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Messages - Greep

#151
I think psychic drones honestly didn't need to be touched.

This is gonna be annoying.

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#152
Mods / Re: Mod Request: Retractable bridges.
July 29, 2018, 06:18:09 PM
I planned on doing this at one point, adding levers/switches.  Not going to happen for a while, though, unless someone gets to it first.
#153
Well if you open the doors to your base w/ hold open and fire foam it like you should, drop pods are somewhat manageable.  The mechanoids just walk out and get shot by turrets.  I think the issue is everyone's immediate reaction to fighting drop pods is to fight them inside to stop the carnage.  This only leads to tears  ::)

Really sucks if you're giving someone surgery during it though.  >:(
#154
Now that trap corridors aren't horribly OP, I don't think mountain infestations need to be so insane.  You're not really getting as much from living under the mountains these days.
#155
All in one room is pretty great.  Hospital, barracks, workshop, dining room, rec room.  Get it to extremely impressive which is not hard from the wealth of buildings and size needed and you've got a whole lot done for very little work.
#156
General Discussion / Re: autodoors
July 29, 2018, 04:49:09 AM
Steel and wood do not slow down pawns at all.  Stone autodoors are about as fast as a wooden non-autodoor I think.

The wiki page on autodoors is garbage.  You want the page on door#autodoor
https://rimworldwiki.com/wiki/Door#Autodoors

Bleh: ninja
#157
It's mainly a higher difficulty thing where trading for resources is more expensive.  It usually pays to make things yourself.  You can also improve its efficiency by cooking the food first (then it's 40 raw food), although that's probably only worth the labor if you aren't in a hot biome.
#158
I think at the very least if we're getting rid of the deadfall corridor, they could do with another cheapening if they're kept the way they are.  Even though I'm using them as a last resort cannon defense right now against scyther hordes, I'm debating whether I should just put another IED field in front.  IEDs get pretty darned cheap these days once you get some good growing going, and you can drill for chemfuel before that.  I think they'll get much more use if they're in the 25-30 stuff range.  Doesn't sound like much but it'd help a lot. Hard to say without playing more biomes, and I'm getting a little burnt out on 1.0 testing so I'm probably sticking on this tundra till it goes bust ::)
#159
Maybe!  They are less effective is all I'm saying.  I think I actually might like it better this way having gotten this far, although I can tell a lot of people aren't going to like it xD
#160
Yeah it would be nice if we could have some prison guards, and maybe divide the trouble makers into hi-low security prisons and assign prison schedules and.. okay I'll stop now  8)

Edit:  Here's one big reason why the trap change is a point against deadfalls.  Here's a raid of about 20 scythers.  Normally I'd just have a corridor of 80 deadfalls and this would be a non-issue but it's too expensive to have a corridor of deadfalls these days.  The IED corridor I have for raiders was just bulldozed over as they don't really hurt mechs.  I have been able to build traps in front of the cannons as a last minute deterrent, since these deadfalls are ignored in most raids and are literally just for scythers so I don't have to lose 2000 steel every raid, although they only took out a few scythers.  If I hadn't seriously ramped up my charge lance production this would have been a really doozy.

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#161
Still getting insta berserks on prisoners at moderate expecatations.  If it's intended that you need an artist for prisoners at by moderate expectations, that's cool (you should have on by now), but it feels weird that prisoners basically demand high end art and I thought I'd bring it up.  Berserk and about to berserk here.


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#162
So after having done a half dozen LRMS lumps so far, this is a very, very fatiguing process, particularly when you're using it for steel.  It actually gets really boring, because overall the process ends up taking sometimes 10-15 minutes (various pod launching, preparation, clearing the area, etc) for what usually amounts to a few rounds of cannon recharges.  It's balanced, but quickly becomes not fun. 

I think it'd be great if there was a very high tech item that just lets you straight up create steel somehow in a process that is maybe slightly less efficient than drilling/LRMS, just to alleviate late game tedium.  This could just be something modders can handle, but would be nice in the base game.  Or if it's too much work, maybe allow scanning for "very large lumps" that take quintuple scanning time and yield quintuple lump size, so I can just send a large mining force and let them have at it for a while.

This is also an issue when you need to caravan for cheap bulk items (food, steel, etc).  It's  very tedious to order caravan after caravan for small bits of items.  This is less of an issue these days with more reliable trade ships, though.
#163
Dealing with trading caravans in extreme biomes is kind of annoying.  There's really no indication of when they're going to leave from "extreme weather" until it's too late and they just run off like crazy.  It'd be nice if they gave a warning when they're about to leave as opposed to "BYE NOW!"  As it is I'm having to just rush out to meet them and then haul back everything I got from the edge of the map.
#164
I like how usually the better reward for the refugee is the huge influx number of prisoners  ::)

"Woooo, after the new build all my 75 medicine stacks were reduced to 25 :o"

yeah I just devmoded my herbals back.  Makes more sense playtesting wise anyways.
#165
Quote from: mndfreeze on July 28, 2018, 04:13:04 AM
Tynan, can we pretty please with sugary flake on top get a different/alternative blight?  It's really bad for me being colorblind, like REALLY bad, but at least on all the crops I can look for it by shapes.  With COTTON however being both are little blobs of circles I can't see it hardly at all.  A single blight hit on a few fields of crops takes me 10 minutes of tile clicking to make sure I don't miss one because it is that bad.  I know my colorblindness isn't a community wide problem, but it's a common enough of a problem that I'm sure a large chunk of players would love you too bits.

If the graphics stay the same then the color needs to change drastically.  It needs to highly contrast against all the plants it affects.  Or the simplier solution is to make sure it looks so different then the plants its sitting on that its easy to see. 

Clusters of bubble shapes on cotton, which is basically a cluster of bubbles, is terribads. :(   Stop discriminating against my disease Tynan plleeasse :D

Better: remove blight/zzzt ;)