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Messages - Pope

#1
Just noticed something simple to fix btw.

If you set a do until x recepie at the tailorbench, and you want to set up to unpause at a certain lower vaule... well you can't set the lower vaule, since the window in the center is too small  ::)
This occurs on tailorbenches only due to the additional "Count other places options to max value" ;)

I usually keep this max-min value production to keep my armor stacks at a good healthy level. now i cant set it to like 20 max 10 min value.
See attached screenshot

[attachment deleted due to age]
#2
To be brief:
Thanks a lot for the 64 Bit version. This helps a lot.
A lot of improvements, which i am positive about. Some negative things as well.
BUT: I can't wait for stable release and my mods to be updated to have my personalised version of RimWorld again.

My Feedback based on topics:
Caravans:
- UI changes are good.
- Choosing a destination during planing helps a lot.
- Like the Caravan Forage abiliy.
- Information about terrain is good.
- Information during planing is very good.
- Traveling seems to be faster now.
- I have now more reasons to create trade caravans on my own in order to make some silver.
- Haven't tried pods yet.

Colony:
- Several Icons and objects look diffrent now. Visibly they fit all together ( like refinery and com station as example ).
- New Stack icons ( beside steel temporary change ) are nice too look at. The "shadow" 3d style on plasteel or silve as example.
- While on this topic: The new Silver icon is confusing. Got to get used to it..
- Production Objects ( tables ) are looking diffrent, but i still mixed up artistic table with stone block table.
- Reason for item deterioration helps to identify missed roofs.

Food:
- Food rot timer showing days instead of quadrums helps my plan and decisions on harvesting.

Crafting:
- Workbills changes are going good forward, but i will still prefer "Better Work Management Mod".
- Tailoring objects can be produced quicker as in B18.

Pawns:
- Intelligent hauling and clean up of stacks. solves the need for 2 mods.
- Recreation: Noticed too late, that i need at least 4 activies to have a happpy pawn. Solution: 3 items can be build quite fast and dont need high quality. Pin(dex), table/chair(social), chesstable/chair (Celebral), Automatic: wandering/pray(meditative).
- Clothing change time makes sense.
- The new "Timeframe" to treat diseases is good. Finaly a doctor can have his morning coffe.

Animals:
- Animal care is now a full time job, once over 30 Animals, for 1 Pawn. ( 5 haulers / 22 Milk animal jobs, 18 wool animal jobs )
Half of the doing is somehow to re-train all animals. Dont know if this is a feature, that animals loose memory or if it's a bug.
- I dislike that my Animal care taker uses chocolate for training.

Combat:
I haven't expericed anything extraordinary.
But i will switch to Combat Extended Mod as soone a Version is released. Sorry Tynan !

Economy:
The Economy statements are based on how hard it is to get the resources to produce 1 item and how much it is worth while selling.
- Creating normal and below qualtiy items for sale ( weapons, art and furniture ) is not worth it.
- Weapons are only worth selling if they are master quality.
- Art, especialy with marble, makes some good cash with exceptional or higher quality.
- The need for advanced components creates a new step / milestone for a technology access.


/Pope

Edit: No end-game 1.0 experience yet.
#3
You deserve a Medal for creating those CE patches.
#4
Outdated / Re: [B18]Orassans and Ni'Hal CE Patch
March 27, 2018, 12:09:39 PM
Finaly! Thanks a lot for the patch.

Any possibilty for Steam Workshop upload ? I think a lot people would like it.
The A17 CE Patch for Orassans has not been updated yet to B18 on Steam.
And yes it was not created by DianaWinters either...

Otherwise i would ask diana to point to this thread...

#5
Thx for the update!
#6
Story Teller : Phoebe Chillax
Difficulty : Base Builder
Biome : Temperate Forest / Large Hills.
6 Hours playtime - Ingame Days: 78
Scenario : Classic / Crashlanded 3

I am a mostly really a Base builder, who just eco's and builds an Colony which is nice to visit.
Furthermore i have to admit, i am addicted to this game. Sofar i got almost 2,4k hours and it is on top of my steam games:
https://twitter.com/FM_Pope/media
I dont wanna know how much time i spend on this game pre-steam...

I will start by doing a diary for first ingame months, but then focus later on important events.
Quests are not mentioned in this diary. Diary is a little for entertainment purpose ( DAMN YOU PYRO !!!! ).

Pawn Selection / Creation:
First View reaction is like : Ohh.. Do i get those additional pawns later on in the game ?
Nice Team Skill overview, but it doesnt update when i perform a random pawn of the first 3 .
Drag and drop works and updates the Team Skill overview. Let's start!

Day 1:
Lucky i was got a map where my first base space could be seperated by 2 Additional walls from the wildness.
Only 1 Steam Gysir but this is enough. Starting resources got me a nice starting room of 13x13. Found Berries.

Day 2-4:
I started to get more wood, more berries and begun to create all the needed production for food.
Cleared space for a 10x10 Field. None had skill of 5, so let's go potatoes !

Day 5:
Visitors... + 1 Mad Muffalo started to bang on my walls. With a little micro i killed it, but one visitor died.
Faction got mad at me. Down to 2 good will Factions. Pawn #3 got Plague.

Day 7:
Pawn 3 almost immune. Survived the Plague. Shaman Trader arrived. Could not sell anything.
Pawn 2 goes on a Insulting Spree on Pawn 3, while he was still waiting to end his "next treatment timer", even if he was immune.
Trigger for Spree "Ugly envoirement". He was standing need the sick pawn to clean it up, but the sick one started to vomitt more.
Reasonable...
-> Maybe Pawns could go back from Bed Duty to Regular Duty prior ending of this timer someday ?

Day 8-9:
Blight event. Cutting the affected 15% of Potatoes is far better than loosing more than 50% in A 17.
Picked up some Healroots from the wild.

Day 10:
Wanderer Joins. Pyromaniac.

Day 11-15:
Potatoes Crop ready ! Created small Frezzer room 5x5, started to stock up on Meals. Next Crop: Corn
Small Research started. Started on Stoneblock Production.
Circuit overload event. Wait what !? I don't have Batteries. Just a Fueled Generator. So they happen now even without stored Power? Hmm.

Day 16:
Small Raid. 2 Tribe People ( The Irony: One is from the Muffalo Incident ).
Result: Captured 1 Pawn. But needed to create quickly a prison cell.
Prisoner got an infection meanwhile. And Yes it was the Muffalo Incident one even...

Day 17:
Prisoner 72%/67% immunity. Decided to give him now good meds, since he had good traits (Hardworking, Kind).
Wanderer Joins. Snob, good in growing and medic ( 9 & 7 ). Visitors.

Day 18:
Prisoner 95%/96% immunity - No Issues.

Day 19-25:
Trying to get Prisoner to join our little Colony w/o success. Well none got more than 4 Social Skill. This takes a while then...
Pyro goes on a Spree. Tamed 1 Alpaca and 2 Muffalos ( Both Female ). Mined some space. Cloth Industry started.

Day 26:
Cargo Pods drop - on my 2 Muffalos - Both dead. Contents of Drops : 17 Components total.

Day 29-35:
Heat Wave. Prisoner joins as Pawn 6. Pawn 4 (Pyro) and Pawn 1 started to be lovers and broke up the next day.
Pyro goes on a Slaugther Spree; Kills My alpaca and my Dog.  Mined some space.
Metorite Event: Granite. Heat Wave duration : 5 Days.

Day 36:
Decided to banisch the Pyro Pawn. Created a Caravan with him only and gone to world view once it was created.
Can't abandon the caravan or banisch him when he is alone in the caravan. Well, then off to the enemy faction you go.
Suicide Mission. Did i notice he is incapable of voilence ?

Day 37-41:
Started with Stoneblock Bed Industry. Good & up in stockpile, Normal & lower deconstruct, superior & up for colonists.
2x Mad Animal Event : Boomalope & Squirel, both ignored. Visitors.

Day 42:
Pyro Suicide Mission successful. He got captured even. I did not care, so enjoy your new friends.

Day 43-51:
Malaria Pawn 2. 3 Days Duration on Meds.
Bulk Good Trader arrived. Made some money with the Beds, bought Meds + 20 gold for later use. Starting to stock up on resources.

Day 52:
Meteorite event - Silver Ore. Dropped on Bulk Trader, which was about to leave.
Got some Stuff back from the Bulk Trader this way...

Day 53-60:
Wanderer joins. Visitors.
Hi-research table build, Geothermal reasearch done. Gun Turrets research done.
Healroot crops started.

Day 61-64:
Raid - Guess who... The Pyro and 3 of his new Friends. Turret shot one Raider down, injured the second with my pawns.
Pyro escaped with the other raider. Prisoner died due to blood loss ( He had only 2 hours left to live when downed ) in Cell.

Day 65:
Base consists of 6 13x13 Rooms, i am well stocked on Food. Slaver Caravan arrived, but nothing/none good to sale.
Geothermal Reactor up ! Cold Snap.

Day 66-70:
Wanderer joins. Found Ancient room during minig. Prepared to breach those walls.

Day 71:
Visitors + Mad Animal ( Megasloth ). Result: Faction does not like me that much anymore. Build Beacons + Coms.
Spent around 3k Silver to be liked by 3 factions again ( 20+ Value ).

Day 72:
Breached Ancient Room. Some luciferum, psycho lance & psycho animal. 3 Sleeping Pawns...
The one which was rudely awoken started to attack and got killed, while the others went directly to prison without complains.

Day 73-77:
Sold both Pawns to a Pirate Ship.
Cold Snap ends. Starting to Snowball with this Colony.

Day 78:
Done with my Gamin session for today.

Results of my Gameplay:
General:
- I noticed that the day time is running slower
- ... while sickness-duration takes less time. I assume up to 25% less time than A17.
- Cleaning-speed seems to have been upped again a little or it got some skill linked to it
- Even with 2xlower skilled Cooks, i had luck that only 2x i had poisoned meals in sofar.
- Until now i have not been asked what to name the faction and the Colony ( bug ?). Occured in A17 sometimes too. Could not identify if this was caused by mods. But this appears in Vanilla A18 unstable too.
- This unstable version runs quite well. Sofar i had only 1x a 2 sec Freeze on this game.

Worldmap:
- Nice work with the names! Gives me the feeling that this is a World / Planet.
- New traveling times calculations on Biomes are good. I think Tropical went down from 9.7 to something of 5.7?
- Permanent Weather is nice based on the location of the Colony. I like it !

Combat & Guns:
- Do you feel lucky, Punk ? Most times that's what i ask the pawn wielding it. The revolver feels more like a .38 cal than something of .357 or .44.
- New recurve Bow is worth the research & building. Doesnt need long to be build.
- SMGs are still deadly. Good.
- Haven't tried shotguns, Assault, Sniper or Charge Rifles yet in A18.
- I avoided Meele Combat sofar. Will test it later on.
TBH: I miss Combat Extended Mod...

Quests / Missions / Events.
- Resource Caravan request are reasonable and can be keept as they are. Appeared at day 45 & 61.
- A quest for a Antigrain warhead at day 69 for destroying a Base seems to be a lot, but i get 27 Days to finish it. So... OK balanced somehow.
- Peace Talks. YES. A big YES. I was lucky. From -87 Hostile to -27 Hostile. This Mission is worth to be taken. Might be needed if a faction stopped to like you then during later events.
- Rescue Missions. If those Pawns are the ones from the starting Character generation Screen, then i had to roll those too. By the way: Having meds are a must in this one.
- Meteorite Drop / Cargo Drops can be dealy. Well, this happens. No Complains :)
- I like the new Message colors. Need to get used to those. ( But I miss the Auto Notification closure mod here )
- Visitors are still only a dump items for silver option. ( I miss Orion's Hospitality Mod )
- New mental breaks can be annyoing and a reason to hate a pawn for his behavior. Slaughter Spree is far more deadly, affected Pawn needs to be imprisoned.
- Inspirations: If pawns marry, they get inspirations the whole time while in the honeymoon.
  Could we get an "Arrow up" Icon in their Portrait ? Where the + is when affected by Sickness. Something like a Gun + Arrow up icon when on shooting inspiration or Shoe+Arrow when on "Go"? I can't identify which pawn got which inspiration ( Buff ). No other information than the letter message.

Items:
- Haven't tried the new Orbital Items yet. A'int that far.
- Bedrolls might be usefull later on ( Set Up Camp Mod ? ), currently i dont have use for those, since Beds and new items added like ....
- ... Endtable. Endtable need to be at the head tile of the bed to be active (1 tile range). Fine with me.
- ... Dresser can Link to Beds thru walls ( 5 tile range ). Maybe lower it to 3 tiles ?
- Tablesize 1x2 is very welcome ( same like Rimkea+ Mod ).
- Tablesize 3x3 maybe usefull if i put a Lamp or Plants in the center.
- The new Wood Floors texture looks like a long Log and fits the design.

Economy:
- Let's talk Money. Silver as currency is fine, but maybe not as end-game for basebuilders. Silver tiled room for Research / Hospital is still a priority.
- Wood is cheap, even high quality Weapons / Furniture ain't that rewarding. Thats ok.
- Stoneblock Furniture is rewaring at Good and Better quality. Thats Ok, because once all Blocks are used, you can't get new ones easy or without paying.
- Statues made of high quality Materials ( Gold, silver, plasteel ) can rarely or never be sold to a trader. They don't have the Items & Silver for those.

Summary:
I can't wait for some of my old time used mods to be available again for A18. But sofar the A18 Unstable is very playable and enjoyable.
Keep up the work, because i need my RimFix on a daylie basis...

/Pope
Sorry for bad grammar. Tired a little from this late night gaming session and writting :(
#7
Thanks !
Could you leave a hint for new mod users where to create it in the Post of yours?
#8
Quote from: cuproPanda on May 30, 2017, 03:23:58 PM
Quote from: Pope on May 30, 2017, 02:25:20 PM
hi cupropanda.

Awesome Mod, but i miss information where to make/create the "empty" Alcohol Crate. Could not find it in this thread or in this forum at all. Thanks for the reply in advance.

Crates are made and emptied at the crafting spot. I opted to do it this way since the alcohol barrels no longer give crates, and brewing may not be researched. If you bought a crate from a trader, now you have a way to still unpack it :)

All drink Crafting Spot recepies have same "Requtes 1 empty crate". Hmm i can't see any recepie for the 1 empty crate. Any known blocking or overwriting by other mods ?


[attachment deleted by admin due to age]
#9
hi cupropanda.

Awesome Mod, but i miss information where to make/create the "empty" Alcohol Crate. Could not find it in this thread or in this forum at all. Thanks for the reply in advance.
#10
I am always afraid to post here, since parts are suggestions, complains and some are bugs maybe.
@mods: Edit if needed.

Caravans:
-   Requests during first 100 days are quite ridiculous. Requesting Items and amounts, you don't have or don't have access to them. Why don't they request some Rice or Wood instead of 5 assault rifles?
-   Awesome Caravan packing spot. But why can't my other Haulers support the one guy loading 3k cloth ? He needs 3 days and gets moody since he and the muffalos does not sleep in effective spots while one is exhausted.
-   Caravan packing in progress still can't be stopped/canceled.
-   Visiting Caravans are stopping outside the "secure" Home-Area at the first Perimeter Wall.

Pawns:
-   A "good" hospital bed and a skill 8 doctor with herb's keeps sofar every infection away. I like it the way now it is.
-   The Health-Regeneration seems to be same as in a16. Healing of 18.5 points of Damage took about 17 in game hours.
-   Doctor is turning away from patients while feeding them...
-   Pawns does not matter if packaged or simple meal. What is closer, will be eaten. Even with separate rooms. A Simple meal should be preferred.

Combat:
-   Shooting is now more accurate.
-   Hunting is now safer for haulers which are sometimes in the line of sight. Matrix like dodges. Nice.
-   Enemy Melee Pawns, which break up doors, don't dodge grenades from their team. He attacks door, she throws grenade on "his feet", he does not move. She throws the next one.
-   Mechanoids with Lance "One shot" regulary a Pawn, who is beind a 70% grown tree. Does the Mechanoids have fixed or random skill values ?

Beauty:
-   Flower field vs Flowerpot : Flowerpot wins.
-   Cultivating Flowers on Fields has almost no value beside beauty. A Large statue of superior or excellent quality makes Flower beauty obsolete. Make flowers worth again with buffs !
-   Cleaning by pawns is now faster. Love it.

Items:
-   Medic Items visual redesign is ok.
-   Stacks are still not beeing merged on stockpiles.
-   Alpaca Wool drop is now 150; too much.

Resources:
-   If i don't start to mine directly steel, i can wait for a skill 5-6 to get it mined. I can live with a little loss. Balance is ok.
-   Raw Stone block looks different, but i got used to it. Harder to see the difference without clicking on it versus previous "block".
-   Potatoes still have no reason to be grown. a 13x13 Field of Rice is more valuable than a 13x13 field of potatoes.

World:
-   Streets are being used very often by my caravans. Good addition. Now i can place my colony more strategic, unless you plan to make enemy raids lurking around...
-   Water and Sun reflection looks nice. Thunderstorms have now more chance to leave a spot burning. Rain stopped but lightning struck again. That's ok.

Mod Support:
-   Since the a17 Unstable, i can't use any mod added manually to mods folder anymore. They don't show up in game. Clean Install has been done. Can't help moders to test their mods unless they are on steam  :(

Economy:
-   I was able to get to 10k silver within first 30 days previously in a16 (wood products). With same strategy i was able to reach 10k in about 50.
-   Long term: Without own carawns or a working com station im stuck with the items i made.
-   Requesting a Caravan costs sometimes more than they have in silver with them. Makes items more valueable. Good !

World:
-   Quadrums, Seasons, names... All is fine as long the tooltip explains them

Scenario: Tribal
Storyteller: Phoebe Chillax
Difficulty: Rough
Played Region: Tropical

Edit:
removed some type-errors, you can keep the ones you find.
@Tynan: Awesome game, keep it going ! With 1,3k hours played it is 2nd place on my steam games. Don't know how many hours i've played pre steam.... This game is fun.