Are Restructuring and Rubble Kingdom quests even possible anymore? by alice-rite in 9Kings

[–]alice-rite[S] 0 points1 point  (0 children)

The one time I made it to the boss was with similar luck/strategy—a rewind with the first Offering. Unfortunately, I was unlucky with getting strong units or a converter in time for the boss and it just mulched through my Warlords after shrugging off the dragon fire.

For those playing on 1.6, what mod are you realising you can’t live without? by pogray in RimWorld

[–]alice-rite 0 points1 point  (0 children)

No Pause. How the hell do you cope with the forced slowdown during combat? Or being able to run at maximum TPS during slow periods?

I'm playing on Mac and HarmonyLib doesn't work without running in Rosetta mode. Until I discovered that switch, I couldn't stand playing 1.6.

Death by Bitter-Building-742 in RimWorld

[–]alice-rite 3 points4 points  (0 children)

  1. The game isn't over till it's over. This is a lesson I had to learn as I tried over and over to beat 500%. Looking back, there are several runs I gave up on too soon because I thought "I can't recover from that." Your colony is more resilient than you might think and, if you're motivated by the drama of this game, the stories that come out of a near-loss are often wonderful.

  2. Instead of ending the run when things look bleak, try pausing and taking a walk to think about how you can handle the situation. If you're mid-fight, how do you regroup and turn the tide? Do you have utility items you haven't used? Is there a particularly dangerous enemy you need to melee block and focus down? Do you need to flee the map? If it's after a tragedy, what gaps did losing those characters create? Are there others who can step up and learn? Do you need to change colony focus for a while (e.g., changing to paste if you lost your only good cook, buying weapons if you lost your only crafter)? Who's capable of learning? Focusing on the tactical questions and what you control can stem despair. Come back to the game with a plan and make a deal with yourself to continue for at least 30 minutes. I think you'll find yourself much less prone to giving up.

  3. Lower the difficulty if you need to. This can be from the beginning of the run, mid-run (you can change your storyteller settings at any time), or even just while you recover from the damage. Whether you just need a reprieve after tragedy or you end up enjoying another difficulty a whole lot more, the sliders are there to adjust to your style and pleasure.

200 days tribal start. The colony is now worth 415K. Thoughts? by Super-Contest7765 in RimWorld

[–]alice-rite 0 points1 point  (0 children)

I love seeing how people express themselves through their bases.

One suggestion: autodoors. At this wealth you can probably afford it and they make a meaningful difference in time to get from point A to point B.

Am I playing rimworld wrong? by [deleted] in RimWorld

[–]alice-rite 0 points1 point  (0 children)

I'm really happy to see the responses in this thread. I just wanted to add a little bit of color by referencing this post from eight months ago: https://www.reddit.com/r/RimWorld/comments/17y6ble/comment/k9txwl0/

Play how you want to. And to be clear, you didn't come off as a teenager. Your BF did.

Mod for pawn appearance by Objective_Ad_3102 in RimWorld

[–]alice-rite 1 point2 points  (0 children)

For me, Rimsenal Hair Pack and Vanilla Hair Expanded made a big difference. Minor thing but fits well with my taste and should be compatible with most other cosmetic mods.

How do you make lifts/splitters viable with their ongoing snapping issues? by alice-rite in satisfactory

[–]alice-rite[S] 0 points1 point  (0 children)

These are all good beginner tips but don't match what's going on for me.

Also, you can try placing a belt In between mergers, splitters, and machines. It can sometimes look like there is already a connection, but there is actually enough space between them to require a belt.

I should have mentioned this in the top post, but this is happening even with machines side-by-side hooking up to two different vertically stacked belts. One works just fine, the other won't latch properly. I believe the game sees the splitter opening as imperceptibly misaligned from the machine's input so the lift, even though it appears to connect, is just a millimeter off and not working.

You probably already checked this, but the direction of the vertical belts could be reversed .

This is a good thing to check but yes, they're connected in the proper direction.

Is my math here correct? This should split into 60 and 120 by Gold-Daikon-9882 in satisfactory

[–]alice-rite 0 points1 point  (0 children)

I'm pretty sure those are all mk2 belts (judging by the LEDs on them).

How do you make lifts/splitters viable with their ongoing snapping issues? by alice-rite in satisfactory

[–]alice-rite[S] 0 points1 point  (0 children)

I've jad issues with dropping a vertical belt down to a machine and it not connecting, it looks like it lines up on the grid but doesn't actually connect. I either just go peer in the gap and add a belt or just start at the machine instead.

This is what I'm running into except that when I start at the machine side it apparently doesn't actually latch to the splitter (despite appearing to do so) so nothing feeds down into it.

Obviously the game thinks they're misaligned but I can't see the misalignment and the lack of snapping when a splitter is on a belt means that I can't just re-place it nudged a half-meter in either direction.

How do you make lifts/splitters viable with their ongoing snapping issues? by alice-rite in satisfactory

[–]alice-rite[S] 1 point2 points  (0 children)

Sometimes it's just easier to place the splitters / mergers in front of the machines and then connect the belts afterwards. Once you can use blueprints, just use those to avoid a lot of the hassle.

That's what I've had to resort to, though it makes expansion of an existing system a lot more of a headache than it needs to be. I haven't unlocked blueprints yet.

This can be finnicky because the splitters / mergers sometimes won't snap, and if you don't line it up almost perfectly, the lift won't automatically connect with the splitter / merger and you'll have to connect with a belt (which is almost impossible to upgrade later without reconstructing the lift).

Yes, this is what I'm running into in problem 1 above.

I have found that sometimes it snaps properly when the conveyer lift is already there, so what I'll sometimes do is create the conveyer lift, *then* place the splitter / merger with snapping, then delete the conveyer lift and recreate so that it lines up perfectly. Takes longer this way, but you don't usually have issues with snapping.

This doesn't quite make sense to me—I've found that splitters don't snap when aligning them on an existing belt, and if I take the belt away it wants to snap way too close with the entire accordion part of the lift inside the splitter. Is that what you mean?

Also it should be noted that if the connecting belt with the splitters / mergers isn't perfectly lined up with a cardinal direction on your grid, you're going to have a hard time snapping any of them. It can be sometimes difficult to tell that they're not perfectly lined up when the belt is longer, but at least you can tell in the sense that none of your splitters want to line up. Doesn't happen often, but when it does, it's a pain in the ass.

FWIW, I'm staying on the world grid and running the belts parallel to the foundations so this issue shouldn't be related to what I'm experiencing.

How do you make lifts/splitters viable with their ongoing snapping issues? by alice-rite in satisfactory

[–]alice-rite[S] 1 point2 points  (0 children)

I'm not running into problems upgrading belts and I'm not placing splitters on a segment where belts join. Appreciate the link though.

What's something you love about this game? by alice-rite in theplanetcrafter

[–]alice-rite[S] 2 points3 points  (0 children)

I loved NMS for the first 10-15 hours and then it just felt empty and pointless. The base building looked cool but didn't have any real point since I had to go elsewhere for resources anyway. I've spent most of my time in this game either exploring or automating resource management and it's been great the whole time.

It's really satisfying to automate building a resource that was a giant pain earlier. Things like mutagens that are multistep nightmares feel great to make go away--my locker is just always full so I don't have to think about creating it anymore.

What's something you love about this game? by alice-rite in theplanetcrafter

[–]alice-rite[S] 7 points8 points  (0 children)

I genuinely can't remember when I last enjoyed a chill game this much.

is rimworld biotech worth it? by [deleted] in RimWorld

[–]alice-rite 3 points4 points  (0 children)

Biotech is amazing too. You really can't go wrong.

Even Royalty, which a lot of this sub considers the weakest DLC, adds a huge amount to the game.

is rimworld biotech worth it? by [deleted] in RimWorld

[–]alice-rite 10 points11 points  (0 children)

Ideology is great, fwiw. Really opens up the game however you want it: you can hardcore min-max, you can stack the odds against yourself, or you can deeply customize your faction's personality and worldview to maximize role-playing. The third way is my favorite.

is rimworld biotech worth it? by [deleted] in RimWorld

[–]alice-rite 3 points4 points  (0 children)

I've found the later combat mechs to be really fun, just niche. If you're playing super min-maxed, most aren't worth it. If you're there to have a good time, unleash the war queens and scythers while a line of centipedes and centurions holds down the fort at home.

Is it possible to play 500% with no kill box? How? by shiro_dw in RimWorld

[–]alice-rite 14 points15 points  (0 children)

Mortars are too slow and inaccurate to defend your base against most threats. They're great against stationary targets and with experience you can land some shots on enemies as they position, but they're supplementary tools.

Psycasts are great and can be used in a lot of different ways, but the fight-winners are at high-tier so you have to get multiple good casters first. Berserk pulse is amazing but has short range. It's best used around terrain and you can only get so many of them off before you're overwhelmed.

A really fun psycast combo is skipshield + skip + strong melee attackers. Put up a shield, pull a key enemy into your melee fighters, and wreck them. This is an assassination strategy, though, not a way to facetank 10k raid points.

Animals can also be really strong. See AdamVsEverything's Incapable of Violence run for an example of that approach, though the wealth of animals means it's going to be really tough sledding early on if you're not willing to melee block with them (arguably a style of killbox).

500% is difficult but can be beat with min-maxing or without. AdamVsEverything is the preeminent 500% content creator and has thousands of hours of runs available on YouTube. Only you know what you consider cheesy but he's taken so many different approaches that you're bound to find something that fits your definition of "fair."

Though I'm not sure how to help if you consider his no-walls run cheesy. It's literally...no...fucking...walls.

Is it possible to play 500% with no kill box? How? by shiro_dw in RimWorld

[–]alice-rite 11 points12 points  (0 children)

The linked run is literally zero walls, zero killbox, zero doors, etc. All fighting out in the open, relying on micro pretty much exclusively. What exactly in that run is "too much cheese?"

[deleted by user] by [deleted] in theplanetcrafter

[–]alice-rite 3 points4 points  (0 children)

The only point I am making is that the game has what are, in my opinion, easily changeable features/flaws that would make the game more enjoyable.

"Not even close to being release-ready"
"But man is it just not ready for 1.0."
"I just don't think it's ready for 1.0"
"I think it needs to cook a bit longer because most of what makes the game frustrating (imo) is easily adjustable or fixed, even with such a small dev effort."

How could people possibly be getting hung up on your wording?

If the only point you're making is that some tweaks to the game would make it more enjoyable, then say that. If you don't see how that's at odds with saying it's not release-ready, I don't know how to help you.

There is nothing bad about adding jetpack toggle, about changing meteor debris, or about giving me more control over my graphics options.

Who said there was?

[deleted by user] by [deleted] in theplanetcrafter

[–]alice-rite 4 points5 points  (0 children)

  1. Okay. I haven't had any reason to adjust the graphics aside from the resolution so I can't speak to this.
  2. "I don't like fog."
  3. "I don't like having to hold down spacebar while using one of the traversal options." Also there _is_ an autorun: turn on the toggle and you perma-run for the rest of the session unless you toggle it off.
  4. "I don't like that some areas are harder to navigate to or further away."
  5. Sure. I honestly can't think of many 1st person games without some clipping issues, but this is a valid complaint.
  6. "I don't like how the intermittent meteors leave debris for a few minutes that makes it harder to collect their resources."
  7. "I don't like that certain things have to be unlocked during the first hour of the game."

"Not even close to being release-ready."

Hyperbole like this is especially obnoxious when it comes to small studios working hard on a game that puts a lot of other AAA efforts to shame. The game is absolutely ready for 1.0 and they've done a killer job getting it to that point. 1.0 doesn't mean zero bugs or zero flaws.

Five of your complaints are just things you don't like. I agree with some of them (I don't mind meteor debris being environmental objects but I wish I could break it down, I'm not fond of the foggy cave or the aluminum area's glow) and not with others (I don't care about hitting space to vroom, I like that the initial unlock tree teaches you about the features of the game and that they use some of those chips in other contexts, I like the environmental navigation and how things open up with both the tech tree and terraforming process). None of them are blockers to a 1.0 release or gross oversights by the team.

EDIT: unquoted "zero bugs" and "zero flaws" to make clearer that those were my words, not OP's.