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Razakai posted:According to the mod Discord there's a 1.3 patch coming at some point soon-ish. No details beyond it breaking more mods. Ah good, I can't wait to have my save broken again.
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# ? Mar 5, 2021 22:40 |
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# ? May 24, 2024 20:14 |
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Katt posted:No one else was going for it. Hrmm CE or another mod that both you and I have seem to remove the Shells tab that is normally on the Mortar. My apologies. No clue whats up then. Are the shells 81mm and not 83mm? I've done that before though I believe thats another addition from a mod. Could always just forbid rounds you don't want used as well, though that is non ideal. Edit: Just did some tests, CE does remove the shell tab. Telsa Cola fucked around with this message at 23:00 on Mar 5, 2021 |
# ? Mar 5, 2021 22:56 |
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It's the right shells.
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# ? Mar 5, 2021 23:04 |
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Katt posted:It's the right shells. Then no idea other than pathing weirdness.
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# ? Mar 5, 2021 23:06 |
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My pawns won’t put on parkas despite developing hypothermia. I have no idea why - they’re not restricting from wearing anything. The only new mods I turned on are common sense and best mix, but they shouldn’t interact with wearing outfits. Basically, why is clothing such a pain.
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# ? Mar 6, 2021 04:25 |
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Are they wearing something else in the outer torso slot? I honestly didn't know that they would put on clothes by themselves to adjust to temperature.
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# ? Mar 6, 2021 04:27 |
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Might have to change their outfit, draft them and then undraft them.
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# ? Mar 6, 2021 05:34 |
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Yeah I have had issues with pawns and outfits when it comes to temperature control in the past - I think what happens is that when they're already wearing something, they won't replace it unless the thing they're replacing it with is significantly more attractive to them - warm clothing in cold weather is an attraction value, but if they're wearing something made out of a particularly expensive material, for example, they might end up still feeling like it's "better", because the situational factors aren't enough to overcome the base value. So ultimately if they refuse to wear warm clothing and keep getting hypothermia, all you can really do is just manually force them to do it.
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# ? Mar 6, 2021 06:30 |
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OwlFancier posted:Are they wearing something else in the outer torso slot? The vanilla apparel optimizer does account for temperature, but it's often not noticeable. Usually the most important aspect is protection, literally the sum of Sharp, Blunt, and Heat damage protection, and then if the pawn senses that they're in dangerous need of a change in insulation then a multiplier is applied to the insulating apparel's score. If a pawn is getting hypothermia while there's a perfectly good parka sitting there odds are that the pawn is more worried about getting stabbed to death than losing fingers and toes to frostbite
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# ? Mar 6, 2021 09:29 |
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Curse these absolutely fabulous dusters everyone already has, then
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# ? Mar 6, 2021 18:29 |
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Also any forced clothing will prevent pawns from ever changing unless you force another item or clear the restriction in the assignments tab.
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# ? Mar 6, 2021 20:36 |
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I have a ground-penetrating scanner, and every time I try to force my researcher to do it he leaves to do something else. Is the scanner a different work task than researching? Do I need to make a zone and stick him in one place?
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# ? Mar 7, 2021 00:19 |
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Arsenic Lupin posted:I have a ground-penetrating scanner, and every time I try to force my researcher to do it he leaves to do something else. Is the scanner a different work task than researching? Do I need to make a zone and stick him in one place? it's Intellectual and you do basically need to zone him to keep him on task. i loving hate scanning because of this semantic.
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# ? Mar 7, 2021 02:18 |
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DoubleNegative posted:Ah good, I can't wait to have my save broken again. I just had a satisfying conclusion to a pretty long and successful base that marked my second-ever escape via building a ship, so I have happily put RimWorld aside for now. I am uniquely lucky in this regard because usually I, like everyone else, get turbofucked by updates
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# ? Mar 7, 2021 03:05 |
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"Put Rimworld aside"? What are those incomprehensible words? This is my base. I've got a hospital, enough bedrooms, one Knight and the stuff needed to keep him happy, tons of food, hydroponics, granite spike traps which (so far) have kept the mechanoids out. I have the favor that lets me call in an airstrike, and I've researched turrets and mortars. What do I need to keep these people safe? The outer wall is two layers of granite, but that won't stop sappers. In general, I'd like to toughen this up against, not only attacks from without, but drop pods (already happened) and bug infestations, which I fear are just around the corner.
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# ? Mar 7, 2021 03:25 |
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A better killbox and fallback points.
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# ? Mar 7, 2021 03:49 |
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You only need a single killbox/entrance, raiders will path an absurdly long path before even considering beating down a wall (unless Sappers are coming). They'll ignore closed doors, too.
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# ? Mar 7, 2021 03:52 |
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Shadowlz posted:A better killbox and fallback points. Could you explain fallback points?
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# ? Mar 7, 2021 03:55 |
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Arsenic Lupin posted:Could you explain fallback points? If one position is overrun, you have another position to back up to, hopefully behind another killbox/traps/whatever, so that you don't have them blow up all your poo poo or you lose cover advantage
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# ? Mar 7, 2021 03:59 |
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Arsenic Lupin posted:Could you explain fallback points? Matryoshka killboxes.
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# ? Mar 7, 2021 04:23 |
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Manhunter pack of 57 cassowaries? Uh, I think I'll just reload the last autosave.
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# ? Mar 7, 2021 04:30 |
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Moon Slayer posted:Manhunter pack of 57 cassowaries? Uh, I think I'll just reload the last autosave. https://youtu.be/aCbfMkh940Q
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# ? Mar 7, 2021 04:55 |
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jokes posted:If one position is overrun, you have another position to back up to, hopefully behind another killbox/traps/whatever, so that you don't have them blow up all your poo poo or you lose cover advantage This. Honestly for you base I would add more walls further out and create the main killbox in that. Then just tweak you current setup to be the fallback point.
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# ? Mar 7, 2021 05:00 |
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Double post somehow.
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# ? Mar 7, 2021 05:01 |
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Here’s my question. How much pathing is too much? Where the raiders will say screw this, get the dynamite.
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# ? Mar 7, 2021 05:49 |
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More like Beelzebulbs for how much these little fuckers like to sentence my pawns to burn for eternity. On the other hand early game they're great for disposing of corpses because you just throw one blazebulb seed next to the corpse pile and it bursts into flame like phosphor.
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# ? Mar 7, 2021 11:45 |
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On the attack they'll basically walk the entire map to get to you as long as they can draw an uninterrupted line to your pawns, so try to setup your defensives so they can walk directly to your pawns but have to walk through hell to do so. You've also got to be careful when they retreat. If they think there's a shorter path off map than walking out they way they came they can and will walk through your base, smashing doors as they go, to do so.
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# ? Mar 7, 2021 12:04 |
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Oh dear
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# ? Mar 7, 2021 12:28 |
think of the upsides, your base wealth took a significant nosedive so easier raids!
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# ? Mar 7, 2021 12:40 |
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Frida Call Me posted:think of the upsides, your base wealth took a significant nosedive so easier raids! True, true. It also saved me the work of having to cremate Mandy afterwards. Silver lining. https://i.imgur.com/hUW6kPZ.mp4
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# ? Mar 7, 2021 12:46 |
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If anyone wonders about the weird pseudo military naming convention. I give pawns prefixes based on their roles. So when I send them on a caravan I can sort them by name and so roles. Kitty dropped in just now. I still haven't decided what to do with her.
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# ? Mar 7, 2021 13:17 |
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I always beeline to firefoam poppers for that exact reason.
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# ? Mar 7, 2021 13:17 |
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Carcer posted:I always beeline to firefoam poppers for that exact reason. I had them. Just on the outside of the bunker I kept all the artillery shells and napalm in. Lesson learned.
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# ? Mar 7, 2021 13:24 |
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Does anyone have suggestions on how to keep colony wealth from skyrocketing? Even on tribal, by the time i get a simple barracks, stockroom, kitchen, and common room build, a few plants ... planted... and basic berries and such harvested my wealth has gone from 18k to 50k and by the time my first harvest has come and I have a raid or two under my belt im much closer to 90k and then people start showing up with big guns, and I just want to sit here and grow crops and milk my muffalo in peace
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# ? Mar 7, 2021 13:42 |
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LordAdakos posted:Does anyone have suggestions on how to keep colony wealth from skyrocketing? One thing is to store metal ores in their unmined form and only mine them as you need it. So you keep maybe 100 iron and 10 components on hand. You also store dead animals unbutchered and then only butcher them as you need the meat. Also make sure to melt and burn all unused clothes, weapons and armor.
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# ? Mar 7, 2021 13:50 |
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I've always found wealth min-maxing tedious, so now I just use this : Combat Readiness Check It makes wealth calculations only take into account stuff directly related to combat, like guns, armor, pawns and buildings. It has a lot of settings and presets to tweak the difficulty to your liking too.
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# ? Mar 7, 2021 14:05 |
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LordAdakos posted:Does anyone have suggestions on how to keep colony wealth from skyrocketing? Turn that money into bribes to increase faction relationship by either sending drop pods or caravans (or visiting caravans if the faction is already neutral) and gifting them excess wealth until they are allied with you. Then when a raid comes in, you can call in reinforcements at the comms console for a -25 relations hit which you can then spend more excess money to increase. It's basically trading wealth for security. Another use for wealth is to trade your excess silver into gold. You can then trade it to the imperial royal tribute collectors for imperial favor (also a good way to get rid of prisoners or colonists you don't want). Of course this will still increase your colony's wealth due to the corresponding bedroom/throne room requirements as your nobles rank up, but the lower rank requirements are fairly modest and let you gain at least a few useful powers and permits before you have to worry about covering everything in fine carpets and gold thrones.
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# ? Mar 7, 2021 14:11 |
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Use Community Builder difficulty if you literally just want to build, you can raise difficulty any time you like at your leisure. Be sure to put practical advances over decorative ones. You should research gunsmithing and have your colonists armed before you engage in a huge map wide mountain smoothing for your intended late game full base space, for example. Research will do almost nothing to increase wealth aside from the gain in Intellectual raising the value of the colonist and you'll be able to take on more difficult raids with full LMGs/Miniguns/Chain Shotguns. If you end up with loads of misc junk you can caravan and gift or trading pod it to your neighbors. Building good will is a valuable resource that lowers your wealth at the same time.
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# ? Mar 7, 2021 14:15 |
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Rimworld played optimally looks like hot garbage with wealth min maxing and killbox corridors that make the game look downright broken to exploit the AI to the max. Personally I build what I want and then increase the difficulty to keep it at the edge of manageable.
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# ? Mar 7, 2021 14:21 |
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# ? May 24, 2024 20:14 |
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True freedom is seeing a raid, popping on dev mode, pressing /, then clicking 5000 damage on all my new arrivals. If I don't wanna do corpse disposal I just click on the dead body. Then I have another 15 minutes to lay down my decorative path in my open air hospitality village.
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# ? Mar 7, 2021 17:35 |