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Messages - giannikampa

#361
Quote from: Sir Wagglepuss III on January 12, 2015, 08:21:55 AM
I imagine best paste is the paste meal with the research that has it take 10% less food per meal.

oh! so the 3 kind of meals from the cook stove have the same amount of nutrition (just different happiness) and is the "Simple", that makes sense, ty.
#362
General Discussion / Re: Am I playing too much?
January 12, 2015, 08:22:07 AM
as long as i know the only thing you can do is wear a military helmet: -10% psychic sensitivity, not good armor, i know :(
#363
thank for this post, it helps a lot.
a question for clarification: Simple is the simple meal, Paste is the nutrient paste meal, Best Paste is either the fine and the lavish meal?
#364
Ideas / Re: Auto-equip Weapons and Armor
January 12, 2015, 05:54:28 AM
Quote from: Coenmcj on January 11, 2015, 07:23:31 AM
makes for some annoyance when you're trying to strip them and their naked buddies steal their clothes.

Now i wonna know why you do that..
i'm figuring your colonies like this movie
http://en.wikipedia.org/wiki/Sal%C3%B2,_or_the_120_Days_of_Sodom
and i'm scared of you
#365
Ideas / Re: Your brainwaves?
January 10, 2015, 01:06:12 PM
here is my lucky experience:
a mechanoid ship crashed exactly into my yard, what to do? i built a ring of turrets all around it and placed all my colonist each in a doorway as i usually do during assaults (i have plenty of doors leading outside, when enemies focus fire one of the pawns i make him do a step inside the building so the door saves him from massive burst of bullets, then i make him do a step and keep shooting outside), all was set ready i shoot the ship.. but no mechanoid showed up! yuhuh!
it's a known issues but i thought it only worked with walls, i had not a way to shoot over the walls so i opted for turrets, hoping for a chain explosion, it went even better!

edit: this is not 100% a post for the "suggestions" btw
#366
EMP grenades and mortars are too underpowered, does anyone use them?
#367
Ideas / Re: "Terminal" RNG solar flares
January 08, 2015, 12:01:57 PM
I never experienced being totally beaten because a solar flare. But I would not understimate the original comment as a suggestion for improve the enjoyability and the depth of the game. The event of the solar flare can be a real pain as it is.
I can think of many tweak to let it remain a punch in your face reducing the ability for it to became deadly in some cases.

- double the chance and halve the duration, cause in rimworld one does not simpley have enought power
- during a solar flare mechs and bionic parts stop working (or maybe the mechs hiccup on/off every few seconds)
- an alternative source of simple meal that uses wood instead of electric power (i can imagine a log as an ingredient for the meal), electric one should be faster (then better) than this one. The camp fire can fit for the pourpose
- power sources take some time to reboot after a solar flare (well, everytime they start working) so you must rely on your battery to limit the no power time.
#368
General Discussion / Re: How's the disease balance?
January 07, 2015, 06:15:03 AM
In my experience of  the game diseases are quite good. Not that bad at all, as a negative event, like already said before.
Now we are talking about it I can say that they have so many unexpressed potentials i'd suggest to elaborate/implement in the next future, i mean, it would be very good imo to have more problematic diseases (involving doctor's skill, duration of the treatement, medicine cost,  colonist efficency while sick, chance of spreading and whatsoever) rather than just a bigger mechanoid group assaulting because of the mid-late game.
#369
One more:
i assign a group of animals for hunt, the hunter goes there and kill many of them while trying to kill the one he choose, and all that fresh meat on the ground is forbidden for haul, just because was not intentionally killed by the hunter.
So i'm forced to personally inspect for fresh dead animals all around and unforbid manually (the most goes rotten).

Easy improvement would be to unforbid dead animals if they were assigned for hunt regardless of the reason of the death.
#370
of course i agree with most of the above.

One more: when i micromanage and order someone to do something, like haul a thing just nearby and "it is reserved by someone else.." what? i said he must haul the thing, no debate!
*beats the desk*
#371
General Discussion / Re: RimWorld change log
January 02, 2015, 01:48:46 PM
"    Hunters will now take breaks if they�re failing to kill anything."

i don't know how this has been solved and if it affects only the hunters but when a colonist has lifesaving needs and still keeps doing something else instead (huting, doctoring, repairing or whatever) I:
- pause the game
- open the work tab
- remove the job the colonist wants to do atm
- reassign the job as it was before
- unpause the game

this way he/she goes eat/sleep.
this is quite annoying to be done manually.
I think these steps can easily be coded to be automatic whitout interfering with the actual AI.
#372
Here is a 787 days game and its world.
Vanilla, ver 8.657
I have a problem: can't release prisoners, whenever i order it the prisoner get escorted outdoor then re escorted indoor in an infinite loop.
Hope it can help.
Regards

[attachment deleted due to age]
#373
General Discussion / Re: Is art worth it?
December 19, 2014, 04:35:27 AM
yes, maybe blood or dirt is affecting overall beauty so you don't see positive beauty thoughts.
I'd like to have a visual overlay of the beauty of each point of the map to directly act where needed.
I still didnt figure out if beauty is affected by the distance from the beauty source (like the lights) or by a boundary (like the temperature sistem).
#374
General Discussion / Re: Is art worth it?
December 18, 2014, 12:06:04 PM
i've succeeded int having a full time artist of 19 level (it gets to 20 then drops again to 19)
he made some legendary wood sculptures, 1530 beauty!
i don't know if all the time and materials (only woods) and even neurotrainers to become so good worth it, but my common rooms now have +15 morale just thank the sculptures.
#375
I have found that it is related to the scroll wheel of the mouse  as well