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botany posted:so. Hospital beds, full strength medicine, and a good doctor with 1 on his doctoring skill.
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# ? Jan 22, 2017 22:27 |
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# ? May 22, 2024 05:02 |
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Teikanmi posted:Hospital beds, full strength medicine, and a good doctor with 1 on his doctoring skill. hm cool i've so far researched one single thing since it's pretty much the start of the game (wasn't hospital beds)
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# ? Jan 22, 2017 22:30 |
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i think I'm good though, i've barely managed to get all 3 infected colonists to the immunity stage. edit: is it safe to let the newly immune people walk around and work even though they still have the plague? botany fucked around with this message at 22:34 on Jan 22, 2017 |
# ? Jan 22, 2017 22:31 |
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Zhentar posted:The first 50% of protection reduces damage taken from each hit. Each percentage point between 51% and 100% adds a 1% chance to deflect, eliminating all damage taken. So "100%" protection armor offers a 50% chance of taking 0 damage from a hit, and the hits you do take will do 50% damage. Past 100%, each percentage point adds 0.25% damage reduction and 0.25% deflection chance. So a 102% protection armor has a 50.5% chance of deflection and 50.5% damage reduction. ah I knew it wasn't going to be that big of a deal.
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# ? Jan 22, 2017 22:43 |
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botany posted:i think I'm good though, i've barely managed to get all 3 infected colonists to the immunity stage. Yeah they are neither in danger nor infectious at that point
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# ? Jan 22, 2017 22:56 |
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They're never infectious AFAIK. But if they were, they still would be while immune to it.
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# ? Jan 22, 2017 22:59 |
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Google Butt posted:I bought this last night. Is it generally best to learn the game without any mods first, or are there some necessary QOL types mods I should pick up? Play it, get annoyed, mod it. This may take only a few minutes or multiple days! Edit: Didn't refresh the page whoops.
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# ? Jan 22, 2017 23:04 |
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botany posted:i think I'm good though, i've barely managed to get all 3 infected colonists to the immunity stage. The disease stuff isn't really detailed at all. Pawns aren't infectious, they just got infected by the RNG at some point and the game didn't tell you until the disease had developed a bit.
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# ? Jan 22, 2017 23:11 |
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Slime posted:The disease stuff isn't really detailed at all. Pawns aren't infectious, they just got infected by the RNG at some point and the game didn't tell you until the disease had developed a bit. oh really! i saw some advice on the internet to wall off infected pawns so as not to spread the infection...
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# ? Jan 22, 2017 23:13 |
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Also a daily reminder that Penoxycyline will immediately jack immunity of most diseases to 60% on taking a dose. The item description makes it sound like it's preventative only, making it go from marginally useful to a miracle cure. The only part that sucks is it doesn't help with the flu.
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# ? Jan 22, 2017 23:17 |
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Need to learn how to just get all my pawns to take penoxalyne every week and stock it in the dinning room.
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# ? Jan 23, 2017 00:12 |
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Does anyone have some free newbie advice that can save me effort early on?
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# ? Jan 23, 2017 01:48 |
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Dejawesp posted:Does anyone have some free newbie advice that can save me effort early on? build a table and a couple of stools early, save yourself the dumbest -5 mood penalty
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# ? Jan 23, 2017 01:50 |
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Azhais posted:build a table and a couple of stools early, save yourself the dumbest -5 mood penalty Hey thanks. What should I research first and why?
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# ? Jan 23, 2017 01:55 |
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Uh, whichever one lets you use the electric cooking stoves. I tend to beeline microelectronics basics after that to get communications gear for trading, then defensive stuff.
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# ? Jan 23, 2017 01:58 |
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Heironomous Alloy wrote a pretty good guide. Bit of a read though, but skimming some of the initial stuff (colonist selection, where to settle as a beginner, etc) would be useful. http://steamcommunity.com/sharedfiles/filedetails/?id=813720217
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# ? Jan 23, 2017 01:58 |
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Galaga Galaxian posted:Heironomous Alloy wrote a pretty good guide. Bit of a read though, but skimming some of the initial stuff (colonist selection, where to settle as a beginner, etc) would be useful. Holy poo poo the book mod. That's a good pedigree. I'm going to read the whole thing.
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# ? Jan 23, 2017 02:02 |
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Galaga Galaxian posted:Heironomous Alloy wrote a pretty good guide. Bit of a read though, but skimming some of the initial stuff (colonist selection, where to settle as a beginner, etc) would be useful. I meant to say a couple of days ago, I read this through and it's Top Quality. Even as someone with a bit of time in the game it's good to brush up on the fundamentals, and this helped with that in a clear way.
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# ? Jan 23, 2017 02:15 |
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Is it better to build a bunch of separate buildings for your base or just one big one?
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# ? Jan 23, 2017 06:50 |
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Are your individual buildings/rooms fire proof? Cause a gigantic blaze turning everything, and everyone, you've worked on to cinders in front of your eyes is definitely a thing. Though I do tend to try to stick with one roofed in compound for winter time cold snaps and toxic fallout events and the like.
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# ? Jan 23, 2017 06:57 |
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prom candy posted:Is it better to build a bunch of separate buildings for your base or just one big one? Depends on where you are If you're building in an easy temperature biome you basically have to do separate buildings that enclose geothermal vents/growing areas/building areas until you get decent clothes that prevent heat stroke or hypothermia. If you're in an easy biome there's really no point to making separate bases unless you want the pawns to walk more for some reason
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# ? Jan 23, 2017 07:03 |
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It's always worth having an enclosed base, if for no other reason than to mitigate toxic fallout and making heating more efficient
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# ? Jan 23, 2017 07:59 |
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you needn't have an enclosed base to mitigate toxic fallout, you only need a rooftop. an entirely enclosed compound doesn't make a ton of sense in hotter biomes, but it's a requirement in colder ones. that's the basic rundown.
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# ? Jan 23, 2017 08:04 |
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Any map that has more predators than prey, or if you're farming in unenclosed spaces and don't want assholes to come eat up all your crops, you pretty much have to wall up at least somewhat.
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# ? Jan 23, 2017 08:06 |
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I like to wall off a large 'castle' and build a smaller enclosed base within it. Though I might try moving to a cold biome and doing some sort of super sperglord fort.
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# ? Jan 23, 2017 08:23 |
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yeah, i guess the question touches a couple different concepts. it makes sense to wall in a rather large area most times to keep your farming safe in basically every situation. even if it is a fairly half-hearted walled area with a door and everything, it'll at least keep people safe from manhunter packs and casual animal attack. a place that is climate-controlled, however, is a largely different matter. warm biomes generally don't get heatstroke-inducing hot and therefore it doesn't make sense to cool most of the place; the freezer, the bedrooms, and the workshops are basically it. furthermore, due to how coolers work, it gets more complicated to work out cooling in a larger compound. it makes more sense to just have a half-dozen smaller buildings that just so happen to have rooftops between them. colder biomes, however, EASILY get cold enough to induce hypothermia with many different kinds of clothing, and heating a place is relatively simple because you can just throw more heaters at the design until it's comfortable. at that point, it makes sense to fully enclose the living areas.
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# ? Jan 23, 2017 09:06 |
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Keep in mind that if sappers show up with raids they can and will make a mess of whatever walls you're using to enclose your space. Keep some defensive emplacements near your outer walls just in case someone breaks through.
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# ? Jan 23, 2017 09:58 |
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Coolguye posted:colder biomes, however, EASILY get cold enough to induce hypothermia with many different kinds of clothing, and heating a place is relatively simple because you can just throw more heaters at the design until it's comfortable. at that point, it makes sense to fully enclose the living areas. Even if you don't necessarily enclose it all, in cold maps it's very useful to built a lot of roofs between everything so you can keep the ground clear of snow.
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# ? Jan 23, 2017 11:32 |
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This sword got made in my game last night and I had a good laugh at the expense of the guy on it. Someone on reddit pointed out that the one that made the sword is the mom of the female colonist on the sword, which I missed before. Also great. My only regret is that those two are basically my best shooters and I can't give either the sword (though I think one of them has decent melee so I could switch if I really wanted to).
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# ? Jan 23, 2017 15:30 |
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Wow this game is tough. I followed the guide and built the growing fields, the stockpile, the turbine, the walk in freezer but all of it was just half way done before two pawns collapsed of severe illness. The third pawn is supposed to save them but has no beds to put them in. Dejawesp fucked around with this message at 16:37 on Jan 23, 2017 |
# ? Jan 23, 2017 16:04 |
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Beds should really be a number one priority, sleeping outside on the ground is a one way ticket to mental breaks. That said you were screwed either way, it happens. Just have to restart sometimes.
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# ? Jan 23, 2017 16:14 |
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Dejawesp posted:Wow this game is tough. Sleeping spots count as beds. They suck but it will allow rescue and capture. You might have to have them set to medical to rescue, can't remember. Also placing them inside as just regular colonist "beds" will ensure your colonists are sleeping where you want them to instead of where they just decide to collapse.
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# ? Jan 23, 2017 16:25 |
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Second try. All three pawns ran out of food even though there are still 9 packaged survival meals left. 3 synchronized cases of severe illness in their beds. I think all three will die.
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# ? Jan 23, 2017 16:38 |
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"Hey Stace, did you know there's an injured, bleeding boomrat wandering around outside?" "Yeah, I shot him! Just, y'know, cause!" "...ok well he just exploded and is burning up our potato fields. Do you think we should put the fire out? I have this strange feeling like fighting fires is the number one priority of everyone here, but no one is fighting the fire..." "Can't talk, building a walk-in fridge!"
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# ? Jan 23, 2017 16:45 |
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I sent my first raiding party. I brought enough steel to build a little bunker, a bunch of assault rifles, two snipers, and a fast-walker bionic legs guy to run around wearing a power shield to draw aggro. The raid went great and the enemies started to flee, but shortly after the fight a bunch of my guys came down with the flu. I had them rest in the former enemy base and gave them some meds, but the looting timer is up now and we're kicked back to the overworld map. Will the disease progress while travelling, or is pawn health status frozen while in a caravan? I don't want these guys to die while travelling. It's about a 3 day trip back to base.
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# ? Jan 23, 2017 16:55 |
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I'd imagine so. RimWorld goes overboard tracking pawns, even if they are not actively on your loaded map. I can't imagine the same doesn't go for your pawns. See the last few pages for a discussion about it.
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# ? Jan 23, 2017 17:00 |
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Praise the lord a ship exploded in the atmosphere and 110 bloody rabbit chunks rained down from the sky. We will eat like kings tonight.
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# ? Jan 23, 2017 17:34 |
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Dejawesp posted:Praise the lord a ship exploded in the atmosphere and 110 bloody rabbit chunks rained down from the sky. We will eat like kings tonight. The Good Randy Giveth, The Good Randy Taketh Away.
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# ? Jan 23, 2017 17:42 |
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Okay my colony is currently doing pretty okay which is a sure sign that everything is about to go tits up. How do I prepare for it. I have a rifle and a pistol and a pacifist doctor.
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# ? Jan 23, 2017 17:56 |
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# ? May 22, 2024 05:02 |
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I had about 50 mechanoids littering my map from poison ship attacks. I didn't shut them down and left them out there to twitch, realized last night you can disassemble them for components.
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# ? Jan 23, 2017 17:57 |