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zedprime posted:Ehh, that's kind of realistic but that doesn't make it less annoying. Using machinery day to day means you have the users doing basic maintenance and diagnostic tasks which generally keeps it in better shape than while mothballed. Yes but how would you even know that a workbench wasn't functional if it wasn't even being used? Likewise a fuel generator that has been shut down for five in game years still breaks down constantly and needs repairs even though. It would make more sense if the break was triggered while in use. It's also slightly less annoying if you don't get prompted to constantly repair offline machinery.
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# ? Mar 10, 2017 19:37 |
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# ? May 22, 2024 01:22 |
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Catberry posted:Yes but how would you even know that a workbench wasn't functional if it wasn't even being used? Equipment requires maintenance whether you use it or not (sometimes extra maintenance for when you aren't using it to be honest). Maintenance requires material. Its consistent enough on a realism front and consistent with the base game balancing, that is don't overbuild just in case because components are precious. Not against exposing those guts for modders though because there are plenty of people who disagree with that design basis.
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# ? Mar 10, 2017 23:43 |
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I honestly kind of like having 'components' abstracted the way they are in this game. Having separate supply lines for fasteners, lubricants, replacement parts, motors, wire pigtails etc etc etc would be crazy tedious. But yeah poo poo breaks down way too often.
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# ? Mar 11, 2017 00:09 |
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Slung Blade posted:I honestly kind of like having 'components' abstracted the way they are in this game. Having separate supply lines for fasteners, lubricants, replacement parts, motors, wire pigtails etc etc etc would be crazy tedious. What, you haven't played the Factorio Meets Rimworld mod yet?
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# ? Mar 11, 2017 00:41 |
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I tried that "orcish inn" game and loving hated it despite loving the premise because it takes the whole resource/crafting economy to an insanely not fun extreme and you have to play for hours grinding and crafting to even begin your inn. It's one of those games where just a simple piece of furniture or brewing beer takes like 5 levels of processing and 20 slightly different items to build. Item management and crafting management is absolute not my bag, specially when the interface is horrible. Minecraft's crafting and inventory system was designed around a very simplistic "economy" but so many mods add so much extra poo poo it just becomes insanely cluttered and a pain in the rear end. At the same time I'd love a little more detail in Rimworld. Maybe a couple extra types of metal, processing metal from ore, and a little more tech progression and need for tools. Things like beds should require (or be upgraded by) cloth/textiles. Just a little extra detail and a little more "tech" between "we are stone aged tribals" and "electric lights and sentry guns"
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# ? Mar 11, 2017 01:22 |
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Baronjutter posted:It's one of those games where just a simple piece of furniture or brewing beer takes like 5 levels of processing and 20 slightly different items to build. Item management and crafting management is absolute not my bag, Don't play factorio.
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# ? Mar 11, 2017 08:47 |
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Baronjutter posted:Minecraft's crafting and inventory system was designed around a very simplistic "economy" but so many mods add so much extra poo poo it just becomes insanely cluttered and a pain in the rear end. I feel like many of those mods should just have been different games. Like when you have engines that just flat out explode if they don't get water. But being in minecraft the game stops loading chunks when you get far enough away. So if the pipes pass over a disabled chunk then the engines get no water and explode. Minecraft is just too resource intensive for all that grand building stuff.
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# ? Mar 11, 2017 09:25 |
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yoloer420 posted:Do play factorio.
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# ? Mar 11, 2017 16:11 |
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So much blood. Why, Randy, why?
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# ? Mar 11, 2017 17:08 |
... did the warm puddles of blood melt the snow?
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# ? Mar 11, 2017 17:53 |
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Wow, caravans in the jungle really suck. 5 hours per tile movement, vs 1 hour in other terrain.
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# ? Mar 11, 2017 20:27 |
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FISHMANPET posted:Wow, caravans in the jungle really suck. 5 hours per tile movement, vs 1 hour in other terrain. Almost as if having to cut a path through vines and bog takes time
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# ? Mar 11, 2017 20:36 |
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What's the best way to lower walking speed on a tile? I'm experimenting with a mod that uses knockout gas, and I forgot I can't build a moat on rock with another mod I thought of filling the hallway with sandbags, but I don't have that much steel.
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# ? Mar 11, 2017 20:58 |
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Roads and rivers would be cool. Especially if you could spend pawns and resources to make your own...
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# ? Mar 11, 2017 20:59 |
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Killer-of-Lawyers posted:Roads and rivers would be cool. Especially if you could spend pawns and resources to make your own... Yeah, build a road so the instant a pirate gang runs across it they can just have a quick way into your base.
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# ? Mar 11, 2017 21:03 |
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Good? I like regular deliveries of prisoners and loot.
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# ? Mar 11, 2017 21:14 |
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Volmarias posted:Almost as if having to cut a path through vines and bog takes time You know, I can build laser guns, power armor, and drop pads, but not like, a truck?
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# ? Mar 11, 2017 21:19 |
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IAmTheRad posted:Yeah, build a road so the instant a pirate gang runs across it they can Merchants and colonists know to use the shallow parts of the stream.
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# ? Mar 11, 2017 21:21 |
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FISHMANPET posted:You know, I can build laser guns, power armor, and drop pads, but not like, a truck? Let me know the next time you drive a truck directly through a jungle with no road.
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# ? Mar 11, 2017 21:22 |
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Crystal skull wasnt a documentary?
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# ? Mar 11, 2017 21:27 |
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After countless restarts I'm kind of wishing for a mod that lets me filter landing sites. Does such a thing exist?
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# ? Mar 11, 2017 22:02 |
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Danaru posted:What's the best way to lower walking speed on a tile? I'm experimenting with a mod that uses knockout gas, and I forgot I can't build a moat on rock with another mod I thought of filling the hallway with sandbags, but I don't have that much steel. Fill it with stone blocks. Set up a dumping zone in there and then flag a bunch of blocks to be moved. Even just a regular stockpile full of junk will slow them down some. Edit: Given how many other mods you're playing with, I'm going to bet you have a mod that lets you place soil over stone. The soil is probably a lower walk speed than the raw stone. LLSix fucked around with this message at 02:16 on Mar 12, 2017 |
# ? Mar 12, 2017 02:14 |
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Volmarias posted:Let me know the next time you drive a truck directly through a jungle with no road. A hovercraft!
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# ? Mar 12, 2017 04:57 |
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Mister Adequate posted:A hovercraft! I... What do you think a jungle looks like?
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# ? Mar 12, 2017 05:00 |
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ReverendCode posted:I... What do you think a jungle looks like? A road that you sink into
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# ? Mar 12, 2017 05:00 |
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Guys, we can build space ships. I'm still amazed there isn't a mod to put cargo space and a cockpit on your hull and fly to other settlements to trade. As fun as trucks could be they seem redundant next to ships. The lack of roads would be the biggest issue, if you think chipping a foot path through jungle is slow, try it when your conveyance is twenty tons and three metres wide.
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# ? Mar 12, 2017 07:45 |
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Burning bugs to death is very fun. But year there's a lot of weird mechanics that are limitations that don't jive with the overall tech level of the game.
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# ? Mar 12, 2017 08:01 |
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15 year old kid captured and recruited from some pirates who podded into my base's entryway. poo poo life before, bad end was ahead, my crew saved her. One of the guys compliments her and she flies into a rage and nearly punches him to death. Yeah, pretty much fits every teen I know / have known. Game of the year.
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# ? Mar 12, 2017 08:33 |
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Slung Blade posted:Guys, we can build space ships. I'm still amazed there isn't a mod to put cargo space and a cockpit on your hull and fly to other settlements to trade. honestly the first mod i wanted to write was building motorcycles, as basically mechanical muffalo, so you could be a roaming biker gang the reactions kinda confused me a little but i sorta figured them out, the art is a serious blocker for me though. i have zero artistic talent.
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# ? Mar 12, 2017 08:57 |
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Coolguye posted:honestly the first mod i wanted to write was building motorcycles, as basically mechanical muffalo, so you could be a roaming biker gang Draw some circles on Muffallo for wheels. Call them Muffalocycles and have them require muffalo wool in the recipe.
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# ? Mar 12, 2017 20:17 |
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Just a guy on a muffalo!
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# ? Mar 12, 2017 20:25 |
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yoloer420 posted:Don't play factorio. Eh, Factorio not only encourages automation, but if you click to build something that you have the raw materials for, but not the intermediates, it makes all the intermediates for you automatically.
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# ? Mar 12, 2017 21:00 |
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Dirk the Average posted:if you click to build something that you have the raw materials for, but not the intermediates, it makes all the intermediates for you automatically. I like this a lot and I do not understand why so many other games insist on making things more tedious for no reason.
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# ? Mar 14, 2017 20:17 |
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Moridin920 posted:I like this a lot and I do not understand why so many other games insist on making things more tedious for no reason. Well, it only works since Factorio has completely linear crafting progression. The instant you have crafting recipes that you can make with multiple possible ingredients, then you can't autocraft the intermediaries or else the game will inevitably prefer to use ingredients the players didn't expect or want and players will get mad. You could try to design a UI to get around it, but the more possible sub-ingredients you have to choose the more complicated and/or awkward that UI will get, and eventually it's just as bad as having the players just pick the intermediary recipes themselves anyway.
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# ? Mar 14, 2017 20:39 |
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Mzbundifund posted:Well, it only works since Factorio has completely linear crafting progression. The instant you have crafting recipes that you can make with multiple possible ingredients, then you can't autocraft the intermediaries or else the game will inevitably prefer to use ingredients the players didn't expect or want and players will get mad. You could try to design a UI to get around it, but the more possible sub-ingredients you have to choose the more complicated and/or awkward that UI will get, and eventually it's just as bad as having the players just pick the intermediary recipes themselves anyway. That's a fair point but at the same time I feel like that's a pretty rare circumstance and the UI can probably do something about it in most cases. Dwarf Fortress has a lot of UI faults bc toady basically doesn't prioritize it but just as an example it's dumb that I can tell my dwarves to make a "steel table" and it won't happen until I manually also tell them to make "steel bars" despite having plenty of iron/flux/coal. And steel bars requires manually making pig iron too, on top of that. Though at least there I can tell them to maintain a minimum level of steel bars or pig iron, many games don't even do that. e: easy solution would be to have the game ask the player what intermediaries/ingredients they want to use if there are several different options, then continue to use that every time they click the recipe unless they want to use something different in which case alt-click (or whatever) brings up the "what ingredients should I use?" prompt I'm mostly just frustrated with "difficulty = tedious padding busy work" mentality of game design. It's more than just this particular crafting issue and it seems very ubiquitous in indie games. Then I see people insisting that it is better to not let the player automate repetitive tasks because "dumbing the game down" and I shake my head. Moridin920 fucked around with this message at 20:52 on Mar 14, 2017 |
# ? Mar 14, 2017 20:46 |
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Speaking of tedious padding busy work, toxic fallout is just not a fun or interesting challenge, because you're either prepared or you're not. In theory there's a risk/reward of "do I let my pawn go outside to gather a resource and get a little sicker" but the UI is just absolute poo poo when it comes to that. I made a home area that was only inside plus my field. Then I wanted to butcher some animals that had died, so I had to build a "path" of allowed area to let my pawns gather those corpses. I couldn't force them to do it because it was outside their allowed area (but I could force them to eat the raw corpse!).
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# ? Mar 14, 2017 21:02 |
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FISHMANPET posted:Speaking of tedious padding busy work, toxic fallout is just not a fun or interesting challenge, because you're either prepared or you're not. In theory there's a risk/reward of "do I let my pawn go outside to gather a resource and get a little sicker" but the UI is just absolute poo poo when it comes to that. I made a home area that was only inside plus my field. Then I wanted to butcher some animals that had died, so I had to build a "path" of allowed area to let my pawns gather those corpses. I couldn't force them to do it because it was outside their allowed area (but I could force them to eat the raw corpse!). What I do is let them go out every other day and that lets them do some work while keeping them from any dangerous exposure. Though if you're in the middle of a food shortage and get toxic fallout then you are almost certainly doomed. The effect on crops is the biggest issue for me. Combined with colonists constantly replanting dead crops over and over again which eats a lot of work hours.
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# ? Mar 14, 2017 21:27 |
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I have yet to experience toxic fallout, but I try to plan for it. Always try to have enough hydroponic bins and sun lamps on hand to feed your people, even if you don't use them. Even if you're just stuffing it into a paste dispenser. Better than starving, and it'll give them something to do. Or, have cryptosleep caskets and keep everyone on ice until it passes. Keep one or two caretakers awake to keep the infrastructure running. You can live a long time on a stockpile of frozen pemmican with 1-2 people.
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# ? Mar 14, 2017 22:12 |
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Slung Blade posted:I have yet to experience toxic fallout, but I try to plan for it. Always try to have enough hydroponic bins and sun lamps on hand to feed your people, even if you don't use them. Even if you're just stuffing it into a paste dispenser. Better than starving, and it'll give them something to do. If you have cryopods, you almost certainly have a year's worth of food stashed away too.
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# ? Mar 14, 2017 22:16 |
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# ? May 22, 2024 01:22 |
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I started on a pretty cold map with real short grow seasons so I've basically just been setting up a sun lamp outside then building walls + roof around the area it covers plus a square for a heater, and I basically grow all my food in a couple of those. More electricity intensive than normal farming but less so than a bunch of hydroponic bins and more grow space, too (esp since I don't like to stack my hydro bins all right up against each other although I know pawns can walk over them). Works for the fallout, too. Only thing that bugs me is the plants stop growing at night as normal even though they still have full light intensity on them but apparently that's more realistic than not so whatevs. Not like I have a food shortage anyway. Moridin920 fucked around with this message at 22:20 on Mar 14, 2017 |
# ? Mar 14, 2017 22:17 |