the front page in this thread to reduce confusion for new users.
#42
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
April 16, 2017, 10:06:01 AMQuote from: gms0012 on April 16, 2017, 09:23:32 AM
friends.. is the mod still working? i always get some errors...
I copied the file ModsConfig.xml to this here: C:\Users\USER\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
and the content of the zip to this folder: D:\Programme\Steam\steamapps\common\RimWorld\Mods
i did not delete anything (i have no other mods). when i delete the core folder in "...mods"... the game is only black...
did i make a mistake?
tried now a lot.. (with and without delete). but i still got error messages and after a game start i have the original ModConfig.xml in the folder...
any advices?
What version did you download? I recently tried the mod for the first time, and found that the version linked to the "download" button on the main page is outdated and does not work. The install instructions on the main page here are also outdated. Go to Github and download that version, and follow the instructions there. That should do the trick for you.
#43
General Discussion / Re: I really hate needless friendly fire deaths
April 16, 2017, 09:51:02 AMQuote from: Wex on April 15, 2017, 10:18:02 AMThere's the way certain youtubers (and I suspect many others) do Rimworld combat. Mass draft colonists and have them stand in a clump, fast forward through the battle and fail to notice that your pawns are getting limbs blasted off by friendly fire. Then continue to fast forward through triage, failing to tend to your colonists or clean the hospital, then wondering why they are dying of infection a few days later.Quote from: eadras on April 14, 2017, 07:55:47 AM
A16 added a "hold fire" button between the draft pawn and manual attack buttons. This button is your friend. I hear you though, friendly fire accidents are very frustrating. If you aren't the type of player who micromanages combat frame by frame, it happens all too often.
Wait, there's another way of doing combat in this game?
#44
General Discussion / Re: I really hate needless friendly fire deaths
April 14, 2017, 07:55:47 AM
A16 added a "hold fire" button between the draft pawn and manual attack buttons. This button is your friend. I hear you though, friendly fire accidents are very frustrating. If you aren't the type of player who micromanages combat frame by frame, it happens all too often.
#45
General Discussion / Re: Interesting and fun starting conditions
March 30, 2017, 01:15:34 PMQuote from: Syrchalis on March 29, 2017, 08:19:52 PMYou can change the storyteller and difficulty level at any time through the options menu. Phoebe is definitely slower-paced than the others. I haven't played with her since my first colony.
Good idea b0rsuk.
I already do quite a bit of that Granitecosmos, though I despise pawns that refuse to do dumb labor. If I have something that needs moving I pick the closest pawn and tell him to do it. And constantly running into that lord or sheriff and getting the nice grey box of "nope" makes me want to bash my head on the keyboard.
So none of these are allowed in my colony and I reroll them at the start.
Currently considering doing a "two rich explorers" start with less starting gear to offset the additional colonist.
Last game I played with Phoebe, but on intense - sadly that was not a good idea, because she makes events so rare it becomes boring. Also she threw 34 tribals at me pretty early in the game, which was insane.