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Baronjutter posted:Could you put the heaters in farther away adjacent rooms and use vents? Or are vents too fragile? I've always found even on cold maps the ambient heat of my base spreading through the tunnels was enough to keep my mines above 0. Like if my base is at 21 enough heat will leak through doors to keep the deep mine tunnels at 5-10 or so. You don't want this thing connected to your base in any way. At these temperatures the vents themselves will catch fire, even if the bugs don't break them down, which they totally could do. If I recall, vents only have 100 hp. Part of the trick is this has to be the deepest (farthest from the surface) part of your mines, so my recommendation would be to do like I did in the picture and drill the burnin' hole all by itself away from your (shallower) mines, connected only to the surface, with a good distance of stone keeping the bugs in.
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# ? Feb 15, 2017 00:20 |
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# ? May 15, 2024 19:16 |
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Man do not wait for oedipal fiction that could generate. Put the son on ice until pop catches up with/surpasses him.
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# ? Feb 15, 2017 00:24 |
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Man gently caress chemical fascination/interest, quit randomly binging and do some loving work you shits. 3 of my 5 colonists have chemical interest and its annoying that they'll "binge" the last 2 cigars then just wander the rest of the day. And they always go berserk if I arrest them
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# ? Feb 15, 2017 05:34 |
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Sometimes it's good to just have a "dry" colony and not have any temptations.
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# ? Feb 15, 2017 05:40 |
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Baronjutter posted:Sometimes it's good to just have a "dry" colony and not have any temptations. Then they'll just brew it in the tub or the back of the crematoria, there's no stopping the drug trade.
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# ? Feb 15, 2017 06:35 |
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Threw every bit of vice we had on the visiting traders, even if they only had 40 silver to their name. This is a clean colony nowSlung Blade posted:Then they'll just brew it in the tub or the back of the crematoria, there's no stopping the drug trade. Yeah I'm waiting for tynan to implement bootlegging cause we can't let the player do anything to get around any in game annoyances. Also I just had a trade caravan come in and bit by bit all but one plus the animals died E: Wait I found the problem, they're all starving. Livestock too now. E2: Well I guess they got hungry, went berserk and infighting happened. Now the single "survivor" is slowly starving. Leal fucked around with this message at 08:43 on Feb 15, 2017 |
# ? Feb 15, 2017 08:40 |
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I've seen my chemical interest colonists binge on drugs that the colony didn't even have in storage. And there wasn't any out on the map from supply pods either. I don't know if they got a buzz or anything but I have also seen chemical interest people break lines and run straight into the line of fire because an enemy dropped some flake in the killbox.
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# ? Feb 15, 2017 09:10 |
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Leal posted:Man gently caress chemical fascination/interest, quit randomly binging and do some loving work you shits. 3 of my 5 colonists have chemical interest and its annoying that they'll "binge" the last 2 cigars then just wander the rest of the day. And they always go berserk if I arrest them Get the locked doors mod so you can build a drug room and forbid them to enter it
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# ? Feb 15, 2017 09:28 |
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Lmao before doorchat I had no idea that doors had different opening speeds. Now that I think about it and look at my apartment I GUESS THAT MAKES SENSE. I've always built doors from the same materials as walls so after earlygame they're mostly from stone. me I guess. No wonder I was having trouble processing food since there's two granite doors between the kitchen and the freezer. Edit: do different material walls/doors insulate differently? I just have assumed that wood conducts more heat than stone. Trogdos! fucked around with this message at 10:35 on Feb 15, 2017 |
# ? Feb 15, 2017 09:35 |
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Dejawesp posted:I've seen my chemical interest colonists binge on drugs that the colony didn't even have in storage. And there wasn't any out on the map from supply pods either. Yeah my chemical interest fellas are expendable haulers. One dude's even got his lung shot off from a lance weapon and subsequently binged on Wake-up until he had a heart attack and nearly died. Dude's not doing so well, but I'm not doing a drat thing to help a junkie out. He gets to go out and get killed and haul poo poo until he keels over. This game is for real pretty great. It does a very good job of implementing most of the good stuff from dwarf fortress, I like the graphics, and the complexity is just right especially with mods. As long as they don't gently caress it up particularly I'm happy to call this a classic.
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# ? Feb 15, 2017 09:40 |
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Started a new colony and randomly dropped into the middle of a desert for the first time. This is definitely... something else. I think as soon as I can tame some Rimworld-camels I'll pack up everything I can and trek to somewhere a bit more temperate.
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# ? Feb 15, 2017 14:00 |
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Trogdos! posted:Lmao before doorchat I had no idea that doors had different opening speeds. Now that I think about it and look at my apartment I GUESS THAT MAKES SENSE. i believe the thermal capacitance is different but it's not substantially so. the dual-walling trick works because the temperature delta between the inner wall and outer wall is so much smaller than it would be if it was just the outdoors and the wall. beyond thermal efficiency (which is a big deal for power consumption; obviously every watt you save heating and cooling your compound is another watt you have for building things that get you more wealth and gear), the main reason to do double thick is so you can have one door be wood as a day to day separator, and the other door be stone as a door that is usually held open but can be closed as a blast door in emergencies. you'll lose a lot of heat/cold when the doors open regardless because, you know, the door's open.
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# ? Feb 15, 2017 15:50 |
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Nothing in the temperature code is material dependent, and there isn't any modeling of thermal capacitance. For children, this is Tynan's most recent comment: Tynan posted:Implementing RW is the same as real life: I would take that as meaning Tynan would like to add human children, but so far has felt the development cost outweighs the benefits.
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# ? Feb 15, 2017 18:03 |
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Zhentar posted:Nothing in the temperature code is material dependent, and there isn't any modeling of thermal capacitance. Just give them animal AI and they can live in a pen outside the entrance
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# ? Feb 15, 2017 18:12 |
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You would say that
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# ? Feb 15, 2017 18:18 |
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Dejawesp posted:Just give them animal AI and they can live in a pen outside the entrance yeah i'm totally sure that wouldn't cause another ridiculous shitstorm that would be attributed to ~*tynan's vision*~
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# ? Feb 15, 2017 18:19 |
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Coolguye posted:yeah i'm totally sure that wouldn't cause another ridiculous shitstorm that would be attributed to ~*tynan's vision*~ Maybe by the religious right
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# ? Feb 15, 2017 18:50 |
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Coolguye posted:yeah i'm totally sure that wouldn't cause another ridiculous shitstorm that would be attributed to ~*tynan's vision*~ What. You mean this *isn't* how you are supposed to keep babies?
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# ? Feb 15, 2017 19:18 |
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Even my longest "I'm building a pretty and long term town" rarely go 15+ years, so kids are probably not worth it.
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# ? Feb 15, 2017 19:22 |
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Baronjutter posted:Even my longest "I'm building a pretty and long term town" rarely go 15+ years, so kids are probably not worth it. Yeah, unless you're someone who knows the ins and outs to actually make a colony last long enough past Tynan's "You're supposed to leave the planet stop trying to stay in one place HERE HAVE PLAGUE SOLAR FLARE AND A HEATWAVE" vision I don't think most people will see those children turn 3. He'd be putting work in putting something completely worthless in the game. Then again it would be an annoyance to the player so maybe he'll put it in after all.
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# ? Feb 15, 2017 19:30 |
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Kids could be worth it not as laborers but as mood boosters you have to protect. They give the mother and father a huge persistent mood boost and give the colony a small boost. If the kid dies the parents have an instant break and everyone gets a large mood penalty.
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# ? Feb 15, 2017 19:31 |
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I think this game could use a speed up of the years. Colonists should get old and die during the course of a normal game. Generational shifts should be a real part of game play. Maybe that goes against the short term GTFO vision?
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# ? Feb 15, 2017 19:34 |
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Leal posted:Threw every bit of vice we had on the visiting traders, even if they only had 40 silver to their name. This is a clean colony now You are like Mansa Musa only with weed instead of gold.
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# ? Feb 15, 2017 19:53 |
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Dejawesp posted:I think this game could use a speed up of the years. This isn't possible without changing the scope of the game just like pausing one map to play another isn't possible.
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# ? Feb 15, 2017 20:03 |
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Cup Runneth Over posted:This isn't possible without changing the scope of the game just like pausing one map to play another isn't possible. It would be fun. Is that a controversial approach to gaming?
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# ? Feb 15, 2017 20:34 |
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You'd be giving up a lot though. The fact that winter is a relatively long event that on most maps you have to stock up for is an important part of gameplay. Simulating each colonists' daily routine down to who they talk to and when is a basic part of the gameplay. Trying to stretch the timescale would mean abstracting a lot of that stuff, which would just be a different sort of game. I'm ok with the shorter more personal timescale.
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# ? Feb 15, 2017 20:51 |
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You could get a longer timescale with a mod that adds 10x - 50x - 100x to the time slider, makes crises happen less often but at even greater severity, and then slows it down whenever there's an event. Once you have a mature colony it kind of runs itself apart from the weekly crisis.
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# ? Feb 15, 2017 20:58 |
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Baronjutter posted:I'm still having problems with the dead-people's clothes problem. I have a thing set to burn all apparel with "allow non-dead person's apparel" or what ever on, and it seems to be working to burn it all up. But when assigning outfits there isn't an option there so people still grab dead people poo poo to wear before I can burn it. The whole thing's a stupid mechanic badly integrated into the interface. There needs to be just a single "don't' loving wear dead people clothes" toggle that defaults to on on all outfits. Just get the mod that eliminates the dead man's clothing tag. Mzbundifund posted:I came up with a good way to pre-empt most infestation problems. Huh, that's really interesting. And effective. Wasn't there a way to get the bugs to collapse if you got the room hot enough, letting you farm the jelly and whatnot?
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# ? Feb 15, 2017 21:06 |
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As an example of how well heat spreads look at this images. Lighting 20 beds on fire in the room marked by the circle. Will kill every single bug in the whole tunnel network with heat exhaustion.
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# ? Feb 15, 2017 21:34 |
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anyone know if there's a way to disable or shorten the auto-slowdown for combat?
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# ? Feb 15, 2017 21:49 |
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Is there a mod that removes the Boom<animal>s? I've lost at least half of my games to one of those going mad and charging into the middle of my colony before I can kill it, and its fire spreads and burns my whole installation down when I only have three dudes and containing the fire is impossible.
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# ? Feb 15, 2017 21:53 |
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AAAAA! Real Muenster posted:Is there a mod that removes the Boom<animal>s? I've lost at least half of my games to one of those going mad and charging into the middle of my colony before I can kill it, and its fire spreads and burns my whole installation down when I only have three dudes and containing the fire is impossible. Animals won't go through doors.
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# ? Feb 15, 2017 21:57 |
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Dejawesp posted:It would be fun. Is that a controversial approach to gaming? Depends on whether you consider "I wish this game could do things it wasn't made to do" controversial. Personally, I just consider it dumb.
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# ? Feb 15, 2017 22:04 |
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Cup Runneth Over posted:Depends on whether you consider "I wish this game could do things it wasn't made to do" controversial. Personally, I just consider it dumb. Mediums are for the audience and not the artist.
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# ? Feb 15, 2017 22:19 |
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I guess the audience should do the work, then!
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# ? Feb 15, 2017 22:47 |
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Dejawesp posted:Animals won't go through doors.
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# ? Feb 15, 2017 22:49 |
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Day 1 boomalopes would be an issue, but just build small walls between hills to cut off your starting area, then murder all the animals inside the perimeter. Voilą, no mad animal issues til you want to expand.
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# ? Feb 15, 2017 22:51 |
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Azhais posted:Day 1 boomalopes would be an issue, but just build small walls between hills to cut off your starting area, then murder all the animals inside the perimeter. Voilą, no mad animal issues til you want to expand. Its been the cause of game-enders for me as a beginning player more than any other reason combined.
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# ? Feb 15, 2017 23:09 |
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Are you trying to micromanage the fire fighting? I've never had an issue with colonists putting out fires as long as I just highlight the whole area as home area and don't mess with them while they do it. Every time I've ever told someone to fight a fire directly they end up burning e: also, my final solution to the boom* problem is to draft the whole colony and go on murder sprees every time it rains
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# ? Feb 15, 2017 23:26 |
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# ? May 15, 2024 19:16 |
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AAAAA! Real Muenster posted:Thats a ton of loving effort and resources early on. I dont care about mad animals, I care that early on the Boomawhatevers cause fires that are impossible for three people to put out. Maybe I've been unlucky and I am over-reacting here but its really annoying and to be honest, really loving dumb. You are unlucky, Boomalopes are big targets and should not be a problem, Boomrats on the other hand are too small for being killed reliably from afar. A walled perimeter is the best defense against mad animals and wooden walls for important buildings are to be avoided. Stonecutting is available from the start in A16 I think. I'm taming Boomalopes in my current colony. Sometimes they get mad. Mechanoid and friendly fire. I've lost only a couple. Stupid things, don't fight back! Randy is a dick right now, I've got thirty Boomalopes but I've seen no siege or pirate's raid in a year, only mechanoid and pirate's drops on top of the base. I really wants to use my explosive cavalry. They live outside the base and mostly take care of themselves. Azhais posted:Are you trying to micromanage the fire fighting? I've never had an issue with colonists putting out fires as long as I just highlight the whole area as home area and don't mess with them while they do it. Every time I've ever told someone to fight a fire directly they end up burning A fire will also summon rain, it's magic. (I'm almost certain it works that way.)
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# ? Feb 15, 2017 23:31 |