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Messages - Golden

#61
Is it supposed to be impossible to place electrical conduit into the inside corners of smoothed stone walls when they cannot be reached from the outside, for example inside hills/mountains?  I can place them no problem in stone block walls, but not in the new smoothed stone versions.  If I want to keep the stone there, I have to mine out a square next to the corner, let the conduit be placed, and then replace it with the stone block wall.

Please, is this intended or just an oversight in the new smoothed stone walls?
#62
I read the updates that mentioned changes to plant growth.  I've been playing in temperate forest in mountains with a year-round growing period and I absolutely HATE the bare ground everywhere.  It should be rare to see bare dirt without some vegetation in this biome.  And it never refills the map, not even close.  It looks hideous.  Please fix this.

I know there might be some balance issues with feeding herbivores if the map is full of grass, but I think it would be worth it.  Growing hay just isn't that hard and having lots of grass isn't going to change anything at all as far as I can tell.  The predators make it more effective to put your colony's herds inside walls anyway.  So what if some don't grow huge fields of haygrass.  It just won't change enough to make it worth the ugliness in my opinion.  And if someone is playing on a biome without longer growing periods, then it would have less effect.

Animals just don't eat the landscape down to the dirt.  And yes, I know that this game isn't about being totally real-life accurate.  But the visuals are important, at least to me.
#63
I'm finding that the restriction to gaining new pawns in early game is too much.  There's no way that I can afford to send out a party to rescue anyone or do any caravans at all.  And that lasts for a LONG time.  I'm getting very few surviving raiders (much less ones that are worth converting) and the escape pods are not coming enough.  Please increase the occurrence at least a little bit.
#64
While pawns can smooth the stone in an inside corner, they cannot reach to put conduit there.   Please fix this so that I don't have to always mine out a block next to a corner and then refill it.
#65
Yes, the pawns require recreation.  Wandering and cloudwatching and similar activities fulfill the solitary needs.  As far as I can tell there are 4 types of recreation that they need to switch between in order to not get maxed out on them: solitary, social, dexterity, and cerebral.

I do suggest that you make sure that they can do all 4.  Solitary they just need to be alone.  Social they need a table with chairs, for example.  Dexterity they need a horseshoe pin or a pool table.  Cerebral they need a chess table.

By the way, using the dexterity recreation gives xp to shooting and the cerebral recreation gives xp to intelligence.
#66
You can't really compare starting on the largest possible map to starting on the normal one.  The smaller-than-max size maps need some adjustment to the numbers of berry bushes in my opinion.
#67
Quote from: flightgamer on June 24, 2018, 05:43:45 PM
- If you can create two separate but adjacent growing zones without having them join up automatically for the life of me I don't know how.


The merging of zones only happens if the first one has been selected, is "glowing" or lighted.  Then the game assumes you are extending that active zone.  There is also a new button choice when a specific zone is chosen, to deliberately extend that zone, growing or area or storage, etc.

If you deselect a zone (for example, by clicking elsewhere on the screen), or close the growing zone placer and then reactivate it, you can place two or more zones next to each other.
#68
Releases / Re: [B18/A17/A16] Stack XXL
June 24, 2018, 05:20:17 PM
Please update this for 1.0.  I really miss it.
#69
Agreed!  I got 3 within the first couple months, I think.  And there was NO WAY I could even afford to send out one pawn, much less the several required, even if I had good equipment to do it with and I didn't.
#70
On the whole I like the changes and additions to RimWorld.

I like the simplification of the crafting levels, the removal of Shoddy and Superior, although probably I'll miss Superior.
I love having the Wildlife Tab in vanilla.
I love the decrease in energy cost for basic lamps.
I love the smoothed walls (and floors from before, of course), but I think the build time for them has increased way too much.  They also look great.
I love the new butcher spot.
I love the ability to refuel the fires and torches.
I like the look of the blueprints.
I like the tab to see exactly what a trader will buy - even if it is so limited.  :)
I like the renaming of Joy to Recreation.
While not being able to build a roof if there's a tree in the area was confusing at first with the popup, I like the idea and execution.
I love the new icon on the pawns showing their inspiration.


I HATE the excess time taken away from work so very frequently for recreation/wandering/stargazing/cloudwatching.  It now takes FOREVER to do anything at all.  Yes, I made a horseshoe post right away, but it didn't help enough.  I can't express enough how much this kills my enjoyment and how much I don't want to play again when I know I'm facing the same thing.
I don't like the excess difficulty and time it now takes to train pets.  The extra step added is fine, but the other time extensions seem punitive.
I don't like the difficulty in trading with visitors, especially in the beginning.  They aren't very often and those limits hurt.  I can see it working just fine later in the game.
I don't like how the gifting system works.  Maybe I don't understand it, which is very likely, but I haven't yet been able to give a gift.  Perhaps more explanation or tips, please.
I don't like that I have to already have a number of advanced components to be able to make the benches to fabricate them. While I did see a trader with a couple, it was in early game and I couldn't afford them then.
I don't like the slowness of plants growing in the wild.  The grass cover seemed exceptionally sparse in the Temperate Forest I was playing in most recently - also the availability of the wild berries was very low.  :(

There's more, of course, but those are the things that stick out right now.

Thank you for 1.0, Ludeon Studios!

#71
Releases / Re: [B18] Prepare Landing (v0.8.0)
June 23, 2018, 12:24:49 AM
Is the newest release working with 1.0 unstable, please?  I can't tell, but the version # isn't what the mod manager wants.
#72
Me, too!  :D  Here's hoping!
#73
Any chance this will be updated for 1.0 unstable?  I have a feeling it will be quite a while before it goes stable.
#74
EdB Prepare Carefully
Prepare Landing
Map Reroll
Stack XXL
Quality Builder
DoorMat
Smart Medicine

Those are the mods that I miss and will wait for.  :)


#75
HARD:
Shooting
Melee
Social
Medicine

All other skills can be raised relatively easily.

For me it seems that a lack of opportunity to use the skill on a continuing basis means that it is VERY hard to level.  I include shooting here because I don't like to clear my maps of animals just to raise that skill.