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Zhentar
Sep 28, 2003

Brilliant Master Genius
Clear the animal's master (since it doesn't matter for non-bonded animals if you don't want them running into battle), or install the PetFollow mod.

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Azhais
Feb 5, 2007
Switchblade Switcharoo

Zhentar posted:

Clear the animal's master (since it doesn't matter for non-bonded animals if you don't want them running into battle), or install the PetFollow mod.

I have a designated pacifist on any suitably sized colony that just gets all bonded animals assigned to him during raids so they all stay drafted and sequestered deep in the base to avoid any bonded animal incidents.

Coolguye
Jul 6, 2011

Required by his programming!
on a somewhat related note, what was the procedure for getting animals in cryptosleep pods again for evacuation

i have a labrador retriever that landed with me on this hellhole and she's lost her tail and one of her paws to this planet, i will be damned if she loses anything else

Azhais
Feb 5, 2007
Switchblade Switcharoo

Coolguye posted:

on a somewhat related note, what was the procedure for getting animals in cryptosleep pods again for evacuation

i have a labrador retriever that landed with me on this hellhole and she's lost her tail and one of her paws to this planet, i will be damned if she loses anything else

It was like "euthanize them, but between the anesthetic and the actual deed order someone to stuff them in a pod"

Coolguye
Jul 6, 2011

Required by his programming!
so save first in case someone does something retarded, got it

Cup Runneth Over
Aug 8, 2009

She said life's
Too short to worry
Life's too long to wait
It's too short
Not to love everybody
Life's too long to hate


Coolguye posted:

so save first in case someone does something retarded, got it

Yeah, set them to be euthanized. Someone will come and put them in a sleeping spot under anesthetic. Then, cancel the euthanasia order, which will leave them "downed" because they can't move, and need to be rescued. You can then right-click on them and say to either take them to bed or put them in a cryptosleep casket. The latter allows you to put them on your ship, and they will be counted on the victory screen as a pawn you helped escape.

vandalism
Aug 4, 2003

Coolguye posted:

any training you do will override that crap unfortunately. when you draft the colonist, their animals form up on them and that is a serious problem in some cases; I would really prefer it if I could tell the animals to stay back or just stay away because a lot of them wander into my kill zones and get hit by stray bullets and poo poo.

What if you assign them as having no master?

Walton Simons
May 16, 2010

ELECTRONIC OLD MEN RUNNING THE WORLD
Second 81 days under Randy Rough, kind of fun to keep track of how harsh he's being or not (non-storyteller random events included)

Azhais
Feb 5, 2007
Switchblade Switcharoo
Nice that you're getting useful drops. My last one was like 81 peg legs

Walton Simons
May 16, 2010

ELECTRONIC OLD MEN RUNNING THE WORLD
Hah, just had 44 artillery shells drop, too.

yoloer420
May 19, 2006
I love seiges. You just have to take them out before they build. Such great resource drops. So many components.

Baloogan
Dec 5, 2004
Fun Shoe

Azhais posted:

Nice that you're getting useful drops. My last one was like 81 peg legs

sounds like its time to start chopping

Walton Simons
May 16, 2010

ELECTRONIC OLD MEN RUNNING THE WORLD
My colonist who refuses to do anything but tame animals out of combat has has finger torn off and an eye put out by and ostrich.

What a shame.

Coolguye
Jul 6, 2011

Required by his programming!

vandalism posted:

What if you assign them as having no master?

this does work but requires lots of fiddling in the case of bonded animals, and this game is super fiddly already, ugh

on a somewhat unrelated note, what do you guys use for trade and how fast does it get you what you want? i peeked at the steam forums today and there are the occasional people saying they built up and escaped in ~5 seasons. i'm currently in season 8 and while i have the fundamentals for an escape there's just absolutely no way i am ready right now, and i probably won't be for another year at least. mostly i've been selling food, drugs, and occasionally art and animals (mostly baby boars) in exchange for steel, components, and plasteel. i've really only had one major distracting purchase (a power claw for a colonist who spawned onto the map missing her left hand) but i have enough materials for half the critical parts of the ship, and one or two of the required 13 cryptosleep pods. my trader has 13 social, but still always trading at like 50% of overall market value just absolutely kills momentum.

Walton Simons
May 16, 2010

ELECTRONIC OLD MEN RUNNING THE WORLD
Just whatever there's a surplus of, which is usually leather, old clothes, weapons taken during raids and drugs I get from drops. I try to concentrate on making sure the colony is safe from any threats, I'll only go looking for trade when there's nothing my colonists can do directly to help build the ship. Then I'd look at what the colonist specialises in.

OwlFancier
Aug 22, 2013

Generally crops are best for trade, becase they're the only thing you can really produce, everything you dig up you need anyway, and it's hard to add value through labour to existing resources (unless you roll a really loving good quality you're not going to make a profit) so just grow as much as you possibly can.

Fill your fort with vast freezers full of corn, sell spacemen enough corn to create an artificial planetoid out of it, buy spaceship parts.

I suppose you could try selling animal products as well if you wanted, or just farming huge numbers of chickens and selling all the cocks/eggs when you can, but that requires lots of food as well so you might as well save the headache.

Your other option, I suppose, is butchering everyone you kill, and cutting apart everyone you knock out, and selling organs/human meat/human leather, all of which are relatively valuable.

Coolguye
Jul 6, 2011

Required by his programming!
so how in gently caress's name are we talking about getting off the world in a year and change, that doesn't make sense

OwlFancier
Aug 22, 2013

Coolguye posted:

so how in gently caress's name are we talking about getting off the world in a year and change, that doesn't make sense

With difficulty considering it would take probably that long to research the ship parts if you went for nothing else and had a really good researcher. Conceivably you could mine everything out if you roll one researcher and two miners, then devote all your effort to mining and just launch with three people into space but that seems odd unless you're deliberately trying to speedrun it. I suppose you could live off hunting for a while, or just gather berries if you embark somewhere with no cold season.

WhiskeyJuvenile
Feb 15, 2002

by Nyc_Tattoo
Why would you want to leave

I came to establish a foothold on new worlds for mankind

Eiba
Jul 26, 2007


I terms of what to sell... I had assumed drugs would be the best value, but I haven't actually been wowed by them. I'm tempted to just grow insane amounts of corn to see how that is by contrast.

Coolguye posted:

this does work but requires lots of fiddling in the case of bonded animals, and this game is super fiddly already, ugh
Does it? On the animal screen you've got all the animals in a row and a button to unbind (or bind) each of them right there.

I had like half a dozen tamed boars start to come running when I drafted my animal worker, and one "oh poo poo" pause later and a few clicks, they were all meandering safely back to the barn.

That screen also lets you quickly relocate animals to different areas- I set up an animal safe zone in someone's room for when I thought the barn was in danger, and a zone in the animal corpse stockpile for when it's time to cull some pigs, and it's really easy to transfer animals en masse that way.

This game is super fiddly, but animal management is one of the more streamlined areas, in my experience.

wynter necr0
Sep 23, 2016

by FactsAreUseless
I hate getting my fort taken over and my dwarves' legs broken by goblin invaders. The balance between exploration and building your dwarf fortress defenses, wealth and militia are critical, especially as you progress through time. Dwarves do have to look out for goblins in this fictional story, and you can't live on corn vegetables and meat in a magical world forever. Plant gathering is another often overlooked source of food as shrub harvesting doesn't often yield edible plants.

Coolguye
Jul 6, 2011

Required by his programming!

Eiba posted:

I terms of what to sell... I had assumed drugs would be the best value, but I haven't actually been wowed by them. I'm tempted to just grow insane amounts of corn to see how that is by contrast.
i'd be interested in hearing this result

and yeah you're right, the animals tab does exist, but it's still basically 2x + 2 clicks every time an aggressive event happens, which is fffffffffffffffffffffffffffffffffffffffffffffffff

Away all Goats
Jul 5, 2005

Goose's rebellion

From what I've read on the official forums the best cash crop is actually beer. Considering how long it takes to brew+labor requirements I doubt they used that to get off the planet in half a year though.

OwlFancier
Aug 22, 2013

Eiba posted:

I terms of what to sell... I had assumed drugs would be the best value, but I haven't actually been wowed by them. I'm tempted to just grow insane amounts of corn to see how that is by contrast.

Does it? On the animal screen you've got all the animals in a row and a button to unbind (or bind) each of them right there.

I had like half a dozen tamed boars start to come running when I drafted my animal worker, and one "oh poo poo" pause later and a few clicks, they were all meandering safely back to the barn.

That screen also lets you quickly relocate animals to different areas- I set up an animal safe zone in someone's room for when I thought the barn was in danger, and a zone in the animal corpse stockpile for when it's time to cull some pigs, and it's really easy to transfer animals en masse that way.

This game is super fiddly, but animal management is one of the more streamlined areas, in my experience.

Drugs might actually be quite profitable now that you mention it, I forgot they were producible now.

Grow huge amounts of weed and sell it to the spacemen. I mean you can't eat weed which makes it less useful than corn but it might be more profitable as a cash crop? Space coke too is pretty valuable per-unit, not sure how hard it is to refine.

Away all Goats posted:

From what I've read on the official forums the best cash crop is actually beer. Considering how long it takes to brew+labor requirements I doubt they used that to get off the planet in half a year though.

Beer is certainly valuable, though I dunno how/if that's changed with the addition of the fermenting step.

I suppose it also doubles as a weapon if you want to make a themed colony.

Nut to Butt
Apr 13, 2009

by FactsAreUseless
i used to sell beer and fine art for cash.

now, i sell space-blunts to my local tribals :whatup:

Zhentar
Sep 28, 2003

Brilliant Master Genius

OwlFancier posted:

Generally crops are best for trade, becase they're the only thing you can really produce, everything you dig up you need anyway, and it's hard to add value through labour to existing resources (unless you roll a really loving good quality you're not going to make a profit) so just grow as much as you possibly can.

Most crafted items have a market value determined from a formula that combines the value of the resources it's made out and the work required to make it. Which means labor is guaranteed to add value, and if the item has quality and the maker is is at least skill level 9, on average you will increase the value of the resources (other than silver) as well.

Sculpting is by far the most material efficient option for turning labor into market value. If you want to sell resources, construction is a far more time efficient option (since construction speed goes all the way up to 350% while crafting speeds aren't affected by skill) - build single beds or equipment stands.

OwlFancier
Aug 22, 2013

I suppose if you do build a bunch of junk out of marble bricks you can sell them for something it's true, but I've never been able to make very much money from doing that, and you certainly can't buy goods, make them into something, and sell the result for a profit. I'm sure suboptimal quality items also do lose money, because you can buy lovely quality art from traders and it's cheaper than buying the materials they're made of.

If you have a bunch of shite lying around and you want to hawk it then with a good crafter you will probably get a bit more cash for making stuff out of it, but generally the stuff you have a lot of isn't worth very much at all at market, because you have shitloads of it, and that doesn't improve significantly with crafting.

Rare stuff will allow you to multiply the time you spend crafting in terms of return value but rare stuff is something you generally have to buy anyway, so you can't turn a profit on crafting it.

I guess my argument would be that crafting as a method of value production is just so far behind farming in terms of labor>value produced, both market and otherwise, that I wouldn't suggest bothering with anything else. Even a really lovely grower can still put plants down and every one they plant will give you a strong chance of making like $15-$20 or so if it's a good crop. Nothing else really gives that sort of return. You have an abundance of time but a limited amount of labour.

Crops aren't worth a lot either but you can produce thousands upon thousands of them each harvest with even a modest farm, and you require no material input either, there's nothing to stop you carpeting every square inch of arable land in the vicinity of your colony in fields, who cares if some get eaten or blown up? You've got more.

OwlFancier fucked around with this message at 02:22 on Sep 23, 2016

Eiba
Jul 26, 2007


Away all Goats posted:

From what I've read on the official forums the best cash crop is actually beer. Considering how long it takes to brew+labor requirements I doubt they used that to get off the planet in half a year though.
Cool. I couldn't find a thread of the official forum, but there is a reddit thread, where Tynan actually says he'll be re-balancing them for the next version.

I didn't go super into it, but it looks like the analysis doesn't really take into consideration soil fertility for one thing (flake becomes better in hydroponics, by this guy's standards, but I'm not sure about regular rich soil). I'm also not entirely convinced by how he values time, space, and work. Hops require much more frequent harvesting and agricultural labor, not to mention the most infrastructure by far. Fermenting takes a long time, but zero work, and doesn't take up crop space (so you can be growing the next batch). But the fact that psychoid is so profitable even though it takes forever to grow makes me think it's a better crop for scaling up massively, as your farmers won't have to run around as much.

They also require different skills for processing- crafting for smokeleaf and flake, and cooking for beer, so that's situational.

And they don't even try to compare it to corn/simple meals or even straight cotton (which sells surprisingly well) or anything like that.

It's kind of amazing how all the numbers are sitting right there and no one's put them together in a sensible way. That said, I'm sure as heck not going to bother doing it myself.

FeculentWizardTits
Aug 31, 2001

WhiskeyJuvenile posted:

Why would you want to leave

I came to establish a foothold on new worlds for mankind


I think this would make a pretty neat endgame. Once your colony reaches a certain point, you can elect to send three people off to a different part of the map to found a new settlement and essentially start a new game+ with some increased interaction/relations between your old and new towns. Switching the premise from castaways to frontier pioneers would require surprisingly few changes.

Coolguye
Jul 6, 2011

Required by his programming!
I really don't get how farming can be so drat hard in this game.

I've now had 2 huge food scares, going from 150+ meals to <30 in about a month game time because even though I diligently designate another 5x7 plot of edible foodstuff (minimum) every time I get a new colonist. It's like every so often the crops will just completely fail to come up out of the ground and I have no warning this is happening until the low food thing comes up and I realize there's nothing in the freezers to cook, so then there's a frantic rush to get a drafted 'hunter' out to every bit of game on the map to get at least some food coming in.

Babe Magnet
Jun 2, 2008

Spakstik posted:

I think this would make a pretty neat endgame. Once your colony reaches a certain point, you can elect to send three people off to a different part of the map to found a new settlement and essentially start a new game+ with some increased interaction/relations between your old and new towns. Switching the premise from castaways to frontier pioneers would require surprisingly few changes.

this would also be amazing for community saves like people do with dwarf fortress. Keep passing the save around at each completion until someone fucks up and kills everyone

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


I just wanted some meat and leather to make jackets... :rip: Engie



Can't believe we got owned by a pack of deer. Also Spider's stomach got destroyed in a gunfight with raiders. How can I fix that? I think I saw someone say its not through normal organ harvesting?

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart

Coolguye posted:

on a somewhat unrelated note, what do you guys use for trade and how fast does it get you what you want? i peeked at the steam forums today and there are the occasional people saying they built up and escaped in ~5 seasons. i'm currently in season 8 and while i have the fundamentals for an escape there's just absolutely no way i am ready right now, and i probably won't be for another year at least. mostly i've been selling food, drugs, and occasionally art and animals (mostly baby boars) in exchange for steel, components, and plasteel. i've really only had one major distracting purchase (a power claw for a colonist who spawned onto the map missing her left hand) but i have enough materials for half the critical parts of the ship, and one or two of the required 13 cryptosleep pods. my trader has 13 social, but still always trading at like 50% of overall market value just absolutely kills momentum.

Crafted items are way more profitable than raw materials if you have a good craftsman. Throw down a crafting spot and start converting wood to short bows and clubs as practice immediately, once at 15 and more skill you're firmly into positive price multiplier territory. Make tuques and tshirts for sale once you get to tailoring, more complex weapons and clothes require too much work for the payoff. Deep mining can get you all the steel and plasteel you need for shipbuilding way faster than trading for it though.

Pyromancer fucked around with this message at 09:28 on Sep 23, 2016

Coolguye
Jul 6, 2011

Required by his programming!
Yeah I built a deep drill yesterday, hit silver, that was pretty cool. Do deep veins ever run out?

Overwined
Sep 22, 2008

Wine can of their wits the wise beguile,
Make the sage frolic, and the serious smile.

Coolguye posted:

Yeah I built a deep drill yesterday, hit silver, that was pretty cool. Do deep veins ever run out?

In the video Tynan did introducing the patch, he said they did.

Zhentar
Sep 28, 2003

Brilliant Master Genius

OwlFancier posted:

I suppose if you do build a bunch of junk out of marble bricks you can sell them for something it's true, but I've never been able to make very much money from doing that, and you certainly can't buy goods, make them into something, and sell the result for a profit. I'm sure suboptimal quality items also do lose money, because you can buy lovely quality art from traders and it's cheaper than buying the materials they're made of.

If you have a bunch of shite lying around and you want to hawk it then with a good crafter you will probably get a bit more cash for making stuff out of it, but generally the stuff you have a lot of isn't worth very much at all at market, because you have shitloads of it, and that doesn't improve significantly with crafting.

Actually... you can. It's not particularly easy though, and you have to be very selective about which traders you buy & sell from. In the absolute best case, the resource value of a "Normal" quality item (or an item that doesn't have the quality) is 82% of the best case buy value on Rough & Intense difficulty, with a level 20 social trader, which means you only need to roll a 'Good' quality to break even on resource costs. But a more typical value would be 60% though, at which even Superior doesn't quite break even, so it is definitely not a good foundation for your economy.

Poor, Shoddy, and Awful have market value multipliers of 0.8, 0.6, and 0.4, respectively, so you're right that suboptimal quality items reduce the value of the resources in them. However, artwork and furniture are always in the "Normal" price category while most resources are in the "Cheap" category (gold and plasteel being the notable exceptions), which effectively makes the finished product sell for 75% more, so only Awful actually hurts the sellable value.

One other important thing I just learned... apparel and weapons have their sell values halved. Never make them to monetize resources, make furniture instead (armchairs or animal beds for textiles, and single beds, animal boxes, equipment stands, or stools for building materials).


OwlFancier posted:

I guess my argument would be that crafting as a method of value production is just so far behind farming in terms of labor>value produced, both market and otherwise, that I wouldn't suggest bothering with anything else. Even a really lovely grower can still put plants down and every one they plant will give you a strong chance of making like $15-$20 or so if it's a good crop. Nothing else really gives that sort of return. You have an abundance of time but a limited amount of labour.

They might give you that much market value, but traders keep them in the 'cheap' category, which cuts the sell value to 40% before considering other multipliers, while art and furniture are "Normal", with a 70% sell value. While the actual work of planting is quite small, there's also the cost of pawns running back and forth for the various steps (planting, harvesting, hauling the harvest). Which isn't to say that you're wrong, just that the difference is smaller than you think and it depends on having an efficient farming operation (and not getting hit with the wrong events), while an artist cranking out wood statues is pretty easy to sustain.

Mzbundifund
Nov 5, 2011

I'm afraid so.
Does anyone know how much materials you get for smelting a weapon? Is it always the same or is it a percentage of the construction cost or something? I've always just sold my junk raider weapons off and it occurs to me that I might have been wasting good steel selling off that 10% durability awful pistol.

Azhais
Feb 5, 2007
Switchblade Switcharoo
If any of you are current or former EVE players, dabigredboat is streaming rimworld for the first time right now if you're looking for a stream full of newbie mistakes

https://www.twitch.tv/themittanidotcom

Zhentar
Sep 28, 2003

Brilliant Master Genius

Coolguye posted:

Yeah I built a deep drill yesterday, hit silver, that was pretty cool. Do deep veins ever run out?

Each cell of the vein contains 150 units, so a deep drill over 9 cells of a vein can extract 1,350 units of material.

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Zhentar
Sep 28, 2003

Brilliant Master Genius

Mzbundifund posted:

Does anyone know how much materials you get for smelting a weapon? Is it always the same or is it a percentage of the construction cost or something? I've always just sold my junk raider weapons off and it occurs to me that I might have been wasting good steel selling off that 10% durability awful pistol.

25%. Weapons below 30% health or Awful/Shoddy quality are pretty much always worth smelting, I believe, and lower health & quality combos should also be better smelted but I'm not sure where the exact cutoff is offhand.

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