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Messages - tyriaelsoban

#16
I play with Marvins "Sometimes Raids Go Wrong!" and sometimes they go wrong in a spectacular fashion, so spectacular infact - that they basically gave me a free colonist when i accepted "Suppy" who was running from tribals, if youre wondering what happened ; when Marvs mod rolls a 2 on a boarder attack raid, they can arrive under attack by manhunters, mechanoids or meteorites will drop on/around them - its sheer RNG, especially with the latter as the rocks may land too early to cause damage, manhunters and mechanoids can and will remain a problem for you, so its not entirely one-sided.
This particular time, the rocks landed so well that a good 75% or more of the raid was wiped out.

[attachment deleted due to age]
#17
Im kicking myself for not screenshotting this, so you will have to take my word for it...

Brotherhood of Nod show up on the edge of my map and set up a siege camp, theyve got (as usual) far too many sniper rifles for me to risk a frontal assault (even with the rebalanced shooting mod) and theyve tucked themselves into a nice little cubby in the mountain range, so i only have that angle to attack from.

Send my worst colonist to man the only mortar battery i have, stolen from a Nod siege from the previous season - i have THREE rounds of HE left because i like to take potshots at prepping raiders, now, you know how rimworld likes to sometimes slather the mortar ammo around the raid camps? Yeah, well ... worst shooting skill colonist causes what i can only describe as a magazine detonation in the middle of the camp and kills nearly everyone, since Nod operate on a "no retreat, no surrender" policy, 3 of the remaining 15 pawns get gunned down and one of them decides his buddies shoddy Nod Grenades would make a nice trophy and leaves.
#18
Ideas / B18 - Trade drops,
June 24, 2018, 06:00:57 PM
Before i make a bug report, considering the fact that the devs are already in the process of open testing/bug fixing on rimworld v1.0; id like to ask if theyve fixed the incredibly irritating tendency orbital traders have of dropping the goods/animals/slaves that you purchase/sell etc in places where you cannot reach them, like this;

https://steamcommunity.com/sharedfiles/filedetails/?id=1421613957

Especially when there is this, large unroofed area that has been a part (although not in its present shape) since day 1 of my settlement;

https://steamcommunity.com/sharedfiles/filedetails/?id=1421614660

I've had no problems with trader drops until i add areas that cant be reached into the map, like the little exhaust tower in pic one that now has sodding alpaca sitting in it! -.-'
So, if this hasnt been fixed;
Is it possible to block a trader from choosing to dump goods in areas smaller than 3x3?
Or is there something like a mod that ive missed that allows a designated drop zone?

#19
proper tribal clothes.
nuff said.
#20
General Discussion / Re: WIP Ice-Sea layout
November 26, 2017, 02:26:53 AM
Assuming youre using cell-cell exact scales, your pawn can lump it with a 5x5 bedroom, even a 4x4 is being far, far too generous imo ... ive slept in smaller rooms myself with just about enough room for a single bed, desk & chair. i really dont see why rimworld pawns have to be so special in that regard; "just be happy you have a roof over your head, ya little shit!" (this is also the core reason i play with realistic rooms)

Solar is worthless anywhere other than temperate zones and if you insist on using solar panels though - put them behind a wall or you will find that theyre repeatedly victimized by raiders and are also rather fragile, but the space they take up could be turned into storage rooms or hell, even bedrooms for any lucky takers who want to join you.

The sandbag walls are a bad idea, i find its actually better to indent a door in the wall with an empty square infront of it and then sandbag over the doorway there, it has the effect of forcing the AI to stop for a moment and reconsider its plans when you draw your guys back inside, hypothermia progession, yay!
Dont forget to roof over those fire ports - it adds a defense modifier to your guys as theyre standing in darkness, not only that; but both walls on left and right, plus the sandbags AND the door (door did in A17 at least, havnt checked in B18, but it still seems to work so far on a casual observation) add to the chance for a shot to miss your guy and plunk into either of those objects.

- S S S -
W W - W W
W W D W W

Where S = sandbag, W = wall, - = empty space and D = door.

If you want to use your greenhouse as a main entrance and exit area, you will need to move the doors one square back and airlock your external doors. nothing fancy, just a door forced open behind your main door, (not shitting you here it works, ask w4stedspace) for some reason or other, a door slows heat/cold flow even if its open... i should be noted that even if the door is forced open though, your pawn will still slow as they pass through it, but only slightly.

Even with the changes to growth times, if youre using rice (which youre crazy not to in hydroponics bays, 230%? growth speed and all) in A16 i had a colony in a seasonal -120-180*C mountain range running 3 people on 6 hydroponics basins growing rice, had two more growing meds, i think the total space i had to play with here was 12x12 until i moved them into a compound it took them a whole year to build, axe cooking your meals and replace that with a paste dispenser and not only do you save materials, but power and "man hours" so to speak - which is essentially time your guy(s) can spend elsewhere, -4 mood is a small price to pay just keep the joy bar topped up.

Crematorium is a waste of materials and power - strip the bodies, sell the gear (or dont and just leave it all to rot)... and do what i did here; Roof is optional, alternately, just 'tov them and watch it all burn.
http://steamcommunity.com/sharedfiles/filedetails/?id=838869513 - one of my early attempts at the sea ice challenge in A16, got bored with all the non-stop-thumb-up-my-ass gameplay and lack of action.
#21
http://steamcommunity.com/sharedfiles/filedetails/?id=879105471

AllowDeadMansApparel
Seems to add that check to outfits for me.
#22
Ideas / Re: Support for tundra tribal starts
November 26, 2017, 01:29:03 AM
it is true, people have been fashioning far more than loincloths and bad drapes for thousands of years - there are a few mods that have neolithic apparel sections that id love to see as base game features, for example; http://steamcommunity.com/sharedfiles/filedetails/?id=732569232

Winter "Hide" Cloaks is one of the basic apparel items that can be made at a crafting spot, base is -40 cold and -12 hot tolerance change, ideally you never want to make those items out of say, wool ... because you would end up with heat stroke in -40...
I'm also miffed about the lack of gloves and boots, better armor selections.
#23
Ideas / Re: Torso Infection
November 26, 2017, 01:16:04 AM
If your guy has no scars, for anyone above a 90% base threshold immunity gain can live through an infection without medicine, just make them bedridden.
ill admit, thats problematic if the character in question is essential for day to day operations, but if its just joe the teamster - or hell, even a prisoner ... stick 'em in a bed, feed them and wait.
#24
i do like the look of this, keep up the good work!
#25
I held it at 49% flux for 1000°c the whole way through.
Basically its a time sensitive project an ive got to load her up hard at the start?
#26
Quote from: Canute on October 15, 2017, 04:29:55 PM
Ok i play with 1.08 but that should change much.
I just did it with 4 fuel rods, turn off your cooling, so you can overheat the core.
Regulate the flux that the core get around 1000C, then the radiation should raise slowly.
Once you reach the 1.0 radiation, you can go back to normal conditions and gather data.
I guess im a dumbass, it seems the turbine cools the system passively even if you turn the other parts off, so i was barely at 600°C.
Now with all the other parts off, save for the core ... with 4 rods im riding 49% flux @ 1k°C and 0.3 leakage ...
Have either if you found all the signs for an "oh shit shes gonna blow!" ...?

Edit: i just got a purple warning for 'core integrity' at 0.6 ... does this mean im about to cause a meltdown?
Edit 2.0: every time i reach 0.8ish the game creates a critical event that is called 'cracked core' ... it basically makes the experiment impossible to complete.
Now am i doing something wrong?
#27
I havnt been able to update to 1.0.8 yet, moved and have no internet ...
Is it possible to complete the core shielding project with only 1 fuel rod, or is the radiation leakage factor determined by the number of fuel rods?
I had her riding 90% flux with 0.1 leakage and then i noticed a second jet of steam and got a little wary, i dont want the right lower quad of my base to turn into cernobyl in the middle of a -90 winter...
#28
General Discussion / Re: Mods you concider "must have"?
September 20, 2017, 04:29:35 AM
Hugslib - this is needed for ALL the best mods.

Fluffys breakdowns - breakdown system in rw is a bit shitty and having your guys have to make compulsory maint. cycles makes sense.

Vanilla friendly weapon pack - because you touch yourself at night, j/k j/k, i think rimworld is missing one crucial thing; gief teh revolvers!

Dubs hygiene and central heating mod - where the hell do these people poop otherwise?! and they never wash! it also adds some new and interesting systems for heating, solar heaters, fueled stoves and immersion heaters. etc

RT Fuses - no, just no, leave my fucking batteries alone cass, and while these dont stop shorts, they just make them less destructive by reducing the discharge values in exchange for components and repair labor.

Animal logic - because ive never heard of a fucking fox hunting people, or unmilkable goats.

Rimfridge - QOL for reducing how much time is wasted tending to prisoners, stick a fridge in their common room and fill it with crap quality meals, bosh. sorted.

Tribal Essentials - for when you wonder what is missing from vanilla rimworld starting as tribals.

Trading spot - GET OUT OF MY FOOD ROOM!
#29
Quote from: LiteEmUp on September 20, 2017, 01:53:17 AM
coffee also helps them stay awake longer so that it helps fill their joy meter lol

Where are you getting the coffee from? i havnt had a coffee mod since A15!
#30
Uhm .. so i just built my first research bench, am i correct in the understanding that i have to buy the parts to begin projects on each page?