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Messages - BetaSpectre

#166
Quote from: O Negative on June 02, 2017, 05:12:56 PM
Caravans shouldn't be able to open our doors in the first place... Those are our doors! >:(

But seriously, if there's no open path into the colony buildings/rooms, caravans shouldn't be able to get into them on their own.

The problem in the past was that people would create special room/halls as entrances when a caravan would enter into the hall to access trade players would build walls or otherwise trap them inside with locks. When inside the temperature would either freeze or more or less burn the occupants. Sometimes starvation worked as well.

The fix was to allow them to go through doors as they pleased, and to mine through any walls that prevent them from going out.
#167
Honestly instant tracking is also kind of dumb, like if you shoot to kill all of them, and manage to do so you get blamed despite raiders etc being possible issues.

But this is Rimworld, and alot of features are for balance. Embrasures, and door locks can lead to super kill boxes.
#168
I think it'd be best if the visitors don't cause sleep debuff, or temperature drop when walking.
Locks are very abusable.
#169
Ideas / Re: Water, Religion and Theft
June 02, 2017, 05:06:37 PM
Theft wouldn't really work out as you can spam right click for constant confrontations.
And with how the system works right now they'd attack you sooner or later.

Water seems like a nice idea, but the inventory and micro management don't really function well to handle this without pawns spending 80 hours running in circles.

#170
I don't really trust wood now a days, if you can afford stone then just replace the wood. Sometimes the wall conduit explodes, sometimes you've got a pyromaniac, sometimes incendiary mortar and half your people are downed.

#171
General Discussion / Re: Vault Colony
June 02, 2017, 02:36:33 PM
I usually keep multiple colonies to gather resources

When it comes to orbital trade it might be worth it to store silver and trade goods. Things you want to sell off orbital wise or have little use in you colony.
#172
Thanks, I actually have that mod, but I haven't figured out how to hold medicine or food manually.
#173
I'm talking about like the pick up option caravans have on the map, is there a mod that allows me to do this on a colony site as opposed to only on temporary caravan maps?
#174
Personally I've found the caravan system an easy escape. Set to allow multiple colonies, then just make a new colony someplace else. Even if an even effects your original colony the new one is independant. Just move back and forth as needed. Then the colonies will really work like one sharing resources etc.
#175
Ideas / Re: Talk 'em down
May 31, 2017, 10:04:50 PM
Honestly I just normally bonk them over the head with a club to "talk em down" I just don't like how it often leads to perm injury, IRL you can pick your hits. Like command a guard to only hit them in the shin with a baton.
#176
With the trading nerf I'd say it's more worth it now, Generally I like making weapons and armor, and so lots of components get used up sooner or later. Not to mention most power related stuff from batteries to generators need em from time to time.
#177
Biological chips, maybe they were Ex weapons in an old human war.
#178
Releases / Re: [A16] More Monstergirls
March 14, 2017, 12:19:23 AM
It'd be cool to see differently colored monster girls~ Esp the slimes ;3
#179
I just mean it doesn't make sense on sea ice, but makes sense on all other terrains.

IMO I would decrease the food gain based on terrain.
#180
Ideas / Re: Slave Labor
March 14, 2017, 12:11:00 AM
There is no reason to not recruit a prisoner who isn't harvested.
There will never come a time when it's better to leave a prisoner as a prisoner.

They start riots, escape, take the same food.

Unless prisoners can be set to only eat certain meals without extra micro or eat less might as well recruit. Now there comes a time when you pick and choose, but too many prisoners still has the riot issue where they degrade in performance when reclaimed.

However, allowing slave labor will mean keeping slaves will cost the colony less than free rent and board. So it's an improvement if they don't try to escape. If I'm out of a cell I would try if I'm told to haul miles away from base though.