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It's pretty much always good policy to hack off the legs of every prisoner you take as soon as you take them since it prevents them from going apeshit no matter how pissed off they get about anything. I mean the only way to keep them in line otherwise is have your warden constantly natter at them and furnish them with luxurious horseshit, which is just a pain in the rear end.
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# ? May 20, 2015 00:41 |
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# ? May 22, 2024 07:10 |
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Leopold II of Belgium posted:It's pretty much always good policy to hack off the legs of every prisoner you take as soon as you take them since it prevents them from going apeshit no matter how pissed off they get about anything. I mean the only way to keep them in line otherwise is have your warden constantly natter at them and furnish them with luxurious horseshit, which is just a pain in the rear end.
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# ? May 20, 2015 07:51 |
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Do you still need to put beacons outdoors? I've pretty much abandoned trading because moving poo poo to an outdoors stockpile just for trading whenever a ship I'm interested in swings by is a pain in the neck and I can't be bothered to deal with it.
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# ? May 20, 2015 13:15 |
PiCroft posted:Do you still need to put beacons outdoors? I've pretty much abandoned trading because moving poo poo to an outdoors stockpile just for trading whenever a ship I'm interested in swings by is a pain in the neck and I can't be bothered to deal with it. I think someone mentioned earlier that if you put a beacon inside (under a roof or thin mined out ceiling) the beacon will automatically put a hole in the roof for itself.
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# ? May 20, 2015 13:25 |
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ChickenWing posted:I think someone mentioned earlier that if you put a beacon inside (under a roof or thin mined out ceiling) the beacon will automatically put a hole in the roof for itself. Or you can just build a secondary beacon outside where you'll receive the goods. It doesn't need a stockpile, you can have that at an indoor beacon.
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# ? May 20, 2015 13:34 |
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PiCroft posted:Do you still need to put beacons outdoors? I've pretty much abandoned trading because moving poo poo to an outdoors stockpile just for trading whenever a ship I'm interested in swings by is a pain in the neck and I can't be bothered to deal with it. If you're in a mountain then you'll need to place a beacon outside, otherwise the stuff you buy will land in odd places or possibly on top of the mountain you're in, making it in inaccessible. You can have multiple beacons that form a trade network, so your interior storage areas can have beacons that'll let you sell the stuff in their radius even though they won't have any sky access, and then anything you buy will automatically land at the outside beacon.
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# ? May 20, 2015 13:39 |
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Ah, that's cool. I didn't know they formed a network like that. Thanks for the tips folks.
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# ? May 20, 2015 18:10 |
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Also, if you keep a single beacon outside, that is the one pirates and mechs will drop on. So put it outside your main base, maybe cover it with turrets.
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# ? May 20, 2015 18:33 |
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Spakstik posted:If you're in a mountain then you'll need to place a beacon outside, otherwise the stuff you buy will land in odd places or possibly on top of the mountain you're in, making it in inaccessible. Unless something changed in A10 this isn't correct. Goods just come down to the closest outside tile, and it's very consistent.
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# ? May 22, 2015 10:48 |
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Sub Rosa posted:Unless something changed in A10 this isn't correct. Goods just come down to the closest outside tile, and it's very consistent. This isn't true. I have had them drop a good distance away from the closest outside tile.
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# ? May 22, 2015 19:27 |
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Go look at some of the poo poo in the change log:quote:Added IED bomb trap.
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# ? May 22, 2015 20:08 |
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Wait so they can build automated sentry turrets and power generators but they have to improvise bombs?
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# ? May 22, 2015 22:08 |
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An IED is any explosive that is used outside of its explicit purpose. So, a HE RPG warhead hooked up to a detonator is an IED, depsite being a perfectly functional and intricate explosive. So, unless someone mass produces big remote detonated bombs for blowing up raiders, putting a bunch of dynamite in a hole and blowing it up when someone goes past is an IED. If I had to guess, I would imagine the IED uses mortar ammo or something as a building material, so it'd presumably be a mortar shell with a detonator attached, which is how a lot of real life IEDs are made.
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# ? May 22, 2015 22:11 |
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Baby steps guys, it's only the second kind of trap he's added.
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# ? May 23, 2015 01:37 |
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wolfman101 posted:This isn't true. I have had them drop a good distance away from the closest outside tile. It has been very consistent for me across multiple games in multiple worlds and I always bore into mountains so I dunno.
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# ? May 23, 2015 09:43 |
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OwlFancier posted:An IED is any explosive that is used outside of its explicit purpose. I know. My point is why not make a bomb for the express purpose of blowing up a raider when you clearly have the means to do so, given other available equipment. I honestly just think he wanted to use the association with the word IED, needlessly in my opinion. It's kind of cheap.
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# ? May 24, 2015 01:14 |
Opal posted:I know. It may just be the rough draft and change in later versions. I believe other weapons had sort of oddly specific names that were later changed to more generic versions without specific connection back to current times.
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# ? May 24, 2015 01:30 |
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So I have a question about personal shields. I know they block firearms and energy weapons, but can a grenadier with a shield throw grenades still? I've got this idea about shielded grenadiers with power claws or scyther claws for close work. Is this a possible way to get some ranged damage with solid melee? I'm assuming a grenadier with claws would chuck grenades and then use their claws for melee. I would test this myself but I lack the equipment and stuff. Anybody tried this?
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# ? May 24, 2015 18:05 |
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I feel like I keep having to micromanage my crops. They plant/harvest no problem but when it comes to hauling the crop back to the storage room they seem to wait until they rot. Any solutions?
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# ? May 24, 2015 18:59 |
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Dedicated haulers who have no other jobs, or with hauling set to a higher priority manually.
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# ? May 24, 2015 19:19 |
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Avernus posted:So I have a question about personal shields. I know they block firearms and energy weapons, but can a grenadier with a shield throw grenades still? I've got this idea about shielded grenadiers with power claws or scyther claws for close work. Is this a possible way to get some ranged damage with solid melee? I'm assuming a grenadier with claws would chuck grenades and then use their claws for melee. I would test this myself but I lack the equipment and stuff. Anybody tried this? I tried this with EMP grenades vs scythers, it doesn't work you'll just get the cannot shoot through shields message if you try, RIP BeefyMcBionic arms.
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# ? May 25, 2015 11:09 |
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That Guy Bob posted:I tried this with EMP grenades vs scythers, it doesn't work you'll just get the cannot shoot through shields message if you try, RIP BeefyMcBionic arms. Well poo poo. Well I'll prolly make a couple blade-handed cyborgs just for standard melee anyway.
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# ? May 25, 2015 15:48 |
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Opal posted:Wait so they can build automated sentry turrets and power generators but they have to improvise bombs? Some of the early alphas had Blasting Charges as a thing you could build. They were spectacular for dealing with the human wave attacks of raiders that the storytellers would spawn at you. They were removed after a couple of revisions, glad to see them making a comeback of sorts.
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# ? May 25, 2015 19:58 |
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Yeah even for a game involving forced murder corridors they were pretty cheesy. Give the AI cover, place bomb on cover, RIP enemy.
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# ? May 25, 2015 20:46 |
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Do cryo caskets pretty much freeze everything, including aging? I'm thinking of turning a few high skilled fighters into cybernetic murderers and keeping them on ice when the fight ain't big enough to warrant waking them. I think I saw somebody else earlier in the thread talking about it but has anybody gone to the trouble?
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# ? May 26, 2015 01:14 |
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Cryo essentially freezes people as they are, stops aging, death from sickness or wounds, anything. Downside is I belive there is now a cryosickness condition that will occur if you wake them up, so you would need to wake them up in advance of a fight.
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# ? May 26, 2015 01:33 |
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OwlFancier posted:Cryo essentially freezes people as they are, stops aging, death from sickness or wounds, anything. Hrm, that doesn't sound too bad for sieges. I keep a dozen mortars I like to mercilessly bombard their camps with. Since mortars are so inaccurate that should leave plenty of time for my ageless death machine to shake off the freezer burn.
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# ? May 26, 2015 01:54 |
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I still haven't been able to really get a settlement started in the new version. there's one reason for this: Bad Back. Every single time iv'e tried to begin, 90%-100% of my starting colonists have a bad back. It's just absolutely crippling to the fort. They move so slow that nothing get done and move even slower when hauling things. Iv'e even tried to be a wuss and use prepare carefully to get some extra help but it just means more people crawling around at the speed of snails. Since they take an entire day (sometimes two) to haul one thing, they never get any sleep or food, so they'er all starving, tired and unhappy, falling down where they stand to sleep and then getting mad that it happened. It's not like they're all old, either. Most of them are around 30-50, except an 80 year old mercenary who's got a bad back, a bum leg and cataracts. He's also started with level 10 (!!!) shooting, though. I had one person out of 6 not have a bad back and they basically had to run everything. That is, until they got a leg and arm shot off by a raider because fort geezer was taking too long to come and help out in the fight. When they did arrive, one of the old assholes promptly shot him in the face instead of the raider three tiles to his right. He's still alive, but now he's bedridden, missing two limbs and suffering from brain damage. My entire settlement now consists of a bunch of people who never learned to lift with their legs and a mentally retarded cripple iv'e nicknamed stumpy. How do I fight back against the legions of workers comp collectors that make up every settlement iv'e attempted in the new version?
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# ? May 26, 2015 02:13 |
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You shouldn't be reliable getting that condition below age fifty or sixty. Reroll colonists until they're below that age, or go for younger still if you want to completely avoid it.
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# ? May 26, 2015 02:19 |
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Yeah I've gotta say, I rarely have colonists with age-related health ailments below 50 years old. I think you must be having a ton of bad luck or something. Speaking of 10 shooting guy with cataracts though, I've started a few colonies with those and I wish there was a more intuitive display of how disabilities (or bionic enhancements, or any other modifiers) affect skills, like if the skills display showed you "Nominal Skill" vs. "Effective Skill".
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# ? May 26, 2015 02:24 |
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Pornographic Memory posted:Yeah I've gotta say, I rarely have colonists with age-related health ailments below 50 years old. I think you must be having a ton of bad luck or something. If you select the colonist, you can click the little i in the bottom left panel to bring up a massive list of stats and how they're calculated, much, much more detailed than the skill levels.
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# ? May 26, 2015 02:27 |
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OrangeSoda posted:I still haven't been able to really get a settlement started in the new version. there's one reason for this: Bad Back. If you're using Edb prepare carefully you can turn off generate old injuries like so: Or just go and edit the save to remove the injuries I guess: code:
code:
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# ? May 26, 2015 10:28 |
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Older people generally have higher level skills(this isn't definite though, I've had some crazy skilled 19 year olds) but more likely to have permanent injuries/blindness/whatever. Not realizing this I totally hosed my first base post age matters patch. I had a pile of guys with sweet skills. Start up, "oh hey why is everyone so slow. Oh they are all 60 year old cripples"
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# ? May 26, 2015 21:03 |
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I'm currently watching my colonists eat frozen, raw potatoes rather than put them into nutrient paste hoppers. Can anyone please help explain why they're this retarded?
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# ? May 27, 2015 17:53 |
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Yousomuscle posted:I'm currently watching my colonists eat frozen, raw potatoes rather than put them into nutrient paste hoppers. Can anyone please help explain why they're this retarded? Check the priority of your hoppers, if the stockpile is a higher priority, they'll never load the hoppers.
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# ? May 27, 2015 17:56 |
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So I've never used nutrient paste. Is it a great way to go?
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# ? May 28, 2015 00:44 |
Tsyni posted:So I've never used nutrient paste. Is it a great way to go? Eh, if you're low on food and time. The paste dispenser are about 10% more efficient with the research (9 units of food used instead of 10 for a simple meal) and the malus mood for the paste is less then the raw food malus. I keep one around in my prison so prisoners can feed themselves which save the colonists some work, but ideally you shouldn't need to rely on it. Oh, another fringe benefit, I don't think your colonists will have to worry about food poisoning with it.
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# ? May 28, 2015 02:56 |
Donkringel posted:I keep one around in my prison so prisoners can feed themselves which save the colonists some work, but ideally you shouldn't need to rely on it. I thought they patched this out
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# ? May 28, 2015 14:16 |
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ChickenWing posted:I thought they patched this out I believe it's intended behavior.
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# ? May 28, 2015 16:42 |
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# ? May 22, 2024 07:10 |
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Are you a bad enough dude to test Rimworld? The dev is asking for testers for Alpha 11 (and possibly beyond).
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# ? May 29, 2015 23:07 |