Menu

Show posts

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.

Show posts Menu

Messages - jjgoldman

#1
He's dead Jim.  Damnit, I'd a doctor, not a modder.
#2
Quote from: ChangelogMarch 2

  • Refactored AI system so doctors now heal patients before feeding them.
  • Refactored health diff system to be able to combine different types of effects freely using a component framework.
  • Health tab now displays overall bleeding rate.
  • Refactored into health diff components: discoverable, disappears, gets old, self-healing, treatable.

Thanks for listening Tynan!
#3
General Discussion / Does bleeding out feel right?
February 24, 2015, 11:18:35 AM
I've recently (9c and 9e) had a few instances of bleeding to death.  Firstly, I find it hard to gauge the bleeding risk and how close to death a pawn is sometimes, and it often comes as a surprise that they succumb to bleeding.  As well I often see individual pawns bleeding, conscious, and while they have medical skill they cannot tend to their own wounds.   I understand you can't operate on yourself, but bandage your own wound to prevent a bleeding death?  This seems odd.
#4
General Discussion / Re: Problem finding metal?
November 24, 2014, 09:29:48 PM
Quote from: Quasarrgames on November 24, 2014, 05:16:12 PM
METAL FUSION POWARR!

Let me explain:

1. You construct a bunch of metal walls
2. you BLOW THEM ALL UP ala frag grenades and turn them ALL into slag
3. you build many many many many many many many many slag refineries
4. you get all your colonists to smelt the slag into metal
5. you do it again!

cost to build normal metal wall: 4 metal
metal extracted from one peice of slag, which is yeilded from one destroyed normal metal wall: 7 metal

:) :) :) :) :) :)PROFIT! :) :) :) :) :) :)

Well if that's correct I'd be surprised if it survives.
#5
Actually kinda welcomed the disease challenge, it added another priority to the game for me.  Did seem like a lot of diseases in a relatively short period of time though.  Maybe that's just this planet's atmosphere??? 

The game did feel a lot more....deep, like DF-type deep.  As in not all the game systems we present within 5 minutes of starting up.  It felt good to know I had to develop some tech, collect some resources, before I could, say, craft a piece of clothing.  So that was good.

I really enjoyed the new trade system.  Made the search for different resources more impactful.  Anyways, two games in and I'm liking most of the additions.  Although I'm not looking forward to harvesting a lung because one of my colonists needs one.
#6
More content is most welcomed.  Large chunks of time balancing now is generally a waste of effort, as new content will cause everything to be reevaluated  again regardless.  Frankly Tynan's efforts to balance now are probably much more for the community's desire to play Alphas then it is to come to a finished state of the game.   If you remember Alpha 1, the game got old pretty quick, but showed great promise.  The game generally degraded into a siege mentality where it took ever increasing waves of enemies to actually threaten you.  Now the game has several aspects which affect your play, and make you make decisions on which way to best proceed.   This is the essence of the game that I believe Tynan wants to make, which is actually something Dwarf Fortress does pretty well.  (Also I do believe DF does inspire RimWorld substantially, and any aspects that are similar are welcomed)

The last word is also the first word.  Alpha.
#7
General Discussion / Re: RimWorld change log
August 13, 2014, 01:29:09 PM
Quote from: Tynan on August 13, 2014, 01:22:52 PM
Quote from: Dr. Z on August 13, 2014, 01:16:42 PM
QuoteStarted reworking trade interface to support trading arbitrary items made of arbitrary defs, all on one screen.

Is this implemented in Alpha 6?

No, we branched Alpha 7 like two weeks ago, so new features since then are not in A6.

So then which build in the Changelog is A6?
#8
General Discussion / Re: RimWorld change log
July 28, 2014, 11:55:49 PM
It's been over a month now since Alpha5, so yes, anxiously waiting for the new Alpha to try out all the new game features.  Tynan - We getting close?
#9
I like it.  Time to play some FTL followed by some Rimworld!  Have to play Human though to keep the feel.
#10
General Discussion / Re: Couple of questions...
June 12, 2014, 05:45:17 PM
Came here to ask the 4-View graphics question.  Was satisfied, but was dreaming of an isometric view.
#11
General Discussion / Re: RimWorld change log
June 02, 2014, 03:22:32 PM

Quote from: RimWorld changelog

  • Added an option to automatically make a home region around new construction. Defaults to on.

Wow, when you put it like this it seems like a no-brainer feature!   :D
#12
Clearly a nod to Dwarf Fortress!
#13
General Discussion / Tynan is getting nasty
March 14, 2014, 10:01:27 PM
Quote from: RimWorld changelog
March 14

  • Added new styles of raid: immediate assault (no staging time) and center-drop (they drop right into your colony).
  • Reworked early-game alerts into a todo list style. “Need growing zone”. “Build a room”. And so on.
  • Now, if someone tries to get food from a paste dispenser fails, they first try to fill it, even without being assigned as a hauler or cook.
  • Corpse hauling is now globally prioritized above other hauling.
  • Right-click prioritize menu now gives sensible reasons why actions cannot be prioritized (e.g. haul -> “no place configured to store this”)
  • Bill dialog now warns you if you add a bill that no colonist has the skill to do.
  • Drafted pawns now automatically beat adjacent fires.

Ouch.  Now go play Randy Random and hope for the best!
#14
Ideas / Meals will be stackable?
March 07, 2014, 02:11:39 PM
I hope crafted meals are eventually stackable.  Having to have a square available for each meal is quite challenging.
#15
I agree with the original poster.  I find the "start-up" portion has indeed become more difficult, and requires a more "incremental" approach then the prior builds. 

For example, in the first couple of tries with this build I would plop down 2 growing areas at the outset, as I had in the past.  Well I've determined that I'm better off with only 1 growing area as the time spent planting the second is much better spent mining out a base with rooms.  Not to mention I inevitably get a crop failure as one of my first "events".  Same goes for the solar panels, only 1 initially, then a second when the base is initially mined out.  The whole "transport" of resources takes much more time as well, which means less done in the same time, which means more mental issues before you've got a chance to set up everything.