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I wanted to start a new game but now I don't want to play until all that cool caravan stuff is released
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# ? Nov 8, 2016 02:57 |
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# ? May 22, 2024 07:40 |
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It's kind of a silly thing to be annoyed by, but has anybody made a mod for the Medieval Times mod that removes all the extra crap from the descriptions of the items it adds? Or at least moves it to the ends, so that the tooltips match the other stuff in the construction menus.
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# ? Nov 8, 2016 03:31 |
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i really want to play the caravan update
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# ? Nov 8, 2016 04:18 |
Well, my first colony has gone horribly, horribly wrong. I had a massive lightning storm and figured that those fires would burn themselves out. I was wrong. The map has been scoured of vegetation, my doctor, who based bitten horribly by a crazed rabbit, went insane trying to stop the blaze and beat my only other firefighter to the point where she couldn't move and thus was consumed by flames, Raiders came as my other colonist was trying to rescue people and shot him, so he is wounded and his wounds are infected. The only colonist who is "okay" is my slightly burned pyromaniac who is currently trying to help the other two survivors despite no medical training, no supplies, and a camp that has burned to the ground. (Also almost no wood left)
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# ? Nov 8, 2016 04:26 |
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Component construction is a total trap, they take so long to make with the bench, and quite a lot of steel and when you combine that with paying 30 components for the bench it takes waay too long just to recover the components you spent for the piece of poo poo bench. Have your colonists produce extra meals, drugs and furniture for sale and just pay for them from traders. Also if you get high reputation with a faction, the cost of trade caravans falls to 300 silver instead of 600, and it really only takes 300ish silver in donations to bump them up to that level of friendliness.
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# ? Nov 8, 2016 04:28 |
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Just had a solid week of fallout kill every animal on the map that wasn't already domesticated and under my care. I wasn't dependent on them for food, but nonetheless. Also my first colonist died of infection at 99% immunity
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# ? Nov 8, 2016 06:47 |
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Recently I've been getting back into Prison Architect. I will never take for granted how moddable Rimworld is again. So many issues with that game that could be fixed if it had a modding community like Rimworld. Thank you Conan Morelesster.
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# ? Nov 8, 2016 14:04 |
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Katsuma posted:I'm pretty sure the tailoring bench that comes with the Medieval mod lets you deconstruct simple clothing and get some of the cloth/materials back. Not even that. You should have a standard tailoring bench and a "tailors loom". The loom can be used to salvage textiles from clothes. You can need a smelter (which you can get with the medieval mod early) to get metal from clothes.
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# ? Nov 8, 2016 15:13 |
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Hieronymous Alloy posted:Ok I'm seeing conflicting information. What's the minimum bedroom size to avoid bad thoughts, and what's the minimum work / rec / dining room size to get good thoughts? Bedrooms: A clean 1x2 is sufficient to avoid any negative bedroom thoughts (unless they have a lover). A 2x2 is sufficient to get an impressive bedroom buff, if you put a masterwork silver royal bed in it. For other rooms, getting the spacious buff requires a minimum of 7x7, with nothing in it, so in practice you need at least 7x8, and the pawn can't me up against the sides of the room (a pawn must be at least two tiles away from a wall to get the spacious room buff. yes, this is dumb). Getting an "impressiveness" rec/dining room buff mostly depends on having art in it. Two reasonably high quality wood grand statues will make pretty much any room impressive. This album has some good "minimum" layouts to get the spacious interior buff.
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# ? Nov 8, 2016 21:23 |
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Zhentar posted:Bedrooms: A clean 1x2 is sufficient to avoid any negative bedroom thoughts (unless they have a lover). A 2x2 is sufficient to get an impressive bedroom buff, if you put a masterwork silver royal bed in it. I love how much detail is in this game that room designs are planned out like this. There really is a lot of unappreciated complexity to colonist psychology. I feel like I've been running into problems with colonist mood because I've been ignorantly building hellholes that my colonists hate, much like the Standing Room Only poster from the other page.
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# ? Nov 8, 2016 21:29 |
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I've got an electric tailoring bench with a pants bill, two perfectly healthy colonists with tailor enabled, and lots of leather. How come my guys won't make pants?
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# ? Nov 8, 2016 21:31 |
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Huskalator posted:I've got an electric tailoring bench with a pants bill, two perfectly healthy colonists with tailor enabled, and lots of leather. How come my guys won't make pants? Some clothing can only take certain types of fabric to make, which I found out with tuques and parkas. Check the bill details to see if your colonists don't know how to make leather chaps.
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# ? Nov 8, 2016 21:32 |
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Also, they can only be made out of a single kind of leather. 10 stacks of 20 leather all from different kinds of animals won't make you anything.
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# ? Nov 8, 2016 21:39 |
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Do you have enough leather of one type? I don't think you can mix together leather from different animals. mod idea: assless chaps that take slightly less leather than regular leather pants
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# ? Nov 8, 2016 21:40 |
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Zhentar posted:Bedrooms: A clean 1x2 is sufficient to avoid any negative bedroom thoughts (unless they have a lover). A 2x2 is sufficient to get an impressive bedroom buff, if you put a masterwork silver royal bed in it. This is awesome and should really go in the OP.
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# ? Nov 8, 2016 21:58 |
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On that note, the OP still mentions Alpha 14. Get on it, OwlFancier!
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# ? Nov 8, 2016 22:03 |
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For the lost tribe scenario should I be pushing for complex clothing right away? That's been my usual plan since I can't think of any other way to survive the winter
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# ? Nov 8, 2016 22:16 |
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Zhentar posted:Bedrooms: A clean 1x2 is sufficient to avoid any negative bedroom thoughts (unless they have a lover). A 2x2 is sufficient to get an impressive bedroom buff, if you put a masterwork silver royal bed in it. this picture is loving killing me EDIT: VVV It's making me laugh my rear end off, imagine trying to work in a hospital set up with all the beds circling the single vitals monitor hooked up to all eight of them Danaru fucked around with this message at 22:43 on Nov 8, 2016 |
# ? Nov 8, 2016 22:32 |
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Why is it killing you, Danaru?
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# ? Nov 8, 2016 22:40 |
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Danaru posted:
Should be a swastika tbh, guess I have an idea for my next base. E; Didn't notice the vitals monitor feeding all of them, guess the swastika is out
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# ? Nov 8, 2016 22:44 |
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Can you operate and install bionic limbs on healthy colonists? Or do they have to be missing a limb first? Basically I wanna create a bionic super soldier.
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# ? Nov 9, 2016 00:40 |
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Deketh posted:Can you operate and install bionic limbs on healthy colonists? Or do they have to be missing a limb first? Basically I wanna create a bionic super soldier. If you have a bionic limb you can install it on a healthy colonist, yeah.
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# ? Nov 9, 2016 00:41 |
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Deketh posted:Can you operate and install bionic limbs on healthy colonists? Or do they have to be missing a limb first? Basically I wanna create a bionic super soldier. Make the million dollar man of your dreams, my friend.
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# ? Nov 9, 2016 00:52 |
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Is there a mod that gives bionic spines, femurs, humerus, liver, etc? I have one that gives me all of that for animals, but I essentially want to borg all my people completely now that I am post scarcity and all I have left to build is defences. E1: E2: Image rehosted, steam doesn't like image leaching, apparently. McGiggins fucked around with this message at 07:39 on Nov 9, 2016 |
# ? Nov 9, 2016 00:59 |
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Danaru posted:
Doesn't the vitals monitor specifically say it only affects one bed
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# ? Nov 9, 2016 01:14 |
McGiggins posted:Is there a mod that gives bionic spines, femurs, humerus, liver, etc? Does the planet change with the seasons?
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# ? Nov 9, 2016 01:37 |
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I'm thinking of coming back to this game having not played it in a while and- woah . . . what's going on with those screenshots? You can travel across the world map now?
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# ? Nov 9, 2016 14:41 |
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Azhais posted:Doesn't the vitals monitor specifically say it only affects one bed It says "A bed can only be hooked up to one vitals monitor" implying that a bed can't utilize two monitors. It doesn't mention anything about a max limit for how many beds can be hooked up to a single monitor.
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# ? Nov 9, 2016 15:45 |
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Drunk in Space posted:I'm thinking of coming back to this game having not played it in a while and- woah . . . what's going on with those screenshots? You can travel across the world map now? That's for an upcoming alpha, so not yet
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# ? Nov 9, 2016 16:05 |
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I just wish it wasn't so emasculating to play Randy Gentle
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# ? Nov 9, 2016 16:14 |
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Sunblood posted:It says "A bed can only be hooked up to one vitals monitor" implying that a bed can't utilize two monitors. It doesn't mention anything about a max limit for how many beds can be hooked up to a single monitor. God loving dammit, you're right. I feel dumb for not realizing this. But probably I'm going to continue to build my hospitals the 'correct' way for the same reason that I build workshops to leave clear walkways even though the pawns ignore them and crawl all over the work tables to get fresh raw materials from the production-floor stockpiles. e: not-quite-ocd which applies only to video game living/working environments, for clarity
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# ? Nov 9, 2016 17:17 |
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LonsomeSon posted:God loving dammit, you're right. I feel dumb for not realizing this. Hello my dear Internet twin I am the same and it's terrible, I am never even happy with how it looks, which you'd think would be the one upside.
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# ? Nov 9, 2016 18:48 |
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LonsomeSon posted:God loving dammit, you're right. I feel dumb for not realizing this. I thought the same thing for a long time, before I saw someone else's setup that had multiple beds to one monitor. It's poorly worded.
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# ? Nov 9, 2016 18:58 |
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LonsomeSon posted:God loving dammit, you're right. I feel dumb for not realizing this. Yeah I will never build "perfectly optimal" setups because they look ugly and unlivable. I want my colonies to seem real, for RP purposes.
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# ? Nov 9, 2016 19:30 |
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LonsomeSon posted:But probably I'm going to continue to build my hospitals the 'correct' way for the same reason that I build workshops to leave clear walkways even though the pawns ignore them and crawl all over the work tables to get fresh raw materials from the production-floor stockpiles. That annoys me to no end too. I started building workbenches into little 3x1 recessions in the wall just to keep the pawns from deciding that over the workbench is the fastest way to walk.
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# ? Nov 9, 2016 19:30 |
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Danaru posted:
One note about this layout - the bottom two beds won't be able to watch TV. Pawns in bed can't watch anything behind the head of the bed.
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# ? Nov 9, 2016 19:31 |
Cup Runneth Over posted:Yeah I will never build "perfectly optimal" setups because they look ugly and unlivable. I want my colonies to seem real, for RP purposes. Yeah, I always try to strike a median between aesthetics and functionality. In Dwarf Fortress that usually meant I ended up building fractal setups but mining is a lot less viable in this game and fractal setups requiring mining to work because otherwise they have too much "surface area" to defend at once. I think what I need to do is sit down and figure out exactly which rooms I need, what size each of them needs to be, and then see if I can fit them into appropriately sized "blocks" -- i.e., four 9x12 rooms, four 8 x 11 rooms, etc., with three-tile-wide hallways between. I really don't like this whole "bedrooms just need to be two tiles because there's no debuff while asleep" rationale though. Bedrooms in the early fort especially fill too many roles, depending on things like if your hospital gets flooded, you get a prisoner wave, etc., so sometimes people spend a lot of time in their bedrooms.
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# ? Nov 9, 2016 19:45 |
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The amount of variables in play mean that "optimal" room sizes and things don't really matter a lot. Just build nice big main rooms like dining and rec, and give people whatever size room you can, bigger is easier to make impressive, but build what you like the look of. If you build it too big you will just find it easier to get impressive bonuses from it, build it smaller and it's easier to heat so less cold/hot sleep penalties. There's no real "optimal" design for a lot of the base, because you can use a lot of different approaches to achieve the same effect, it depends on what you have access to.
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# ? Nov 9, 2016 19:58 |
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My colonists spend like 90% of their time meditating in their bedrooms, I swear to loving god they do
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# ? Nov 9, 2016 19:59 |
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# ? May 22, 2024 07:40 |
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My guys crush smokeleaf and beers.
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# ? Nov 9, 2016 20:17 |