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One of my mods occasionally triggers insect raids in place of normal raids. They're actually a pretty good return on cash if you break them down for biofuel.
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# ? Jun 25, 2022 08:51 |
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# ? May 24, 2024 06:57 |
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just eat them. oh nooo a -3 "ate some vile cooked grey bug cum" debuff juxtaposed against the +12 lavish meal mood that it allowed
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# ? Jun 25, 2022 09:20 |
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Sounds a lot like my relationship with celery in food tbh.
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# ? Jun 25, 2022 10:35 |
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Sounds like my regular relationship.
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# ? Jun 25, 2022 17:41 |
A poorly timed plague coincided with a raid, which meant my doctors were too busy patching up colonists and guests to worry about the animals that were sick. This was unfortunate, as I just had everything lazily thrown into one big pen, with one big barn. Well, that big barn served as a great oven when one of the boomalopes died of plague, the explosion causing several aerofleet to sympathetically detonate and turn the fire into a raging inferno before anything could be done about it. Further boomalopes only stoked the fire higher. Colonists had to be drafted to keep from trying to fight the fire, as they would start suffering heat stroke symptoms just by stepping into the doorway. Thanks Randy. Arrath fucked around with this message at 18:19 on Jun 25, 2022 |
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# ? Jun 25, 2022 18:13 |
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Safe-bunkerage approaches are mandatory for boomalope husbandry: separate barn made entirely out of stone with interruption baffles between the sleeping spots. You can still get a chain reaction but you're avoiding most of the compounding factors with this kind of scenario. e: vvv if you're going the Vault route you for sure want to have several stone doors blocked open and maybe exterior vents (in a really serious fire these will burn down and make the barn's interior Outside I suppose). I haven't done this since Grazing and Fences became a thing but I'd definitely use a stone paddock fence with a concrete or flagstone firebreak. The really important thing is to set up your Boom Ranch such that in the worst case it will completely annihilate itself without touching anything else in the town and always be willing to just write the whole thing off as soon as something with it goes wrong in the middle of anything else. LonsomeSon fucked around with this message at 20:14 on Jun 25, 2022 |
# ? Jun 25, 2022 19:33 |
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Leave the barn partially unroofed or deconstruct a wall so it becomes Outside and vents heat instantly. If your barn is underground though you'll have to go with treating them like the live munitions they are.
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# ? Jun 25, 2022 19:44 |
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lol at not immediately freeing explosive animals and then shooting them with sniper rifles e: or penning/zoning them in water and mortaring them
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# ? Jun 25, 2022 23:59 |
isndl posted:Leave the barn partially unroofed or deconstruct a wall so it becomes Outside and vents heat instantly. If your barn is underground though you'll have to go with treating them like the live munitions they are.
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# ? Jun 26, 2022 01:33 |
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Eiba posted:I'm not an expert, but I'm pretty sure partially or even completely unroofed "rooms" still retain heat. Magic outdoor-status cooling only happens if there's a break in the wall. And it needs to be a proper break- even open doors retain heat. But a one single break in the wall makes it so your bug burning room goes from 400 to 20 degrees instantly. I know that much from experience. From what I remember, a room is considered indoors if at least 3/4 of it is roofed, thereby allowing it to retain heat as a result. Actual rate of temperature change varies according to size and number of unroofed tiles, but if your goal is simply keeping things from getting to the instant burns threshold you've got a lot of leeway. Breaking a wall is likely the least planning intensive method, though hopefully it doesn't also break your pen designation and cause animals to scatter everywhere.
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# ? Jun 26, 2022 02:03 |
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iirc a room enclosed with walls/doors that has absolutely no roof will still auto-magically equalize with the outside, while still technically not being outside. I'm not sure how much roof you can have while still getting the temperature instantly set to the outdoor temperature definitely just knock down a wall if you can; this is a good reason to keep your barn along the outer wall of your base, or completely separate from it
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# ? Jun 26, 2022 02:17 |
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Yeah, sorry to say, Randy may have lit the match, but you're the one who stocked all your natural gas and dry tinder in one place.
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# ? Jun 26, 2022 02:48 |
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QuarkJets posted:iirc a room enclosed with walls/doors that has absolutely no roof will still auto-magically equalize with the outside, while still technically not being outside. I'm not sure how much roof you can have while still getting the temperature instantly set to the outdoor temperature When I last played, one of my solutions for venting my Iraqi Oil Well Bug Oven tunnels (don't ask) was a long airlock tunnel. You're basically trading one wall for two walls and the security of an airlock-style tunnel. Deconstruct the outer wall first, then go in and open the inner wall. Instant temperature equalization. Warmachine fucked around with this message at 03:03 on Jun 26, 2022 |
# ? Jun 26, 2022 02:51 |
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my colonists are now balling in hyperweave gear and synthemide boots. thanks rimefeller
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# ? Jun 26, 2022 09:45 |
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A few spare boomalopes can also be really great at, umm, explosively dispersing, shall we say, raids. Takes some finagling, and it's harder with more shooting oriented groups but that can be worked around. Works a *real* treat on the ones that set up mortars and barrage you. Those raids tend to ignore the strangely moving pack of leg-borne explosions until they manage to close the gap. I set up like 2x2 zones and herd the boomalopes around to where they can do their duty to the greatest effect, using corners or rock formations and such. Takes some micromanaging but is definitely very effective.
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# ? Jun 26, 2022 20:04 |
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bird food bathtub posted:A few spare boomalopes can also be really great at, umm, explosively dispersing, shall we say, raids. Takes some finagling, and it's harder with more shooting oriented groups but that can be worked around. Works a *real* treat on the ones that set up mortars and barrage you. Those raids tend to ignore the strangely moving pack of leg-borne explosions until they manage to close the gap. How do you actually get the boomalopes to move without having a person move them? What do you mean by "2x2 zones"?
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# ? Jun 26, 2022 20:13 |
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You used to be able to just direct any kind of animal with zones, but I thought that pen animals could no longer be moved around like that and needed a handler (smarter animals like elephants and dogs still work this way). Pretty cool if zoning works though You should still be able to load up a bunch of boomalopes in a cargo pod and drop it right onto your enemies though. Add incendiary shells or an anti grain warhead for extra fun.
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# ? Jun 26, 2022 20:31 |
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I believe boomrats are still zoned animals and so you can turn them into seeking missiles unlike lopes.
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# ? Jun 26, 2022 21:15 |
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QuarkJets posted:You used to be able to just direct any kind of animal with zones, but I thought that pen animals could no longer be moved around like that and needed a handler (smarter animals like elephants and dogs still work this way). Pretty cool if zoning works though Yeah I used to make animal zones where I wanted them to head and migrated them around that way for the suicide rush. Got finnicky for making them take turns around rocks and stuff but it was well worth it. I can't actually state for a fact that it does work any more with the new animal pen system so it may be impossible now. That'd be sad. They were like guided mortar rounds with perfect accuracy....as long as they lived.
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# ? Jun 26, 2022 21:31 |
girl dick energy posted:Yeah, sorry to say, Randy may have lit the match, but you're the one who stocked all your natural gas and dry tinder in one place. Precautions are for wimps. I thought of my hastily built 8x10 barn with a pen marker and as many animal sleeping spots as it could fit as a ticking FPS restoring time bomb.
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# ? Jun 27, 2022 00:04 |
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I officially have my power armoured colonists living in a base that averages -20F as the temperature. The only warm room is the prison barracks at a comfortable 70F and I'm probably gonna make a new one thats lined with flame turrets for when the bugs do eventually show up there. Same for hydroponics bays.
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# ? Jun 27, 2022 13:27 |
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TheWeedNumber posted:also whats yall mods list looking like. From rimpy, my poo poo's looking like I'd share but I'm currently sitting at 307 mods because I basically have Rimworld modded into a tribal-and-medieval tech fantasy-magic game. Knights, wizards, psychics, demons and dryads, crossing over quite heavily with Warhammer Fantasy stuff, dragons and gryphons. I don't think it's even possible to get a gun right now.
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# ? Jun 27, 2022 13:42 |
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Arrath posted:Precautions are for wimps. I wonder how many posts have been made in this thread about how to properly design a magazine for storing hazardous goods and preventing a single explosion from destroying the whole stockpile. It has to have come around several times, because I know I posted about it before.
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# ? Jun 27, 2022 15:03 |
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Just put it all in a wooden chemfuel barrel so when it blows up it's just a single cell of bone melting heat. That's when the 750,000 units of chem fuel blew up, and the base was brighter than the star for a brief moment.
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# ? Jun 27, 2022 15:07 |
Warmachine posted:I wonder how many posts have been made in this thread about how to properly design a magazine for storing hazardous goods and preventing a single explosion from destroying the whole stockpile. Yeah it's funny cause I design nice elaborate mortar and magazine structures. Chemfuel gets pumped into rimfeller tanks hidden away. Boomalopes? Eh gently caress it, they'll be fiiiiine. distant explosions
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# ? Jun 27, 2022 15:13 |
What is the deal with the nutrient paste dispenser? I started a game with no cooks and after a day of eating paste they absolutely refuse to use it. They take raw food out of the hoppers before they pull the paste lever, they eat kibble made from bug guts, it's nuts. It's fuckin infuriating. The wiki says the paste dispenser is supposed to draw from the bin closest to spoilage and it absolutely does not ever. I was hoping I could use this thing to both skip having to power a stove and skip having to power a fridge, but it's a piece of poo poo that doesn't do anything at all. E: this run is completely botched unless I can get this thing working Also if they eat berries they get pissed from eating raw food and the wiki says berries avoid that problem I have no mods at all SniperWoreConverse fucked around with this message at 19:34 on Jun 27, 2022 |
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# ? Jun 27, 2022 19:18 |
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Does the paste dispenser have power? Post a screenshot of your setup.
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# ? Jun 27, 2022 19:47 |
it does. When i forbid the actual contents of the hoppers then they will make paste and eat it, but i still don't get what the deal is with them occasionally trying to eat kibble off the ground like animals. It might be a situation where i had someone go to tame iguanas and they just decided to plop down and eat what they had in their hand themselves? Once i forbid the contents of the hoppers it started working right, and they still load them till they're full and pull paste when they get hungry. It for sure doesn't draw based off what's likely to rot, it seems to go clockwise? Idk. I only had 1 rabbit meat left in there so i guess that rotting in storage isn't too bad of a problem as long as everything goes smooth otherwise.
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# ? Jun 27, 2022 20:03 |
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Closest to expiration is from a mod. I think it's common sense.
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# ? Jun 27, 2022 20:07 |
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Forbid kibble and raw ingredients in the colonist diet regimen. Colonists sometimes make weird decisions based on proximity/perceived travel time. Paste dispensers do not and never have pulled from hoppers based on rotting timer. I think it’s just based on hopper coordinates, left-to-right or something like that.
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# ? Jun 27, 2022 20:09 |
Dumbass wiki bullshit posted:Since a single hopper can only hold one type of food at a time, it is strongly recommended to have multiple hoppers, and at least 2, to provide the "minimum 10" foodstuff for a meal. The NPD has no problem pulling different foods from different hoppers to make a single meal, and will automatically pull first from whichever food is closest to spoiling, eliminating that management headache. This also means that, with a hungry population, even a full stack of 75 meat in an unrefrigerated hopper will probably be consumed before it spoils, and will certainly be consumed before longer-lasting vegetable foodstuffs. lol got tricked. Whatever, then. I gotta move quick to get things squared away though, the hot season is going to gently caress everything up very soon. I still don't get why they want to take the raw food out and eat that instead. Mzbundifund posted:Forbid kibble and raw ingredients in the colonist diet regimen. Colonists sometimes make weird decisions based on proximity/perceived travel time. yeah i need to go in there and do that. We're gonna avoid hunting or butchering until everything else is settled in then.
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# ? Jun 27, 2022 20:15 |
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SniperWoreConverse posted:What is the deal with the nutrient paste dispenser? I started a game with no cooks and after a day of eating paste they absolutely refuse to use it. They take raw food out of the hoppers before they pull the paste lever, they eat kibble made from bug guts, it's nuts. It's fuckin infuriating. The wiki says the paste dispenser is supposed to draw from the bin closest to spoilage and it absolutely does not ever. I was hoping I could use this thing to both skip having to power a stove and skip having to power a fridge, but it's a piece of poo poo that doesn't do anything at all. Nutrient paste dispenser is not a power saving device. It requires 200W, and you'll want to build a freezer for the hoppers to keep your raw food from spoiling. If you have Ideology, the Archeotech meme allows the nutrient paste preferred precept. https://rimworldwiki.com/wiki/Nutrient_paste_dispenser
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# ? Jun 27, 2022 20:16 |
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Mzbundifund posted:Forbid kibble and raw ingredients in the colonist diet regimen. Colonists sometimes make weird decisions based on proximity/perceived travel time. "I'm hungry and the fridge is too far away, I'm going to eat this can of dog food in front of me," is a very Rimworld thing.
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# ? Jun 27, 2022 20:17 |
the paste dispenser takes less power than an electric stove, and throwing long lasting grains in the bins is way easier than dealing with a fridge, and i have nobody who has even 1 point in cooking, so it seems like it's really the only option.
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# ? Jun 27, 2022 20:19 |
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Warmachine posted:"I'm hungry and the fridge is too far away, I'm going to eat this can of dog food in front of me," is a very Rimworld thing. but very real life "I haven't eaten in 3 days I have these berries or I can go wash them up and make them taste better as a crushed berry jam but gently caress that I'm hungry! It's the 3 days without food that usually gets the butcher munching on raw squirrel in the winter.
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# ? Jun 27, 2022 20:20 |
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NPD hoppers are another excellent use case for the Flickable Storage mod, I set the hopper to Accept Only and then never have to worry about futzing with food restrictions or cooks grabbing ingredients out of the hopper for meals.
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# ? Jun 27, 2022 20:21 |
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SniperWoreConverse posted:the paste dispenser takes less power than an electric stove, and throwing long lasting grains in the bins is way easier than dealing with a fridge, and i have nobody who has even 1 point in cooking, so it seems like it's really the only option. Post your setup. I have a paste dispenser right now and it seems to work fine, pawns will only pull raw food from the hoppers if there's a power outage (which is a good reason to keep some meals in a freezer)
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# ? Jun 27, 2022 20:25 |
seems like it's the berries are specifically what they want
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# ? Jun 27, 2022 20:31 |
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# ? May 24, 2024 06:57 |
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I don't usually have berries around, maybe those are preferred to paste; check the meals settings under the Assign tab, maybe you can disable them
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# ? Jun 27, 2022 20:37 |