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Messages - RicRider

#46
Canute, I find your posts insufferable sometimes. This isn't a pissing contest, but thanks anyway for the insult, I'll take that into account every time I interact with you now, which I will do with great displeasure.
#47
To the angry Viking: As much as this game wants to sell itself as a 'storyteller' game, it's inevitable that there's going to be waves and waves of players coming in and expecting a realistic colony simulator like Dwarf Fortress or a realistic survival game like Unreal World. You won't get any friends by insulting them!

To the OP: I suggest you get one of the mods that allow you to micromanage the work tab. With a mod like Work Tab or Complex Jobs you can change the priority levels of 'harvesting' versus 'plant cutting'. So for instance instead of marking trees for plant cutting, you would drag a growing zone over them instead and forbid it from being planted. Then your colonists will go over there and cut down the trees that are fully grown, but they will do this AFTER they have cut down the berries or agave that you've manually marked. You can change priorities with the mods I suggested and automate all of the things that the 'dumb AI' can't take care of by itself.
#48
I'm baffled by this too. What's the point of packing survival meals, all the simple and fine meals, raw potatoes and even HAY for a caravan that has one human and a donkey. The donkey can graze so the hay is unnecessary. The food should be packed if it's necessary in the following order: survival meals > kibble > simple meals > fine meals.

But yes a way to disable the autopacking would be nice... not necessarily the whole new caravanning which is good. Just FYI I will never use the autopacking and I never wanted this feature. I was one of those morons who thought that staying silent about things you like will mean that they will never get touched. Next time I'll be sure to be battling on the 'front lines' of the neckbeard war about whether caravans are tedious or not. ::eyeroll::
#49
General Discussion / Re: New Blight = dumb
August 15, 2020, 03:29:44 PM
Either it was a quiet update in the 1.2 version or I just got unlucky the first time but today with 1.2 and Royalty the blight only affected half a crop. I guess I'm not mad anymore!

Thanks for the feedback!
#50
General Discussion / Re: The Earth Debate Continues
August 14, 2020, 08:21:38 AM
Quote from: LuminousMushroom on August 13, 2020, 02:46:17 PM
While not exactly "proof", it is worth noting the description behind tribal factions. It mentions the possibility that the tribes originate from a technological civilization thousands of years prior. This seems unlikely at best, given the timeframe given, unless the civilization they are referring to is in fact Earth. Perhaps this is a bit of foreshadowing from our dear friend Tynan?

FYI: the names of the tribal factions are Gallician (original Gaulish inhabitants of Iberia during Roman times and Dark Ages) and the names of the new Empire are Byzantine. So you might be right!
#51
General Discussion / Re: New Blight = dumb
August 10, 2020, 05:00:56 PM
Are we playing the same game? Apart from the obvious hyperbole in my post, I still described the blight exactly as it happens. It affects one field in its entirety, hitting every plant. It then has the potential to spread to other fields like it used to. The only difference between the way I manage the old blight and the new blight is that I cut the entire crop rather than tagging each blighted plant one by one after pausing then playing whack-a-mole with the ones that crop up. If the pawns were being stubborn and I was lazy to change their schedules then I would pause the game and shift click queue up the plants to be blighted.

But don't miss my point please, by nitpicking something irrelevant. My point was that if you just started and only had time to plant one crop in a tundra for example with 10 days of growing you lose your entire crop to the blight because all the plants get hit with it, rather than before, where you at least had a chance to just cut the ones that were blighted and still get some to harvest a few days later.

Is it clear now?
#52
General Discussion / Re: New Blight = dumb
August 04, 2020, 10:32:40 AM
Quote from: Bozobub on August 03, 2020, 10:06:50 AM
I have to agree, the new Blight mechanism is inferior.

Not only that, but apparently on doing some more research I discovered that people don't know about shift clicking commands and that even if they do, they 'hate' pausing the game. Because I guess God is watching you play RimWorld and making sure you don't do 'cheaty' stuff like pausing or something. The mind boggles.
#53
Also when we get some Vikings come into our territory attempting to tell us what to do you can see the results of their efforts! Notice the huge piles of longpork and the beautiful furniture!
#54
I'm sure even a jaded forum warrior like yourself can appreciate a goblin riding a giant pig who just cast a giant fucking snowball into an empty killbox for NO REASON AT ALL.
#55
General Discussion / New Blight = dumb
August 03, 2020, 09:02:21 AM
I'm probably opening a can of worms here but the new blight is dumb. I guess I noticed that lots of people were vocally complaining about the way the old one worked but I did not in my wildest dreams think that they would one day be taken seriously because it was seriously fine the way it was.

Now it's like every plant in a crop gets hit immediately so if you only had time to plant one crop and it was a map with 10 days growing period you now have to hunt for 3 quadrums instead and no fine meals for you! Makes Naked Brutality runs so much fun on tundra!

My suggestion would be to put it back the way it was because obviously next time I see people complaining about something that was good the way it was I will make sure I complain and challenge them vocally and publicly because 'if it ain't broke don't fix it' or something. I'll have to do things like this that are completely not in my nature, because every smart person knows that you don't go on someone's whiney thread (like this one) and feed their 'negative energy'. But I'll remember next time that my job is to fight the complainers and 'make sure my voice is heard' too so I can constantly live in the fear that a good mechanic will one day be removed because some babies (like me) whined about it.

Right now it gets disabled completely in scenario startup, because it was fine the way it was where you had to work to save part of the harvest. The new blight looks a bit to me like 'spoonfeeding'. So you have to harvest the whole crop and you get part of the harvest back whereas before you could do this anyway if you were proactive or used zones correctly. Yeah I get that people don't like using zones or work schedules but seriously this is your limitation - not mine.
#56
Ideas / Re: Hi! I am new and I bring some ideas!
August 01, 2020, 01:51:35 PM
Maybe you could check out the 'Empire' mod. That sounds a bit like what you want and it's constantly being updated so you might want to give some of your excellent suggestions there!

https://steamcommunity.com/sharedfiles/filedetails/?id=2006535182&searchtext=empires
#57
Yes magic is powerful, that's the nature of magic.

I can't imagine a world with goblins, orcs and elves that doesn't have magic.

Best settings of course to play Rim of Magic on is Randy Random hardest possible difficulty.

You can also add dire raids, large faction bases.

With Vampires mod you got seriously challenging foes even for your best magic users.

You can add Megafauna, Dinosaurs, dragons too.

You can limit yourself to a few magic users in your colony while allowing the AI to have as many as they want.

I turn off classes from non fantasy setting like technomancer. I also don't do lich because it just doesn't make sense to me. Greenskins are nice people too; they are not monsters!

You can add new faction mods like Rim of Magic Fighters and Monks that make more enemy assaults with magic users.

Personally I find pure medieval runs a bit boring, it all amounts to the same thing, people plinking each other with arrows while heavily armored melee runs them down, but to each their own!
#58
Thank you for all your suggestions, I love them all! Good to see so many people making RimWorld Let's Plays.

By the way if any of you are open to suggestions for a new series, here's one I've been playing and would love to see someone else doing:

- Totally medieval/fantasy run based on Rim of Magic.
- Use Neronix's Forgotten Realms mods as well
- Use various Warhammer races
- Use Palisades mod
- Use Fantasy Goblins mod
- Play only a greenskin tribe that's at war with everyone else
- I also use Jecrell's Vampires and wish he would update his Werewolves and giant spiders mod too!
- Oskar's Vanilla Factions Medieval
- Medieval Times
- Picts, Celts and Vikings mod
- No guns/low tech mod (wish this would be updated)
- Prison labor/simple slavery mods

What can I say, I love my orcs, goblins and yes even kobolds!
#59
Ideas / Suggestion for thread deletion
August 01, 2020, 11:19:33 AM
It's frustrating to spend time typing out a response on a thread only to have the thread creator delete the thread later on. For people who value their time it's doubly frustrating as we don't post much on forums, only when we see we can give genuine advice.

Suggestions:
- for those who played the original DOTA they will remember an addon that everyone was using, I don't remember the name, but it told you when a 'leaver' entered your game so you knew to kick them; similarly, the forum could have a label next to a user's name after a certain number of posts have been deleted that would label them as a 'deleter'
- alternately, make it so threads cannot be deleted by the thread creator
- alternately, make it so threads can only be deleted after petitioning by the thread author (and in most cases mods would refuse as the thread would contain the hard work of players responding)

N.B. editing or deleting posts obviously unaffected as we can just quote, thereby preserving the integrity/sense of the thread
#60
Maybe mod conflict for me don't know about original poster. My culprit was the Hospitality mod with its default 'GuestDrugPolicy'. The pawn you just recruited needs to be reassigned otherwise they'll just snack on any drug they can find.

If it's not a mod conflict then I guess you'll have to start burning drugs instead of storing them for sale. But generally though I let my pawns do what they want. If they are a druggie and they OD well that's life, goodbye. For this reason I often don't recruit pawns with these traits because they end up not being very reliable when you actually need them.