[1.0] [PROJECT] Hardcore SK project v7: Sunrise

Started by skyarkhangel, May 10, 2015, 11:40:32 PM

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How you relate for the full removing automatic turrets?

Positive. It's realistic. Fight with killboxes continues.
Negative. Make a button to kill all enemies in one click.

Zakhad

I've been noticing that even when the event triggers that I'm not acutally getting any of the mosquito/fleas, I wasn't sure if the event was broken.

Makko

Quote from: Marduk on September 09, 2016, 12:15:10 PM
Quote from: Makko on September 09, 2016, 01:31:06 AM
The "Fleas!" / Mosquito / Fly events where they spawn in a random bedroom are really not fun.

Every time they happen you have to pause your game and play pixel hunt for the little tiny speck that is an enemy bug, if you don't do this someone gets an awful disease, if you do do this, 100% of the time nothing happens.

It adds nothing to the game but a repetitive chore.

(I guess you could say that for a lot of things, so I'll explain: it's just a menial task that has to be done randomly with no chance outcomes, you either play pixel hunter and nobody gets sick, or you don't play pixel hunter and someone gets sick. )
Screw pixel hunting, i just drag the hunt order tool over my base to show them to me.

this changes everything

sidfu

Quote from: Zakhad on September 09, 2016, 07:20:05 PM
I've been noticing that even when the event triggers that I'm not acutally getting any of the mosquito/fleas, I wasn't sure if the event was broken.

yeah i dont get any either. im thinking they might be doing like the abominations and spawning off teh map. im thinking during winter ima start killing all creature debug once.

loving the works tab mod now. being able to go from 1-9+ priority for jobs is nice yet if u want to even dig deeper can set certain times for jobs.

Makko

Yeah what is up with abominations spawning off the map?

Also, is there a mod or system to let you have a colonist switch between two jobs? I want someone to alternate mining and hauling throughout the day :(

ScottS9999


Makko

Ogres cannot be composted, neither can abominations.

They take literally months to biodegrade if left outside in the elements.

Zakhad

Quote from: Makko on September 09, 2016, 09:15:15 PM
Ogres cannot be composted, neither can abominations.

They take literally months to biodegrade if left outside in the elements.

Carnivore food / cremation

Makko

I don't understand what you mean.

I'm saying when put in the bin they don't turn into compost.

-------

In other news, smelting steel is apparently a high priority crafting job, not a smithing one???

It's extremely hard to get pawns to chop wood planks/kindling or to work at the petrochemical plant.

They really want to smelt metal all day long and then maybe make some glass frames. Rather annoying.

Meanwhile Butchering and Smelting Steel seem to chain together, one order to prioritize (when the work tab shows a different task should take precedence) will result in the pawn performing the task for an extend period of time over and over again, why is this?

sidfu

Quote from: Makko on September 09, 2016, 08:44:03 PM
Yeah what is up with abominations spawning off the map?

Also, is there a mod or system to let you have a colonist switch between two jobs? I want someone to alternate mining and hauling throughout the day :(

the new work tab lets u set times during the day for jobs so say u want someone to clean at noon for 2 hours u can do that. if u useing the git u have it then if u keeping updated from there

Slipshodian

#3534
Quote from: ScottS9999 on September 09, 2016, 08:57:05 PM
Is wildlife spawning inside of mountains a known bug?

You can start maps without having all the borders revealed. Some maps i've had in mountain areas can have upwards of half the map 'hidden'. Sure this isn't the case?




Yeah i think it's the same issue with abominations, unless there's a temperature limit on fleas/mosquitos/etc and a cold snap or whatever is preventing them from spawning because it's too cold or whatever (only times i've noticed this is in my ice sheet colony so far).
I've been noticing that even when the event triggers that I'm not acutally getting any of the mosquito/fleas, I wasn't sure if the event was broken.

blub01

Quote from: Makko on September 09, 2016, 10:24:31 PM
I don't understand what you mean.

I'm saying when put in the bin they don't turn into compost.

-------

In other news, smelting steel is apparently a high priority crafting job, not a smithing one???

It's extremely hard to get pawns to chop wood planks/kindling or to work at the petrochemical plant.

They really want to smelt metal all day long and then maybe make some glass frames. Rather annoying.

Meanwhile Butchering and Smelting Steel seem to chain together, one order to prioritize (when the work tab shows a different task should take precedence) will result in the pawn performing the task for an extend period of time over and over again, why is this?

that's the real challenge in hardcore sk: managing your bills so that your colonists craft just what you need of one thing, and then immediately move on to the next.
Quote from: Zobaken on September 02, 2015, 12:37:37 AM
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.

ScottS9999

Quote from: Slipshodian on September 10, 2016, 02:10:34 AM
Quote from: ScottS9999 on September 09, 2016, 08:57:05 PM
Is wildlife spawning inside of mountains a known bug?
You can start maps without having all the borders revealed. Some maps i've had in mountain areas can have upwards of half the map 'hidden'. Sure this isn't the case?
I hadn't thought of that.  I'll check it out.  Thanks!

Dudok22

How do I disable the "Lord of Darkness" event? It's annoying and it doesn't really fit in Rimworld lore. I tried to stop it from dev mode but it only disabled the visual effect. "Ghosts" are still spawning.

Makko

Is there a way to tell my doctors to just let the chickens die?

I have level 16 surgeons spending all day feeding hamburgers to "Chick 218" and it's a giant waste of time and resources.

Do I have to manually select "No medical care" on every single chicken that hatches?

Should I set a "no go zone" around the chicken area for my doctors?

Quote from: Dudok22 on September 10, 2016, 02:36:06 PM
How do I disable the "Lord of Darkness" event? It's annoying and it doesn't really fit in Rimworld lore. I tried to stop it from dev mode but it only disabled the visual effect. "Ghosts" are still spawning.

I agree with this, the even is kind of interesting mechanically, but lore wise it's super out of place.

This isn't Darkest Dungeon.

If it was more sci-fi horror themed that would be one thing, some sort of ancient experimental security system and it did not 100% kill everyone outside of the light, like a much smaller amount of shadows that would not always kill I'd enjoy it more.

Right now it's pretty much just a save scum event because of the arbitrary power of it and the fact that it's so jarring with the rest of the setting.

If anyone's outside, they die.


That's stupid.

It should be possible that you have a hunter out and don't lose them no matter what.

So TL;DR two big problems with it:

It's not fun and creates unwinnable/unfair scenarios, and it's super out of place



kiko

Just change the art of the "Ghosts" and voila, u get yourself a Riddick scene ..   8)

https://www.youtube.com/watch?v=CAcLXQ1pv50