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Good Lord Fisher! posted:Don't click on any of the items, just click and drag the number to trade in the middle itself. Took me a long while clicking around to figure it out too. Thanks, it was working it was just a really strange interface.
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# ? Mar 7, 2015 23:49 |
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# ? May 15, 2024 19:34 |
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I really don't like the interface. Super clunky and unintuitive
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# ? Mar 8, 2015 02:19 |
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Heffer posted:I really don't like the interface. Super clunky and unintuitive You get used to it, but EdB Interface helps.
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# ? Mar 8, 2015 02:32 |
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What are scythers supposed to look like, exactly? They look like weird vaccuum cleaners with guns.
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# ? Mar 8, 2015 04:15 |
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Inacio posted:You get used to it, but EdB Interface helps. I meant for trading. I don't think my EdB mod affects that?
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# ? Mar 8, 2015 04:48 |
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Heffer posted:I meant for trading. I don't think my EdB mod affects that? Oh, I'm sorry, I totally messed that up. Yeah, it doesn't change the (weird) trade UI.
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# ? Mar 8, 2015 04:52 |
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It's weird, but functional enough once you get the hang of it. Not too long ago somebody on the Ludeon forums submitted an alternate trade interface design, and Tynan expressed interest in it, so at least there's a chance it might change at some point in the future.
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# ? Mar 8, 2015 09:42 |
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I've tried playing several colonies on the hardest difficulty, and drat do they start to hit hard. I am being almost constantly besieged by 1 or 2 hostiles. now that shells cost 10 steel each, there's not a good counter to this. I can barely get back up and running again before the next starts. They also seem to be very proficient at hitting my turrets, so I lose almost all of them each fight. Still, I was holding my own for a good long while. Winter was hard because they kept hitting all my solar panels and cutting the power to my hydroponics and so my people were having to run out and hunt DURING sieges, and run back if they start to attack... which they only do once i've whittled them down way farther than I used to have to do on an easier setting. They'll stick around til there are only 2 of them left, just shelling my base. I need to find an underground geothermal, quick! :P
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# ? Mar 8, 2015 09:48 |
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crabrock posted:I've tried playing several colonies on the hardest difficulty, and drat do they start to hit hard. I rarely use mortars anymore, preferring to send an A-team of crack sniper shots to pick off the besiegers instead. Works especially well if you give them all bionic eyes, since the sight stat greatly influences shooting accuracy. Alternatively, play with the icesheet mod and watch them all collapse and die within a day of setting up their camp.
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# ? Mar 8, 2015 10:43 |
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This game is terribly addicting
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# ? Mar 8, 2015 15:59 |
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Flesh Forge posted:This game is terribly addicting I introduced my gf to RW yesterday and she was up until 4am On heating: Her indoor colony is too cold at the moment. She has a ~16x10 central roofed area where her heater is set up and bedrooms are behind closed doors surrounding that central room (wooden walls, wooden doors). Is it just a matter of waiting for the heat to dissipate through the walls? Or is there a better way besides her current solution of deconstructing the doors to allow heat in ?
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# ? Mar 8, 2015 16:37 |
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I highly recommend the vents mod. Temperature control is kind of dumb and unintuitive without it. See: Her problem. e: I prefer central heating over the newer one because active vents are silly.
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# ? Mar 8, 2015 16:53 |
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spider wisdom posted:I introduced my gf to RW yesterday and she was up until 4am I don't know if I'm misreading you but one heater is not remotely enough for such a large area if it's really cold outside.
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# ? Mar 8, 2015 16:59 |
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spider wisdom posted:I introduced my gf to RW yesterday and she was up until 4am As above, try the Central Heating mod, it adds large heaters for big rooms, and vents to more easily spread the heat to closed rooms like bedrooms.
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# ? Mar 8, 2015 17:08 |
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Fishstick posted:As above, try the Central Heating mod, it adds large heaters for big rooms, and vents to more easily spread the heat to closed rooms like bedrooms. That one's not updated, Latta's made an updated fork of it, with active vents, too, it's really nice. SubNat posted:
The active vents are powered vents that can enable/disable if wanted, so you can cool a tundra freezer by letting in cold air fall/winter/spring, and have it closed during the summer days.
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# ? Mar 8, 2015 18:57 |
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I just streamed this for some friends. We captured an aspergers sufferer and harvested his lung for one of our colonists. Gosh.
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# ? Mar 8, 2015 21:50 |
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I got the Asperger's Rebel guy, whose crippling mental disorder actually made him perfectly qualified to be a government spy and hitman
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# ? Mar 8, 2015 22:08 |
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I just had an escape pod come crashing down and the occupant is labeled as a space refugee. Does it matter if I rescue or capture the pawn? I want them to join me and I'm worried that if I rescue them they'll just run off when healed.
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# ? Mar 9, 2015 03:26 |
Capture people that you want to have join you, Rescue people that you want to release.
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# ? Mar 9, 2015 03:29 |
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'Rescue' gives you a faction standings bonus, for factions that aren't hostile (according to the dev dude's video on the topic)
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# ? Mar 9, 2015 03:44 |
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But the person who crashed down is listed as "space refugee". Is that really a faction?
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# ? Mar 9, 2015 04:09 |
Spaseman posted:But the person who crashed down is listed as "space refugee". Is that really a faction? No. If you 'rescued' them you would just heal them and let them go and get nothing from it, instead of capturing them to heal them and recruit them to your side.
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# ? Mar 9, 2015 04:11 |
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Spaseman posted:I just had an escape pod come crashing down and the occupant is labeled as a space refugee. Does it matter if I rescue or capture the pawn? I want them to join me and I'm worried that if I rescue them they'll just run off when healed. That's exactly what they'll do. As others have said, when you rescue neutrals you get a relations boost with their faction. However, that's only really relevant with the planet-based factions. Space refugees aren't represented by any faction on the planet, so rescuing them is pretty pointless right now (unless you're roleplaying it, I guess). You might as well capture them.
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# ? Mar 9, 2015 04:13 |
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I'm really tempted right now to catch dudes from other tribes, harvest their organs, cook the rest into meals and then try and offer them as space gifts to said tribes. Dunno if it'll let me space-gift long-pork though. duck monster fucked around with this message at 07:51 on Mar 9, 2015 |
# ? Mar 9, 2015 07:49 |
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Someone in the Dwarf Fortress thread said this game is really good so I bought it. Is there some equivalent to the Captain Duck tutorials I should watch? Because I tried to just jump in and had no idea what I was doing.
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# ? Mar 9, 2015 16:28 |
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It was me, I am that person, and all of the 'getting started' tutorial type things I've found are for really old versions of Rimworld. There's a wiki though! http://rimworldwiki.com
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# ? Mar 9, 2015 17:11 |
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Sub Rosa posted:Someone in the Dwarf Fortress thread said this game is really good so I bought it. Is there some equivalent to the Captain Duck tutorials I should watch? Because I tried to just jump in and had no idea what I was doing. First priorities are bedroom (one room 3 floor sleeping spots to start), growing zones (Berries and corn work pretty well) and power supply with kitchen. Then stuff like research benches/turrets/crafting.
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# ? Mar 9, 2015 18:31 |
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Any advice for choosing an easy first embark location?
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# ? Mar 9, 2015 18:49 |
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Temperate zone, Mountains, March -> October growing season, 21~ degree temp average is the friendliest start.
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# ? Mar 9, 2015 18:58 |
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Warmer climates where the growing season is 'always' can also be pretty friendly. You can grow crops year round then, and you only need to plan for the warmer months. On the flip side, larger chance of ridiculous heatwaves and more dangerous fauna. Mountains in general are really nice, as they give you access to a lot of metal, as well as making it far easier to fortify yourself. Areas with more rainfall are also nice, as they'll put out all outdoors fires.
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# ? Mar 9, 2015 19:03 |
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What size growing zones should I be starting with?
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# ? Mar 9, 2015 19:27 |
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I like to do a 6x6 each of potatoes and strawberries, with someone on eternal kitchen duty, and that works all the way up to about a dozen colonists. Complement with meat for fine meals to maximize your farmland efficiency.
Telarra fucked around with this message at 19:36 on Mar 9, 2015 |
# ? Mar 9, 2015 19:33 |
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I usually start with two zones around 30 tiles each, something like 3x7. I'm not sure if it matters a whole lot, but I tend to have a different crop in each zone. Just pay attention if your prepared meal stocks increase or decrease and adjust as needed. Might want to add a xerigium plot to secure medicine source early. Is there a way to mine / make plasteel or am I supposed to just buy it or melt weapons? Also, is there currently a point to friendly outposts or tribes visiting my base? Like, can I trade with them, recruit or increase relations while they're here?
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# ? Mar 9, 2015 19:36 |
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If you get lucky you can find compacted plasteel deposits, but that's it. As for friendly factions, apparently they can come to your defense during an attack, but I've never bothered bribing them up myself.
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# ? Mar 9, 2015 19:39 |
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You start with an assortment of wood and steel, and imo there is no reason not to just build three queen size wooden beds rather than make your poor survivors use the minimum quality sleeping spots. For plasteel, you will get some back from disassembling mechanoid invaders once you unlock the machinist bench and build one. Also you really, really want to build your long term farm next to your long term fridge and cooking stove. If they're spread out very much at all, whoever is cooking has to waste enormous amounts of time shuttling ingredients back and forth. You're familiar with this from DF but it's much worse in Rimworld, if there's a big distance between farm and kitchen/cold storage then you will need more than one cook stove (and operator) to keep up with feeding people, especially if some of it gets wasted due to colonists barfing it up and immediately gobbling up more (colonists all have bulemia). Flesh Forge fucked around with this message at 19:45 on Mar 9, 2015 |
# ? Mar 9, 2015 19:41 |
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I called them for help once and it wasn't really worth it. They kinda leisurely strolled to my besieged base and didn't even attack unless provoked. But I meant if there is anything to do when they randomly appear to visit every once in a while. Oh, and another one: any point to dandelion plantations? Do they at least give a postive thought or something?
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# ? Mar 9, 2015 19:45 |
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Sub Rosa posted:What size growing zones should I be starting with? Depends on whether you have rich soil and how good your growers are. Ideally you want your growers to be growing all the time, so you want enough zone to have them be constantly planting, this will depend on what you're growing and how quickly it grows, as well as how fast they work. If you end up with too much food, turn off the fields for a while. grate deceiver posted:I called them for help once and it wasn't really worth it. They kinda leisurely strolled to my besieged base and didn't even attack unless provoked. But I meant if there is anything to do when they randomly appear to visit every once in a while. Flowers of all kinds add beauty to an area, personally I like roses as they last longer and so take less work. Also I like red.
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# ? Mar 9, 2015 19:48 |
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Somebody told me that colonists can eat strawberries raw while potatoes incur a penalty so I've stopped growing the latter and kept to the former.
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# ? Mar 9, 2015 20:04 |
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I think they need to adjust the amount a person hauls or do something with the hauling system. My colonists can almost never keep up with all the hauling that needs done, and thats with toolbelt mods that increase productivity. Cmon you fat fucks I think you can carry more than 1 medicine at once or whatever. Seems like the time to complete a task is way out of line with the amount of tasks that need done. Or even a temporary zone option where all colonists will focus on completing any work available in a given area, so you could drag and drop and they would only focus there.
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# ? Mar 9, 2015 20:05 |
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# ? May 15, 2024 19:34 |
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In case you have not noticed, if you want to build hospital beds then you pretty much have to trade for the medicine required, the growable medicine plant does not count for the building materials.
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# ? Mar 9, 2015 20:06 |