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 - Syrchalis

#406
Ideas / Re: Coffee
March 30, 2017, 04:25:52 AM
Quote from: Greep on March 30, 2017, 04:23:12 AM
If you're going for colonists that like a daily cup of coffee, perhaps a insta-joy boost like beer rather than a mood boost makes more sense.  Unless the mood boost lasts a while.
The general idea is - a cup of coffee in the morning, +3 mood throughout the day.
#407
Good idea b0rsuk.

I already do quite a bit of that Granitecosmos, though I despise pawns that refuse to do dumb labor. If I have something that needs moving I pick the closest pawn and tell him to do it. And constantly running into that lord or sheriff and getting the nice grey box of "nope" makes me want to bash my head on the keyboard.

So none of these are allowed in my colony and I reroll them at the start.

Currently considering doing a "two rich explorers" start with less starting gear to offset the additional colonist.

Last game I played with Phoebe, but on intense - sadly that was not a good idea, because she makes events so rare it becomes boring. Also she threw 34 tribals at me pretty early in the game, which was insane.
#408
Once there is an EPOE (and possibly prepare carefully) patch I will definitely try this out. Sounds like a lot of fun, especially since it's encouraged to build in the open, which is something I want to do anyway (for a change).
#409
Quote from: OFWG on March 28, 2017, 05:32:51 PM
They already do this for hauling. Do you mean when they're constructing?
Quote from: Wishmaster on March 29, 2017, 04:46:43 PM
#1 I totally agree.

#2, #3 same, but at least there is a mod that does that "Look at me, I am the worker now". MUST HAVE mod.
Is it the new meme to read only half the post?

Sorry if I sound aggressive. Both these things were in my original post.

I use this mod of course, though I suggest it should be part of the base game. The designers do a pretty good job with Rimworld, though some things are still sub-optimal. The game is in alpha so I don't expect a polished gemstone of a game - heck, this is an indie game, so I don't even expect one once it's released - so what I do is I try my best to help the development by pointing these things out.

Some mods (especially content and balance mods) are usually not suitable for the base game. For example fertile fields - it's a great mod and I use it all the time, but I wouldn't add it to the base game. Sometimes the general idea can be added to the base game (e.g. improving soil with some effort - that's the general idea of fertile fields).

Quality of life mods are very often something that could be added to the base game. Some even should. Not all quality of life mods should be added of course, some make things trivial that are not for a reason. I try to focus on those where there isn't really a reason.

For example if you can do the exact same thing with or without the mod, but need less button presses for it with the mod then that should probably be a base game feature. If a quality of life mod makes something possible that is possible anyway but needs an annoying work-around, then that's also a candidate.
#410
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.
#411
Ideas / Re: Single Stack Rack
March 28, 2017, 08:43:58 AM
Yes, we need "requester chests". 1 tile stockpiles that request items for crafting spots. Preferably with a configurable limit to stack size - e.g. if you want to make medicine that you can say "bring herbal medicine here, but only till here is 20".
#412
General Discussion / Re: Job Assignment
March 28, 2017, 04:43:03 AM
I always give priority 2 or 3 to all people for dumb labor - this means:
Plant Cutting
Hauling
Cleaning

Once you get to a certain size you want to have a dedicated cleaner and maybe several dedicated haulers (depending if you use animals or not, I usually have like 20 dogs/wolves do part of the hauling).

Cleaning and hauling are two jobs you can fall behind on and the further you fall behind on the more work stacks up. For cleaning this isn't too much of a problem because it's fast and not affected by most modifiers, plus dirt can only stack to 5 on a tile.
However for hauling it can be so that your haulers need to work days to get everything to where it's supposed to be (not including new stuff that needs to be hauled).
#413
Thanks for including this line, it will make the lifes of people so much easier.

Some might prefer it the other way, but it isn't really about what people prefer, but what they expect. When I send someone stone cutting or tailoring I expect them to sit on that table until they die (or well, you know, get very hungry or sleepy).

Now it is in line with all the other crafting stations.
#414
In your Workgivers please add the line
    <prioritizeSustains>true</prioritizeSustains>
This way if you assign a pawn to your workstations via prioritizing he stays there until aborted (or hunger/rest requirement becomes too great) similar to all other crafting stations in the game (stone cutting for example).

This annoyed me so much I searched your mod among 40 or so in my steam workshop folder (they only have numbers), figured out in which def this is and then compared your xml to the vanilla stone cutting one until I figured out why my colonists only ever make 1 glass and I have to babysit them like crazy (or lock them into the room).

Here one whole section:
  <WorkGiverDef>
    <defName>DoBillsMakeGlass</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Crafting</workType>
    <priorityInType>100</priorityInType>
<fixedBillGiverDefs>
<li>GlassworkTable</li>
</fixedBillGiverDefs>
    <verb>produce glass from</verb>
    <gerund>producing glass at</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
    <prioritizeSustains>true</prioritizeSustains>
  </WorkGiverDef>


P.S.: Should probably not add it for Molotovs. Though, vanilla has the line for machining table etc. too.
#415
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.
#416
Stories / Re: When RNG loves you
March 26, 2017, 01:45:36 PM
Quote from: grrizo on March 26, 2017, 01:24:09 PM
Once I had a flashstorm that set fire several spots on the map, including a pack of boomalopes. Eventually, their death fanned the flames. The inferno was closer and closer with every minute.

And suddenly, it started raining.
I have the feeling it always rains when there is enough fire on the map. It just can't be coincidence that in my games every fire ever gets extinguished by rain. I've never had more than 10-20% of my map burn down.
#417
#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.
#418
Ideas / Re: Coffee
March 26, 2017, 11:12:44 AM
Quote from: MeowRailroad on March 26, 2017, 11:07:54 AM
There could be "simple coffee" and "fine coffee."
Simple coffee is prepared using the stove, in real life the way to do this would be putting the beans in a strainer and pouring the hot water through the strainer into the cup.
Fine coffee could be made using a coffee machine, either a regular one with a pot and filters, or one like a Keurig, and maybe the fine coffee machine could only be bought from traders or unlocked through research.
I was trying to avoid two separate items.
#419
Ideas / Re: Coffee
March 26, 2017, 10:51:36 AM
Quote from: SpaceDorf on March 22, 2017, 01:51:39 PM
I like the coffee suggestion like the OP described it.

In my mind it should remove a bit of tiredness, not much, add a bit of luxury and beauty need, and a slight mood buff for 4-8 hours ..

A High Tech Coffee Production Device would still be cool, as a form to up the bonus a tiny bit.

removes just a bit more of tiredness, and adds 1 or 2 points to the mood bonus

Maybe only available from Traders, like the High-Tech TV's
Yeah I can imagine coffee will just be prepared in the stove but you can buy a coffee machine from traders. It has to be "refueled" with coffee beans and whenever a colonists interacts with it they get a better mood buff.
#420
By the way, do animals get counted in when calculating colony wealth? I have 3 Thrumbos by now and I'm afraid 12k wealth from just 3 animals is quite a problem.