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Messages - schizmo

#166
Ideas / Re: Minor Suggestion: Replace Walls
December 12, 2016, 08:00:08 PM
I think this would remove the need to think and plan carefully around construction and remodeling, and would make it too easy to simply over build the colony and swap materials out later. I don't think it's necessary.
#167
Ideas / Re: More tech?
December 10, 2016, 07:04:17 PM
I believe the existence of the Glitterword and all relevant Glitterworld tech is meant to keep significant technological advancements outside of the players reach, and most of your suggestions sound to me like Glitterworld technologies. Such technologies would have to be traded for if they existed at all (like robots)

I do, however, think education and training are great ideas not only for skill decay but also to train new colonists through apprenticeship.
#168
Ideas / Re: Mine Shaft
December 10, 2016, 06:59:01 PM
So I think the moral of the story here is that Deep Drilling is fine and the OP just needs more practice. Hopefully the next update will give them more options for resource procurement (by way of mining colonies)
#169
I always get frustrated when people come into the suggestions section and recommend mods. Obviously we all know mods are a thing, but that's not what this section is about. This section is about improving the base game so that Rimworld can be refined to perfection during it's development process. Mods break, mods are temporary, but improvements to core features are forever.
#170
Ideas / Re: Tree Removal Area and Tree Harvest Area
December 08, 2016, 08:55:04 PM
True all of these methods exist currently, but the task of having to constantly check and recheck and re-order your pawns to keep an area clear over and over is tedious, and exactly why people are asking for Clear Zones like the ones for snow :)
#171
Piggybacking on the general concept of a scheduled delivery, it would be nice to institute schedules or mandatory minimums on various priority stockpiles so that haulers don't go out of their way to haul 1-3 items to top off a higher priority stockpile. It really is a waste of their time to top the pile off with a few items at a time, and I would vastly prefer a hauler to carry a full or half stack to a stockpile, and save him/herself the trouble of having to make multiple trips throughout the day, especially for crafting items that require a small number of items, like Medkits, or for animal feed stockpiles where small amounts are eaten at a time.

In my experience the larger number of priority stockpiles you have in your colony, the more bogged down your haulers become, because they're CONSTANTLY shuttling small amounts of items around. Scheduled deliveries would make this much more efficient.
#172
Ideas / Re: Shoot walls in home area
December 07, 2016, 08:41:44 PM
I just tested it and can confirm that it works in the vanilla game. It works with individual colonists, groups of colonists, inside and outside of the home zone.

I'm not sure what you're doing wrong...
#173
Ideas / Re: Random season length
December 06, 2016, 07:18:13 PM
For standard worlds the seasons are the same length, but you might be interested to learn that there is an option for custom worlds to have varied season lengths based on unusual orbits. I don't remember exactly how it's phrased (or even how it works cuz I've never tried it) but you might enjoy it
#174
I would take it a step further, raiders shouldn't prioritize shooting animals and undrafted animals should flee from battle areas because gunshots and explosions are terrifying and it doesn't make sense that chickens just wander around calmly when grenades are blowing up all around them.
#175
Video / Re: DISABLE WEAPONS IN RIMWORLD ALPHA 15
December 05, 2016, 07:25:13 PM
I don't think the "suggestion" forum is the appropriate place for this.
#176
Ideas / Re: Tree Removal Area and Tree Harvest Area
December 05, 2016, 07:24:16 PM
I would go a step further, tree and/or plant removal areas AND grass removal areas to create rudimentary paths. But definitely the tree removal is a great idea, one I've wanted to suggest for some time.
#177
In all of the many social fights I've seen, only one has resulted in death. Clearly I'm having a different experience with the game than you guys lol

It would be interesting to see what the social fight mechanics are and use those to determine exactly what contributes to social fight injuries and death.
#178
Ideas / Re: Two New Drug Suggestions
December 05, 2016, 07:19:04 PM
Antibiotics are already a part of the standard Medkit, and are consumed when treating any disease/infection that is listed as "untreated" in the Health window.
#179
I really like the idea of doctors doing field medicine, I frequently keep my doctors out of combat because it seems to risky to keep them in danger, but the danger might be worthwhile if they can quickly stabilize my troopers to prevent excess bleeding. It shouldn't be a substitute for proper medical treatment, but if it could be used as a temporary solution to prevent blood loss during combat, it could be very useful. I've lost colonists on the way to the hospital, field medicine might have saved them.
#180
Ideas / Re: Mine Shaft
December 05, 2016, 07:04:24 PM
Deep Drilling is completely sufficient for resource collection, the return on investment is staggering, you have the potential of mining out as much as 1350 steel at a cost of only 175 steel per drill (100 steel and 3 components), not even counting the "discount" of materials returned once the drill is deconstructed. Power isn't an issue, you can easily build a wood burning generator or haul a fully charged battery to the mining area, or just drag a powerline out from your base because you get a 100% refund from deconstructing powerlines.

If you prioritize your research correctly, plan properly, and don't over extend yourself, then you shouldn't have any trouble with steel. Half of the challenge of this game is planning for the future, and that means planning to acquire new resources while you still have them, not waiting until you run out and then getting screwed. Don't waste time researching short projects that don't offer major benefits, focus on mission-critical research projects that vastly improve your chance of survival, which means getting your high tech research bench and multi analyzer up as early as possible so you can start the ground penetrating scanner research. It costs 7000 points, all the more reason to get it started AS SOON AS POSSIBLE. You don't have to start it immediately, certainly there are other important researches to be done, but don't let it be the last thing you researched because you decided it was a good idea to do the research in order from cheapest to most expensive.

As for plots being inconveniently placed, there isn't much to be done about that except work around it by moving/deconstructing/uninstalling things that might be in the way, but the ROI for deep drilling makes nearly any inconvenience worthwhile. Besides that, there's so much Steel available for Deep Drilling on your average map that you can afford to let some inconveniently placed plots and STILL come ahead with a surplus.

Also, recycling slag and old weapons and ESPECIALLY deconstructing Scythers and Centipedes is a good mid-game way of acquiring some extra steel.

I'm curious, what is it that you're building that is draining all of your steel so rapidly in the early game?