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

Topics - Syrchalis

#21
Not sure if a bug, but since Auroras are global they should affect caravans.
#22
General Discussion / Map Size Thoughts
July 03, 2018, 04:41:16 PM
Hey everyone,

I wanted to know what you think about the map sizes, especially in regards to 1.0. I used to play mostly huge maps (for the explicit purpose of making things easier) but now I mostly pick 275² (the larger medium size) or one of the large options if I feel like playing on a flat map.

Tynan's stance on the subject is more or less known to me (big map sizes break the game). What he thinks about each size individually would be nice to know though.

Also what do you guys think about small maps? Ever played on one? For me it just makes it "artificially" harder - map size for me is just a limitation of the game/engine/machine you're running on and if it were possible the entire planet could be one huge map (like Factorio or Minecraft). This is also why I started on huge maps at first.

The only reason I play on medium maps now is because I like to play the game relatively close to what Tynan wants the experience to be and because larger maps break that experience, I don't do it anymore. That said, I still run a million mods (even on 1.0) so I might sound hypocritical (I hope not). Most mods I use are QoL, only real content mod I use was vegetable garden, since I like plants.

So for me it's mostly 275² or 300², depending on map type (flat = bigger).
#23
Ideas / Scams and fake traders
July 01, 2018, 02:59:50 PM
On higher difficulties only.

Traders who become hostile when you try to interact with them. (They pretended to be a caravan from faction 1, but actually are raiders from faction 2)

Traders who you can trade with normally, but take your stuff without giving you anything and try to run away.
#24
So I've played a last round of B18, enjoying all the great mods before I switch to the unstable 1.0 with limited mods.

My story is short, but hilarious and I bet some of you had the same thing happen. I'm on a map with a stone road, so usually everything spawns from one of two points (the ends of the roads). Now I invited two factions for trading, but I didn't realize they hated each other and obviously with just two spawn points it just so happened they came from the same side at the exact same time, armed with rocket launchers...



Immediately it rained in the desert (which hadn't happened in the entire playthrough so far) and finally that giant blood trail from an elephant migration I attacked earlier is getting washed away (it was there since a year or so). Plus all the precious items get saved.
#25
General Discussion / Your ranged weapons of choice
June 23, 2018, 05:32:07 AM
Hey everyone,
what I want to know is what ranged weapons do you use early/mid/late game and depending on shooting skill.

For me it's like this:
Early
Good shooters: Highest quality bows
Bad shooters: Melee weapons or lower quality bows (whatever is available really)

Mid
Everyone: Heavy SMG or machine pistol (easy to use and excellent DPS for relatively low price)
Maybe bolt-action for a good sniper, but usually I don't bother, because of how strong the above are

Late
Good shooters (with aiming time reducing perks - (mostly from mods that I use)): Sniper rifle
Bad shooters or good ones without aiming time perks: Assault Rifle (I cannot stand the low range of the Charge Rifle and it's DPS isn't so amazing either)

Currently experimenting with giving everyone LMGs instead. I think the raw DPS might be worth it.

Please also note if anything has changed in 1.0 for you. I'm still playing B18, so my list is not for 1.0.

Also if you want to steal formatting, here you go:

[b]Early[/b]
[color=lime]Good shooters:[/color] <text>
[color=red]Bad shooters:[/color] <text>

[b]Mid[/b]
[color=#44AAFF]Everyone:[/color] <text>

[b]Late[/b]
[color=lime]Good shooters:[/color] <text>
[color=red]Bad shooters:[/color] <text>
#26
What I mean is, selling raw resources is much more profitable (and easy) than selling products. This is one of my main issues with Rimworld. I always feel like a miner digging plasteel for the traders, because that's hands down the easiest way to get silver, aside from growing crops maybe. I also sell a lot of steel and chemfuel.

Wouldn't it make sense that finished weapons, clothing and meals, especially PSM's are worth a lot more than their components? Especially so at higher quality levels. This makes high level crafters and constructors (for furniture) more valuable.

I mean sure, converting wood to dressers or beds and getting a 100% profit out of it wouldn't be balanced, but that's because it takes barely a second to construct those. A marble billiard table is a whole different story. Weapons and clothing already take really long.

The whole feeling of being a clothing/weapons manufacturer is not really achievable in Rimworld (without modding for it) simply because sell prices of the products are so low.

But there is also the opposite problem, because buffing selling prices of products will inevitably imbalance the game. The raw materials need to be worth less. Maybe switch the penalty that weapons get from them to the materials instead?

So far the only thing that's worth actually "producing" is chemfuel and drugs, the former being a semi-raw resource anyway (deep drilling). Oh and high quality art. But I don't want to sell art and drugs every game... .
#27
Help / Difference between Fridge and Shelf
April 13, 2018, 05:50:32 PM
So there is two mods I use - single shelf and Rimfridge.

One very important thing is different between the two - if I place a fridge with psychoid leaves next to a crafting spot (that means in any tile surrounding it, diagonal or not) the pawns can sit in the crafting spot circle and their progress bar will keep running through again and again with them not moving at all. However, if I use shelves they have to move on top of the shelf and then return to the crafting spot, costing time.

When I have someone augmented with bionics and good traits this extra time is easily twice as long as the crafting process. Now for this I can just use the fridge, since psychoid leaves spoil anyway, but that doesn't work for many other things.

I tried looking at the defs of the two mods, but I couldn't find the difference why they can grab stuff out of the fridge from a neighboring tile but they have to step on the shelf to grab things from it.
#28
Ideas / A new crop: High sensitivity to fertility
April 02, 2018, 01:29:53 PM
Currently the crops fill very specific niches which is very nice, because it makes all of them useful:
Rice - fast growing, low yield
Corn - slow growing, high yield
Potatoes - good for bad soil
Strawberries - worst yield, but can be eaten raw (also spoil the fastest)

What would fill a small gap would be a plant that is more than 100% sensitive to the soil conditions, maybe even with a flat decrease. E.g. 200% fertility sensitivity and a 10% decrease. This would mean the plant would grow at 20% speed in gravel because 70% gets reduced to 60%, then because it's 200% sensitive it would double the 40% deficit to 80%. In regular soil it would grow at 80%. And in rich soil it would grow at 160%.

The plant could have unique benefits so it's worth bothering with, even if you don't have rich soil available. For example very long spoil time, can be eaten raw, could act as meat substitute (but with low nutrition value so you need more) etc..

I feel like the details aren't that important, more that this niche gets filled a little.

Otherwise one could just add a new drug plant with very high sensitivity or maybe even very high requirement (so it cannot be grown at all outside rich soil).

P.S.: I feel strawberries are a bit underpowered. Don't grow well in rich soil, spoil fastest, give least yield AND require growing 5 so you can't even grow them without someone who is at least somewhat capable.
#29
Mods / [Mod Request] More dev mode options
April 02, 2018, 08:43:31 AM
I was searching for a mod to fix me having to do several things via save-file editing, but I couldn't find any, so I'm requesting it here now.

What I need this mod to do is to add new options to the dev mode menu (ingame) OR add it's own menu with:

  • Remove trait(s) - removes one specific trait (or if this is too hard just remove all traits)
  • Change passion - similar to the "set skill" option in the vanilla dev mode menu -> you click the button, you choose the affected skill, then you choose "None", "Minor" or "Major"
  • Set backstory (childhood) - allows you to change the childhood backstory of the pawn, including the affected skills (not the level of the skill, just whether they are capable or not, just like when editing the save file, probably easier than making it affect skill level too, and probably also more convenient)
  • Set backstory (adulthood) - same as above, just adulthood backstory
  • Set terrain (brush, circle) - similar to the set terrain option, but with a circle brush (Q/E change size)
  • Set terrain (brush, square) - same as above but brush is a square
#30
Hey everyone,
I'm interested in what turned out to be your personal favorites and hates when it comes to scenarios. This means what kind of start (colonists, tribe, explorer - or maybe even a custom scenario like "start with nothing") - what kind of biome, what kind of map (flat/mountain/sea shore) etc.

For example: I recently played a tribal start in boreal forest and I hated it. Turns out I just really like growing things outside all year and boreal forest makes it impossible. And being a tribe meant researching sunlamps and even just electronics took ages. I also did the mistake and went with a non-mountain map. While I usually avoid mountain maps, in this case it would have given me a nice crutch to lean on, and I would have something to do during the three quadrums of non-growing season (mining the crap out of the mountain).

I stopped playing this save simply because I just keep pressing 3 even during the day, because there just seems like nothing to do. Growing anything is a pain, animals can't graze, nothing to hunt, nothing to build (because I lack things like cloth ... again because growing is a pain) - everything seems slow and tedious. I mean even moving around is horrible due to the 50% walk speed on thick snow. Rimworld feels rather slow to me anyway, so one might imagine why for me personally this isn't exactly a fun scenario.

On the other end I really enjoyed some flat arid shrubland colonist action. I dislike the lack of animals, but the terrain is fun, wood is challenging at start and you have lots of free room later to expand. It's like desert just with a lot more soil.

#31
General Discussion / How do you get rich?
March 27, 2018, 10:49:22 AM
Hey everyone,
for me a big part of playing Rimworld is to get rich (not necessarily in silver). At least I make that a side-goal every time I play and it comes with lots of benefits. I usually do not just go one route to get rich, however I've found several methods that work better than others. I'm interested in hearing what you guys do to get tradeable items or silver.

I have lots of wool producing animals, I make some drugs (unfortunately that always seems so tedious and barely profitable... maybe I'm doing it wrong) and I sell everything from raids that I don't need. Sometimes I make sculptures or cloth dusters too. What ends up breaking the economy for me though is just one simple thing: Plasteel. The moment I get deep drills I just swim in stacks of plasteel and that stuff sells for more than Devilstrand (12 to 14). Yes I have a lot of mods but until recently I had none that made getting plasteel easier. Now I have minimize everything and I can reposition my deep drills, making it even easier to get it. Though the 1 component and 25 steel I lost per drill wasn't a huge deal to begin with.

Is there a better way to get rich? Because for me honestly nothing compares to selling plasteel. It is just that broken. Once I have 5-7k of it every trader basically gets robbed of every good item they have and all their silver, and all they get for it is 300-700 plasteel.

I ask because I want to try something different. If plasteel is THE answer I will probably just edit the def and make it worth a lot less.
#32
General Discussion / What's your generator of choice?
August 10, 2017, 05:09:16 PM
Mine are definitely wind turbines. The reason is that they are the cheapest to make, relatively reliable and all drawbacks can be worked around quite easily. I dislike solar panels because of eclipses, the research requirement and the higher cost. Thermal is great once you get it and if you have geysirs, but that's a big if and eventually your needs for power might be higher than the amount of geysirs you have.

Wind turbines have a few issues. The lockout area needs to be kept clear. Long term solution: Floors. At the start you definitely just put crops there. Also you can put solar panels there if you want to. High/low output being random is solved by batteries. If you have enough batteries to save all the energy from the moments they are running at full capacity you will generally never have an issue.

Combining all forms is probably the most reliable solution. Wind/solar will generally not fail at the same time, and even if you can reduce the drain on the batteries with thermal or fueled generators long enough for the wind to pick up or the eclipse to end.

Anyone using fueled generators? I generally never use them. I prefer to spend my components on wind turbines right away.

Also: Did human meat price get nerfed hard? I remember it being pretty high, but might have been a mod. Now it's 40% of normal meat.
#33
I would really appreciate if loading while the window is not in focus was possible.

Either way, it would be great if there were a few more background images, maybe some tips displayed or even just witty/funny loading text (think the Sims). Just to help keep the mind busy and interested while you have to wait for the game to load, which can take quite a while if you have lots of mods or a long-running colony.

The tips would probably the easiest, least work-required and most impactful change. Especially if you can cycle through them with a button or key during the load time (nothing is worse than starring at the same tip for 1-2 minutes).

I'm pretty sure the community would write up tips in a thread very quickly (plus we already have a thread similar to that), so all you would need to do is pick the best ones, spellcheck and you're good to go.
#34
Ideas / Component Creation Suggestion
August 08, 2017, 10:01:44 AM
I just had an idea of how to make the component workbench a much more interesting thing in the game. Last time I checked there was just one recipe in this huge thing and many people mod it, because it takes a lot of steel and time to create components.

Making them so rare and hard to get is not a good thing IMO, because of how much you need them for everything. If you really run out in a game that can suck really bad and it happens often in flat worlds.

The idea:
Make two recipes. One that costs 25 steel and requires only 500-1000 work compared to the 3000 now. The other recipe should cost much less steel, ~10 - but it should require 3000-5000 work. So you can make components fast or cheap -> nice interesting decision.
#35
General Discussion / Advanced Tips and Tactics
April 04, 2017, 12:02:13 PM
Also known as specific tips, tips related to exact knowledge of game mechanics etc.

Basically tips that are likely to help a player who isn't a beginner anymore.

Penoxycyline
Grants 61% immunity to Malaria, Sleeping Sickness and Plague. This effect diminishes over time (hence why it says take every 5 days). The way diseases work is that they infect your colonists and after a certain time they are discovered.
If one of your colonists gets Malaria and has recently taken Penoxycyline then he will be immune BEFORE the disease is discovered, meaning you will never even know he had Malaria. For Plague and Sleeping Sickness that's not the case, but you can keep them working and not treat them and they will be immune before the illnesses become severe.

Even if you take it less than every 5 days it will still give a huge benefit against these diseases.

Further, the game decides how many pawns will get sick and then selects them randomly among your pawns and your prisoners. This means two things, first - Prisoners protect your colonists indirectly. Secondly, immunity makes it less likely for a colonist to be chosen. So if your doctor takes Penoxycyline regularly he is VERY unlikely to get sick. However, if all your colonists take it regularly then all have the same chance of getting sick again.

Conclusion: Regularly taking Penoxycyline makes fighting most fatal diseases (save for Flu and Infection) a lot quicker and easier. Giving it to just one or two very important colonists makes sure they are not the ones who get sick. Even just using 6 Penoxycyline on your doctor per year makes sure he/she barely ever gets sick and even if will be healthy enough to survive without bed rest or treatment.

Sterile Tiles
Reduce food poison chance and infection chance. I arguably never get infections in my hospital so I usually use those in the kitchen instead. The tooltip doesn't state it, that's why this isn't something known to everyone.
It can possibly be a good idea to put the butcher table not in the kitchen, because it creates lots of "dirt" - the butcher table itself reduces cleanliness too.
#36
Stories / The misfortune of others...
April 02, 2017, 09:04:21 AM
You surely remember the traders or visitors (especially if you have Hospitality) that just do something stupid or happen to be where a manhunter pack or raid spawns. Tell us about those stories.

Today I had visitors and during the last year I had several yayo cargo drops. The leader of the visitor group overdosed on those and died, spreading around 50 meals, a doomsday rocket launcher and other nice things across the floor. The meals were mine of course.
#37
General Discussion / Good skill/trait combos
April 01, 2017, 12:57:26 PM
Some are very picky when it comes to starting colonists and colonists that join, others will make due with anyone. Whatever type of player you are, you still like to see certain combination of traits and/or skills.

An extreme example is this trait combo:
Iron-willed
Very Neurotic
Industrious

4% better break threshold, 175% global work speed. If that's your constructor/crafter, GG. But no matter what he is good at, that will be a top-notch colonist.

Some combos are more specific and those are the ones I'm more interested in.

For example - someone who is good at growing, medicine and cooking. This colonist will stay inside the base at all times, because his skills allow it. A bad combination would be animals/shooting with medicine/cooking. They want to hunt/tame but need to stay at the base to cook or tend to people regularly, resulting in conflicting priorities. They often will wander across half the map to hunt/tame and then return half-way because someone needs their flu shot or a hamburger.

Shooting/Melee/Animals is another good combo because that guy can go hunt/tame and do reasonably well in a melee fight with the animals. Also animals/brawler for the same reason - doesn't make a good hunter though.

I like my constructor/crafter to be separate, even though they don't really hurt each other like above example. It simply is annoying that you have to choose between crafting the clothing/weapon your colony needs and building whatever needs building right now (especially if no one else can do it since quality is relevant).

I like a high research score on whoever is doing things that aren't always in need to be done - e.g. a doctor/crafter could research reasonably well even if research is not higher priority than his main jobs.

What combination of traits and skills do you like? Personally and objectively?
#38
What do you guys enjoy - aside from the standard scenarios?

I like the "starting with nothing" scenario. However, having just one person, even for the first few days is really boring, so I want to try a start with two people. I'm not sure if tribal or colonist start, but probably tribal, because it's more difficult and interesting.
Also I would like to play on a non-mountain map, so my base has to be in the open.

It's also the reason I never really went with the rich explorer start. While in theory it sounds fun, the first few days are just really boring.
#39
Ideas / Operating on mechanoids
March 27, 2017, 09:43:17 AM
...should use crafting skill and not medicine. I'm pretty sure a doctor has not too much knowledge about advanced electronics and robotics. The guy making weapons, components and the like probably does. The more important argument though is that it makes sense - I'm pretty sure most players will assume that operation success chance on mechanoids is based on crafting or even construction before considering it's based on medicine.

Or is there a good reason it uses medicine skill?

Shutting them down should also give a nice bonus to crafting skill, like operations on humans give to medicine skill. Currently shut down is only used so you don't have to melee them to death, but it's quite tedious to assign the operations to all of the downed mechanoids manually.
#40
#1 When hauling pawns try to carry their maximum and pick up other stacks around the selected one. This area should increase in size with further distance to the stockpile they are hauling to and not be a fixed size. So if you are hauling from the other side of a large map they should gather stuff in a large area before returning.

#2 When assigning prioritized work it should overwrite if another pawn is already handling it (there should still be a message that it's already handled by someone, so you know you're canceling the current action of another pawn). Having to draft the other pawn, assign the work to the first one, then undraft the second is tedious.

#3 When someone is not assigned to a certain job they should still be able to get manually assigned (prioritized work). Having to open the work tab every time for that is pretty tedious as well.

For #2 and #3 there is a mod. However, I don't quite understand the design decision behind not including this in the base game.