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Coolguye posted:are you unable to hunt? if there is game in the area you can draft your colonists, manually walk them up to your prey, and fire from close range. makes the hunting process much, much faster. I'm on Mars. There ain't poo poo to hunt. I have literally no other option to keep the colony together.
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# ? Feb 13, 2017 19:31 |
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# ? May 22, 2024 13:23 |
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oh duh i read that you were doing the mars mod and then forgot it while catching up with the thread
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# ? Feb 13, 2017 19:33 |
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I start general, move to specialised once the basics are down (shelter, power, food), then specialise. Then once everything settles down everyone, no matter how lacking in talent, learns how to sow devilstrand t-shirts in my sweatshop.
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# ? Feb 13, 2017 19:59 |
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Alchenar posted:I start general, move to specialised once the basics are down (shelter, power, food), then specialise. Such is life on planet Bangladesh.
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# ? Feb 13, 2017 20:47 |
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Dejawesp posted:If he does from exposure the penalty will be smaller yes. This is incorrect. The entire point of the "colonist died" mood penalty is so that you can't circumvent the mood penalty for euthanasia. Both the duration and mood penalty of "colonist died" and "colonist euthanized" are exactly the same.
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# ? Feb 13, 2017 20:50 |
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Which is a little dumb. Euthanizing should probably be preferable.
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# ? Feb 13, 2017 20:56 |
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Cup Runneth Over posted:Which is a little dumb. Euthanizing should probably be preferable. Yeah, I mean you waste less meat that way.
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# ? Feb 13, 2017 21:05 |
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Zhentar posted:This is incorrect. The entire point of the "colonist died" mood penalty is so that you can't circumvent the mood penalty for euthanasia. Both the duration and mood penalty of "colonist died" and "colonist euthanized" are exactly the same. Isn't it two penalties? One for a colonist that died and one along the lines of "we killed one of our own"
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# ? Feb 13, 2017 21:22 |
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Dejawesp posted:Isn't it two penalties? One for a colonist that died and one along the lines of "we killed one of our own" no, otherwise you'd get poo poo like that whenever there's a friendly fire death e: or a death from a social fight, which just happened to me yesterday and is leaving me wanting to loving mod back social fights. realistically i think that from now on i'm going to just loving arrest both idiots to make them cool off for a bit, though maybe that will be worse.
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# ? Feb 13, 2017 21:34 |
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Well it's a moot point because the Mars mod removes the butchering table as there are no animals to butcher. So that's that lol
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# ? Feb 13, 2017 21:35 |
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Coolguye posted:no, otherwise you'd get poo poo like that whenever there's a friendly fire death What about death through organ harvest? That gives multiple penalties right?
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# ? Feb 13, 2017 21:35 |
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Millennial Sexlord posted:Well it's a moot point because the Mars mod removes the butchering table as there are no animals to butcher. So that's that lol What do you do for food in the mars mod?
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# ? Feb 13, 2017 21:36 |
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Millennial Sexlord posted:Well it's a moot point because the Mars mod removes the butchering table as there are no animals to butcher. So that's that lol You can still eat corpses directly (unless they took that out too, but fie on them if so) Dejawesp posted:What do you do for food in the mars mod? Grow potatoes in piles of your own poo poo, presumably!
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# ? Feb 13, 2017 21:36 |
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They added a sky light that you can build, which let's sunlight in so you can build greenhouses. You have to dig up the icy sand and turn it into soil, lay soil out, and irrigate it with a water pump (and water is a resource that needs to be "cultivated" too). They give you a good supply of rations to start and every 6 months or so more ships come with supplies.
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# ? Feb 13, 2017 21:51 |
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I built a huge devilstrand greenhouse over top of a thermal vent to keep it nice and warm. Over the years it got to like 80% growth and then in a siege the fuckers shot an incendiary round right inside which quickly raised the temperature to 500+ degrees destroying all my special mushrooms Also by having the "more factions" mod I had TWO pirates siege me at the same time, they hated each other so ended up lobbing shots at each other instead of me, that was delightful.
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# ? Feb 13, 2017 21:57 |
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Dejawesp posted:What about death through organ harvest? That gives multiple penalties right? yes. there's one for a colonist dying (-3) that is mutually exclusive with them being euthanized (but is also -3). an organ harvest from a colonist is -6 and stacks up to 5 times. be humane and it's as big a deal as missing a meal at a table. be a dick and it's as big a deal as an addiction withdrawal.
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# ? Feb 13, 2017 22:01 |
Coolguye posted:yes. there's one for a colonist dying (-3) that is mutually exclusive with them being euthanized (but is also -3). an organ harvest from a colonist is -6 and stacks up to 5 times. Or maybe make a second base that's just an operating theatre on an adjacent map? Two people leave, sometimes one comes back?
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# ? Feb 13, 2017 22:14 |
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BitBasher posted:Or maybe make a second base that's just an operating theatre on an adjacent map? Two people leave, sometimes one comes back? Good news guys, Dave found a wife at another colony upstate! He ain't be coming back, but hey I traded some sculpture for these organs!
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# ? Feb 13, 2017 22:46 |
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hey Zhentar does your mod purge chickens you sell off? because my game freezes for like a minute whenever I accidentally click the social button on a chicken because of the hellish kudzu that is chicken family trees.
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# ? Feb 14, 2017 00:52 |
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RimWorld: Hellish Chicken Kudzu
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# ? Feb 14, 2017 01:05 |
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If I am in an environment that hits -40 F at night and rarely rises above 11 F during daytime, would putting coolers in my walls in reverse end up being a more power efficient way to heat my interior? From what I understand, they remove heat from the blue side and expel it out the red side. Would the cold temp outside end up doing nothing for me? Trying to keep my place heated with heaters is incredibly power hungry.
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# ? Feb 14, 2017 02:32 |
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Millennial Sexlord posted:If I am in an environment that hits -40 F at night and rarely rises above 11 F during daytime, would putting coolers in my walls in reverse end up being a more power efficient way to heat my interior? From what I understand, they remove heat from the blue side and expel it out the red side. Would the cold temp outside end up doing nothing for me? Trying to keep my place heated with heaters is incredibly power hungry. That's what I do in my base. I funnel all heat back in and it's the only heat source I have used (temperate mind you but still) See how the freezers funnel the cold into the kitchen? It's then moved into the main hall and used to heat the whole place.
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# ? Feb 14, 2017 02:42 |
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double or triple layering the outer walls to improve thermal insulation is another thing to try.
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# ? Feb 14, 2017 03:27 |
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oh poo poo dogs eat berries THIS loving CHANGES EVERYTHING
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# ? Feb 14, 2017 04:37 |
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BitBasher posted:Or maybe make a second base that's just an operating theatre on an adjacent map? Two people leave, sometimes one comes back? Doesn't the game give all your colonists the organ harvest debuff regardless of if its in the same colony? I want to assume its because multiple colonies is pre-alpha but I wouldn't put it past Tynan to use it as a balancing thing so players can't have one psycho live one tile away that harvests and butchers people.
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# ? Feb 14, 2017 04:56 |
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Leal posted:Doesn't the game give all your colonists the organ harvest debuff regardless of if its in the same colony? I want to assume its because multiple colonies is pre-alpha but I wouldn't put it past Tynan to use it as a balancing thing so players can't have one psycho live one tile away that harvests and butchers people. He always kept to himself. He seemed like such a nice guy.
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# ? Feb 14, 2017 05:01 |
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I'm lacking in pack animals with this map; which trader is more likely to sell muffalos or dromedaries?
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# ? Feb 14, 2017 05:05 |
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Bulk or Exotic I'd think
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# ? Feb 14, 2017 05:13 |
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That's what I thought and what I'm trying. Really want to steal the traders' beasts right now. The Colony Manager mod is really good for hunting but ignoring Boomalopes means I've got 51 of the gas bags roaming around my colony. It's time to start taming them.
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# ? Feb 14, 2017 06:29 |
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Nameless animals sold to traders are already supposed to get purged in base game. If they didn't for some reason and the check is otherwise working, then my GC will delete them (actually... Maybe it won't. I should look at that.) Coolers won't run at all if the cold side is outdoors. They won't heat more efficiently than heaters except in very mild conditions anyway. Triple layer walls don't insulate any better than double. It doesn't really matter anyway once you have a large base, since most of the heat goes out the roof.
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# ? Feb 14, 2017 07:04 |
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Doesn't double insulating something only make the game think it's the temperature of the outside? The actual best insulation method is a one-wide hallway around the room also heated/cooled to that temperature.
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# ? Feb 14, 2017 12:13 |
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What's a good way to deal with infestations if I want to go full on cave-dweller? Well lit everything? Distraction mines elsewhere on the map? Incendiary IEDs in the bedrooms? Apparently sun lamps reduce the risk very significantly, but how the hell can you have more than a couple of those with that kind of power consumption? Also, Randy Random is an rear end in a top hat. I was just starting out and the guy poisons the entire map. Everything dies, then massive wildfires kill off 90% of the trees. I started with tribals. Great. I made it through, somehow, by emergency Pemmican-ing everything edible on the map and micromanaging exposure, but god damnit. Then some raiders decided to knock a hole in a big room filled with scary things and re-enacted every Hollywood movie about aliens and monsters and rogue AI. So much blood.
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# ? Feb 14, 2017 13:35 |
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Nice piece of fish posted:What's a good way to deal with infestations if I want to go full on cave-dweller? Well lit everything? Distraction mines elsewhere on the map? Incendiary IEDs in the bedrooms? Make all corridors three squares wide or larger so they can support a 3x3 column of soldiers. Use double wide walls for everything. Make all spaces as wide open as possible. Make tunnels around larger rooms so soldiers can sneak around them and enter them from all directions. Making mineshafts is a great idea to lure infestations. Separate the major shaft area from your base with a stone door and then a large room (7x5 or so) Make sure the whole mineshaft is air tight and have no exists to the outside That way you can fill the larger room with beds. Take down the stone door to the mineshaft and then set the beds on fire to kill everything in the whole mineshaft from heatstroke. Stockpile molotov cocktails so you can burn out smaller rooms entirely in case of infestation (like bedrooms) The incendiary launcher is more accurate than molotov cocktails but it has a cooldown after firing where the soldier just stands there. And is so liable to get his face torn off by bugs. If a room is infested. Make a column of soldiers 3 deep as far away from a separating wall as possible. Then just have them shot the entire door and wall down. They will then fire into the room at the bugs and draw them to the bottleneck hole you just made. vents are flammable so a good way to set an airtight room on fire is to set the vent on fire from the outside. Dejawesp fucked around with this message at 14:01 on Feb 14, 2017 |
# ? Feb 14, 2017 13:50 |
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Dejawesp posted:Make all corridors three squares wide or larger so they can support a 3x3 column of soldiers. Thanks a lot, this seems like great advice! Imma try it out.
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# ? Feb 14, 2017 14:30 |
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I just recently started playing this game and I dont understand why my pawns are not eating their meals at the table that I built for them. It is a long table with wooden dining chairs at it. Anyone know what I may have done wrong? edit: My refrigerator is just off-screen to the top of that image. AAAAA! Real Muenster fucked around with this message at 15:40 on Feb 14, 2017 |
# ? Feb 14, 2017 15:38 |
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AAAAA! Real Muenster posted:I just recently started playing this game and I dont understand why my pawns are not eating their meals at the table that I built for them. It is a long table with wooden dining chairs at it. Anyone know what I may have done wrong? the prisoner bed in your dining room makes the table exclusive to prisoners build a separate prison
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# ? Feb 14, 2017 15:40 |
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Nut to Butt posted:the prisoner bed in your dining room makes the table exclusive to prisoners
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# ? Feb 14, 2017 15:41 |
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be aware of a handful of other things that are non-obvious: doors are slow; like, opening one door every 10 squares slows the overall walk down by an order of magnitude. doors are required for a ton of cases (like partitioning off rooms) but don't be afraid to tell interior doors to simply remain open. in this case, the interior door into the dining room can and should be held open to keep people from wasting tons of time as they're walking through the area. if the food preparation room is dirty, the chances for food poisoning go up quite a lot. a butchering table is loving filthy due to the nature of the work involved, so you shouldn't have your butchering table and your stove in the same room. also, when preparing meals, your cook will only ever take materials for one meal. so walking through 3 doors or whatever will mean his effective meal preparation speed is single digit of what it could be if he was right next to the freezer and separated by only a wooden autodoor (which doesn't slow people down). you can use vents to share air between those bedrooms to keep them all comfortable. check temperature -> vent. the coolers you have there are good enough for at least 2 of those bedrooms so you can save components that way. you needn't do anything you don't want to do, of course, but those are things that i notice immediately after looking at your setup there and the game won't tell you about these notes easily.
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# ? Feb 14, 2017 15:51 |
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I've played this game loads on and off and I was recently caught out by the fact that granite auto-doors are no faster than regular granite doors.
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# ? Feb 14, 2017 15:52 |
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# ? May 22, 2024 13:23 |
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yeah i struggle to think of a reason why stone autodoors should ever be used. i don't really feel they're worth the components and electricity. if you're using a stone door, it should be as an outer blast door that you don't intend to interact with that much. if they were remotely triggerable that would be another matter, but after thinking about the problem for a few hours i don't see how you could jury-rig up a remote door.
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# ? Feb 14, 2017 15:54 |