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Can someone explain to me how the hell ducts work? I made a room with an industrial heater, put an intake in there, connected ducts to it, ran the ducts across the hall to a smart vent, network temperature never changes from ambient indoor temperature. Room's at 20, network is at 11, Room's at 200, network is at 11.
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# ? Oct 10, 2015 07:18 |
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# ? Jun 8, 2024 17:50 |
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That mod got a bit flaky in later releases unfortunately, and has never been totally debugged. It needs to be loaded last in your mod order, and even then it would sometimes stop working (ducts would stop taking in heat). What sometimes fixed it for me was to deconstruct and rebuild one of the intakes. Sometimes not.
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# ? Oct 10, 2015 07:24 |
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Azhais posted:Can someone explain to me how the hell ducts work? I made a room with an industrial heater, put an intake in there, connected ducts to it, ran the ducts across the hall to a smart vent, network temperature never changes from ambient indoor temperature. Room's at 20, network is at 11, Room's at 200, network is at 11.
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# ? Oct 10, 2015 19:25 |
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SirViver posted:Have you made sure you're using the correct network? There's an upper and lower duct network and intakes/outlets default to the lower one. How do you check that? The version I see on ludeon's website has like "upper duct" and such, but the one from the modpack a page or two back doesn't seem to
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# ? Oct 10, 2015 20:09 |
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When you're building pipes you can choose between upper and lower pipes, which in the construction/overlay mode are shown as yellow and red respectively. The intakes and outlets also show the pipe they're connected to, so if your network consists of yellow pipes and then the outlet tile has a red piece of pipe it's not connected. When you select the intake or outlet you can click a toggle network button in the lower left to switch to the correct network. E: Oh you seem to be using an old version then. No idea about that, but it might be buggy. Haven't had any problems with the latest version. SirViver fucked around with this message at 23:11 on Oct 10, 2015 |
# ? Oct 10, 2015 23:08 |
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Azhais posted:How do you check that? The version I see on ludeon's website has like "upper duct" and such, but the one from the modpack a page or two back doesn't seem to My recommendation would be to not use the one in Inacio's modpack as I had your problem too. The newer version is both more attractive to look at and less buggy, I think. You can just delete the old version and install the new one on top of the modpack.
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# ? Oct 10, 2015 23:11 |
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Oh heck, Latta is maintaining this actively again? Neat, yes you should probably go directly to Latta as he's always been really on top of poo poo and this current version looks much further developed than when I last played with it. https://ludeon.com/forums/index.php?topic=11056.0
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# ? Oct 10, 2015 23:13 |
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So, I bought this game and it is fun. I was playing and enjoying my little colony and I learned that I can easily change the kinds of crops I grow. I was going to grow cotton and make new clothes. But then a poisoned chunk of a space ship fell near my colony. I went to go shoot and stab it. But then a Scyther was there and killed everyone and all the dogs and squirrels I had.
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# ? Oct 11, 2015 01:03 |
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Minenfeld! posted:So, I bought this game and it is fun. I was playing and enjoying my little colony and I learned that I can easily change the kinds of crops I grow. I was going to grow cotton and make new clothes. But then a poisoned chunk of a space ship fell near my colony. I went to go shoot and stab it. But then a Scyther was there and killed everyone and all the dogs and squirrels I had. Rimworld.txt
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# ? Oct 11, 2015 02:58 |
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How to make enough money? I'm starting to get a nice trickle from huge-rear end wood sculptures of squirrels getting shanked in their stupid faces, but it's pretty intensive in labor and resources. Still not getting me the kinda gear I need to fight off rabid mechanoid drops
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# ? Oct 13, 2015 12:17 |
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Tias posted:How to make enough money? I'm starting to get a nice trickle from huge-rear end wood sculptures of squirrels getting shanked in their stupid faces, but it's pretty intensive in labor and resources. Still not getting me the kinda gear I need to fight off rabid mechanoid drops You need to look at your materials (depending on mods, etc) and make something out of a better material then wood. IIRC, Wood has a negative multiplier to value, but is easier to work with. Gold/Silver have a positive bonus to beauty and value, but are harder to work with.
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# ? Oct 13, 2015 12:20 |
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Conot posted:You need to look at your materials (depending on mods, etc) and make something out of a better material then wood. IIRC, Wood has a negative multiplier to value, but is easier to work with. Gold/Silver have a positive bonus to beauty and value, but are harder to work with. Well, I'm not about to use good steel or plasteel (unless there are good veins, it's a bitch even getting enough from traders to get off the planet!) for art installations.
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# ? Oct 13, 2015 12:46 |
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Tias posted:Well, I'm not about to use good steel or plasteel (unless there are good veins, it's a bitch even getting enough from traders to get off the planet!) for art installations. Well, the alternative is using a indoor growing op to grow fabrics and Chinese Sweatshop out clothing. It helps your colonist's mood if they're lookin' fine in some nice clothing, and high quality clothing sells well, and doesn't eat into your metals/wood
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# ? Oct 13, 2015 12:53 |
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I haven't played in a while, but making sculptures out of granite/other rocks was always lucrative if you had someone good at it. I never used wood or gold.
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# ? Oct 13, 2015 13:10 |
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Sell corn in bulk. Corn sells for like 50 cents per unit and it's pretty easy to grow very, very large amounts of corn once you get your farming and food supply stable.
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# ? Oct 13, 2015 13:23 |
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Tsyni posted:I haven't played in a while, but making sculptures out of granite/other rocks was always lucrative if you had someone good at it. I never used wood or gold. The main issue is that rock takes 4 and half times as long to make, so on a grand sculpture you can be looking at several ingame months, depending on how much sculpting time your crafter gets between other tasks.
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# ? Oct 13, 2015 13:58 |
Conot posted:The main issue is that rock takes 4 and half times as long to make, so on a grand sculpture you can be looking at several ingame months, depending on how much sculpting time your crafter gets between other tasks. Well poo poo, that explains that.
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# ? Oct 13, 2015 14:04 |
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ChickenWing posted:Well poo poo, that explains that. In my current colony, I'm mostly just making stoneblocks to sell to clear up dumping grounds. Basically Wood is what you use to train someone up on crafting, steel is what you use if you're short on gold/silver, gold/silver is what you use when you wanna make legendary statues worth 5k+. The mod pack thats linked in the OP has some new, crafting only materials like copper, that are useful because you're not gonna need them for anything else.
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# ? Oct 13, 2015 14:38 |
Honestly, I haven't really faffed about with sculpting that much because usually I'm busy being bad at the game and putting out infinity minor disasters due to me planning terribly and so nobody has time for art. Thus, when someone inevitably -does- start a granite sculpture, the work time is very noticeable
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# ? Oct 13, 2015 15:54 |
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ChickenWing posted:Honestly, I haven't really faffed about with sculpting that much because usually I'm busy being bad at the game and putting out infinity minor disasters due to me planning terribly and so nobody has time for art. Unless it bothers you ethically, consider the "prepare carefully" mod. It lets you tweak characters and starting loadout as little or as much as you'd like, to gain a balanced party.
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# ? Oct 13, 2015 16:08 |
Tias posted:Unless it bothers you ethically, consider the "prepare carefully" mod. It lets you tweak characters and starting loadout as little or as much as you'd like, to gain a balanced party. It bothers me ethically. If I don't have to reroll characters for 30 minutes I'm not playing the game right
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# ? Oct 13, 2015 16:28 |
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ChickenWing posted:It bothers me ethically. If I don't have to reroll characters for 30 minutes I'm not playing the game right I wish there were a simpler mod that just lets me choose some skills and moods and then start playing. It's nearly as long to set up a loadout in that mod than it is to find something decent randomly.
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# ? Oct 13, 2015 16:31 |
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Conot posted:In my current colony, I'm mostly just making stoneblocks to sell to clear up dumping grounds. Have you honestly found yourself turning a profit on gold/silver statues? I had my 20 artist making stuff out of gold/silver and found that I could just sell the gold or silver for more than the statue was worth unless it was legendary. Over the course of 10 statues I at best broke even.
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# ? Oct 13, 2015 16:37 |
Lorini posted:I wish there were a simpler mod that just lets me choose some skills and moods and then start playing. It's nearly as long to set up a loadout in that mod than it is to find something decent randomly. Yeah that's my real problem - I don't want to nitpick every little bit of the process, I enjoy randomization. I just want to make sure that my three starters have decent skills in the important crap, no serious health problems, and aren't all manic depressive neurotic psychopaths
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# ? Oct 13, 2015 16:43 |
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Lorini posted:I wish there were a simpler mod that just lets me choose some skills and moods and then start playing. It's nearly as long to set up a loadout in that mod than it is to find something decent randomly. You can save the loadout so you only really need to do it once
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# ? Oct 13, 2015 16:58 |
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Azhais posted:Have you honestly found yourself turning a profit on gold/silver statues? I had my 20 artist making stuff out of gold/silver and found that I could just sell the gold or silver for more than the statue was worth unless it was legendary. Over the course of 10 statues I at best broke even. Bear in mind that your prices from a vendor will depend on the colonist making the sale. A 15+ Socialite should be getting you profit on the deal. Also, a neat thing, if your socialite has Abrasive it massively tanks their ability to improve relations with other groups when they're visiting! The other colonist's all hated me before I figured out the issue
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# ? Oct 13, 2015 17:01 |
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Azhais posted:You can save the loadout so you only really need to do it once This. Set up two-four balanced or fun colonist templates when you have a little time to burn, then you can just load them whenever.
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# ? Oct 13, 2015 21:32 |
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Tias posted:This. Set up two-four balanced or fun colonist templates when you have a little time to burn, then you can just load them whenever. That all said I wish you could just type numbers into the goddamn prepare carefully window. It's horrible if you want to add like 1000 wood to the default loadout
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# ? Oct 13, 2015 22:10 |
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Azhais posted:That all said I wish you could just type numbers into the goddamn prepare carefully window. It's horrible if you want to add like 1000 wood to the default loadout As has been discussed, this is a limitation of the game engine itself. I guess Tynan just really hates keyboards
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# ? Oct 13, 2015 23:47 |
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Tias posted:This. Set up two-four balanced or fun colonist templates when you have a little time to burn, then you can just load them whenever. But for a newbie, there's no way of knowing what that balanced template is, which is why I gave up. I'm just trying to get started in a way where I can live past building a kitchen .
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# ? Oct 14, 2015 00:31 |
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Azhais posted:That all said I wish you could just type numbers into the goddamn prepare carefully window. It's horrible if you want to add like 1000 wood to the default loadout You can use shift while clicking to at least speed it up a bit.
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# ? Oct 14, 2015 01:22 |
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WhiskeyWhiskers posted:You can use shift while clicking to at least speed it up a bit. I just wish you could do the same on the trade screen
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# ? Oct 14, 2015 02:47 |
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It's actually easier and quicker on the trade screen. Click once and then drag the number of goods being traded.
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# ? Oct 14, 2015 05:48 |
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Lorini posted:But for a newbie, there's no way of knowing what that balanced template is, which is why I gave up. I'm just trying to get started in a way where I can live past building a kitchen . Just make sure they don't have horrible injuries (a scar is fine) or really bad traits, and that while they might not be good at everything they're at least capable to do anything. Watch out for that 'incapable: none' and you should be okay, although you should have someone fairly good at medicine, cooking and growing so your colonists don't die from starvation or injuries. That way, even if a colonist dies or is incapacitated the others can at least pick up the slack although it will be less efficient.
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# ? Oct 14, 2015 06:03 |
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Lorini posted:But for a newbie, there's no way of knowing what that balanced template is, which is why I gave up. I'm just trying to get started in a way where I can live past building a kitchen . You need: - At least one colonist who can handle a rifle - not painfully low rates of construction and mining - At least one colonist with high social, and one with relatively high research. - Try to avoid older colonists, and colonists who are neurotic, psychically hypersensitive and other disadvantages that scream 'imma have a mental breakdown right off the bat'. Also, I would contend that you should avoid backgrounds that render colonists incapable of doing important things. Often I've dropped before realizing that none of my colonists can be told to clean or maybe I only have one miner or one hauler. That poo poo is crazy annoying. Whereas you can get by with a single colonist refusing to do dumb labor, more than one slows the game to a horrible grind. E: also, skilled growers can be really handy.
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# ? Oct 14, 2015 07:44 |
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WhiskeyWhiskers posted:It's actually easier and quicker on the trade screen. Click once and then drag the number of goods being traded. You can click-drag in prepare carefully too, I added 1000 silver to my starting loadout easily.
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# ? Oct 14, 2015 09:19 |
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WhiskeyWhiskers posted:It's actually easier and quicker on the trade screen. Click once and then drag the number of goods being traded. gently caress me
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# ? Oct 14, 2015 16:23 |
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OwlFancier posted:My recommendation would be to not use the one in Inacio's modpack as I had your problem too. Good news everyone, I've discovered the problem with my ducts: Inacio's modpack doesn't have the Community Core Library in it I upgraded RedistHeat and it worked even worse than the old one, then I decided to just start over and make my own modpack and discovered the missing library. Just added that and everything started working.
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# ? Oct 14, 2015 18:31 |
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Azhais posted:Good news everyone, I've discovered the problem with my ducts: Inacio's modpack doesn't have the Community Core Library in it Cheers. Now I have to go find that on ludeons forums.
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# ? Oct 14, 2015 20:21 |
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# ? Jun 8, 2024 17:50 |
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Conot posted:Cheers. Now I have to go find that on ludeons forums. https://ludeon.com/forums/index.php?topic=14172.0
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# ? Oct 14, 2015 20:32 |