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Messages - Rock5

#736
Quote from: amul on January 13, 2015, 11:48:06 PM
If you're going to go with 1x2 rooms, then you might as well go the extra half step and make sure the pillows are facing the door, since pawns enter beds from the pillow tile.
You mean in the first picture, because they are both 1x2 size rooms? I see what you mean. Putting the pillow end near the door would probably be faster.

Quote from: amul on January 13, 2015, 11:48:06 PM(Royal beds I believe it is always one specific pillow tile, but I can't figure out how to describe which.)
With double beds it's definitely the side I used in the second picture but I haven't tested single beds to see if they have a preference as to which side they get on. I just assumed it's the same as double beds and set them up like that accordingly.

#737
Good point, maybe I'll do that next time.

Leird, any reason why you have a square for the door? I assume you mean between the bed and the door. Can we use 1x2 rooms?

Maybe something like this.

6 squares per room on average.

But I like using vents to equalize the temperatures in the rooms so maybe something like this.

7 1/2 per room. Still not bad.

BTW is there a way to link to an attachment in the post so you can place an image where you want it?

Edit: Thanks. figures out how to add images in line.


[attachment deleted due to age]
#738
Quote from: StorymasterQ on January 13, 2015, 01:59:39 AM
Quote from: Rock5 on January 13, 2015, 01:50:31 AM
I doubt there is a debuff for people walking through your room while you are trying to sleep.

There is in A9, apparently.

Quote from: Changelog
Dec 22
  • Colonists are now bothered by people walking around inside the room while they sleep.
Thanks for the heads up. Oh well. I wonder how much the debuff will be. Does that mean if you use shared accomodation they will get 2 debuffs, "Shared bedroom" and "Someone walking in room"?

Quote from: Pathing on January 13, 2015, 03:56:50 AM
QuoteYou need some separate rooms for prisoners and may be more separate rooms. The problem is that they may get mad after seeing their old mates died after they are captured. They may attack other prisoners and may be killed by warden by punching or other prisoners are dead because of their psychotic thought. Abrasive trait prisoners are troublesome as well. You need to separate them to public abrasive prisoner room later but since you play on builder mode, it will take, probably, many many hours to reach that point.
Never had anything like that happen to me on the easier mode. I treat them right, feed them chat with them and they have never become psychotic on me. I might have to try a harder mode 1 of these days but the enjoyment in the game for me is the building so I'm not too bothered if the events are too easy.
#739
Quote from: Pathing on January 12, 2015, 11:15:08 PM
You should keep expanding and build another kill-box, kitchen, workshop, kill-box, etc., if it is necessary.
Wouldn't you have problems with people not going to the kitchen you intended them to go if you have more than 1 kitchen? Still the rooms take up a lot of space and waste resources.

Quote from: Pathing on January 12, 2015, 11:15:08 PM
If you have an effective small kill-box that can kill 60+ pirates, when you send colonists to clean up the mess, these colonists will suffer from observe corpse penalty so much. Their mood will gradually decrease so you may want the best bed room for them so they can rest. (colonists with iron-will and sanguine traits are perfect for this cleaning job (change to hauling in next build, I guess) )
You must play on a harder level than me. I think I'm playing Cassandra Builder mode. I get about 15 pirates at the moment after about 5 years and 40 colonists. My kill box handles 15 pirates easy, although recently they have been better armed and have been destroying a lot more of my turrets before fleeing. I've been thinking of a redesign. My colonists seem to handle seeing the dead bodies easy enough but I have a couple that have lower (or is it higher) cracking thresholds that would need their own room so they'd have 1 less thing to complain about.

Quote from: Pathing on January 12, 2015, 11:15:08 PMOnly room that you need to plan is prisoner room (most luxury room ever). Generally, you may want it to be at the center of the map so everyone can access warden activity while prisoners have a hard time to escape which increases the change of recruiting new colonists.
I already do that although I just stick a superior wood sculpture in there for the "Very pleasant environment" buff. I think this is the first colony that I've have separate prison rooms. They are off the hospital which is just of the kitchen. I have my best social colonist doing the recruiting. I assume they have the best chance. I only recruit another warden when I end up with too many prisoners for 1 to handle in a timely manner.

I just had a thought. I linked the prison rooms together without using a corridor because I was running out of space. Why do we even need corridors for the bedrooms? I doubt there is a debuff for people walking through your room while you are trying to sleep. That would save a lot of space and make adding rooms a lot easier. So I think I'll try communal living in my next colony but if I don't like it I'll build rooms without corridors in the next colony.
#740
Sorry for necroing an old topic but it is related.

People talk about the debuffs but there are other considerations to consider too. It's occurred to me lately that my 40 people colony takes a lot of space and it's a struggle to find where to put the next room that is as close as possible to the kitchen. So it occurs to me that if I had everyone in one large room everyone would be really close to the kitchen so they could have fast starts to the morning and it would save a lot of resources that I would have used on room walls, floors and doors (as well as the corridors to the rooms).

So I'm thinking of trying a communal living area on my next colony with maybe single rooms for problem colonists. What do you think? Makes sense? Does anybody already do this?
#741
Ideas / Re: A close dialog
January 12, 2015, 07:23:11 AM
Quote from: mipen on January 12, 2015, 02:20:18 AM
That being said, the best way to avoid accidentally quiting would be to play in full screen
True, but for someone like me who multitasks a lot, dealing with windows is a lot easier than having to alt-tab out of full screen.
#742
Ideas / Re: A close dialog
January 11, 2015, 10:08:28 PM
Thanks for commenting. :)

I know what you mean and for some games, such as online rpgs, I would agree with you, because you don't loose progress when you log off. But because you can loose progress in Rimworld I think it should ask for a confirmation.
#743
Ideas / Re: A close dialog
January 11, 2015, 02:24:19 PM
So this doesn't deserve a comment from anyone?
#744
Ideas / A close dialog
January 09, 2015, 04:35:45 AM
It's happened a few times that I accidentally click the close button of the window. I'm surprised that it closes the game without any warning. It's great that the game auto saves so often but it's still annoying to have to restart the game, work out where you are up to and redo any changes that weren't saved.

Is it too much to ask for a "Are you sure you want to close the game" dialog?
#745
Yes, that will do nicely. With the added bonus that it changed it to rows of 10 instead of 8. I've decided to aim for a colony of 30 this time so a nice and neat 3 rows of 10. :)
#746
Is there any chance you can make the colony bar resizable? I'm up to 24 colonist so far (my biggest colony so far) and the colony bar takes up too much space on the screen. I know there is an option to hide it but I like using it so would rather just have smaller images. Ideally it should auto adjust itself depending on the number of colonists.
#747
You do realize that I'm talking about the game, not real life? :) All electrical devices in the game, not including power sources, have power switches. So I reasoned there should be a location where this commonly shared button is described. Maybe there you can add extra common buttons such as the sensor buttons. Then again maybe not, I don't know. I would at least love to see a sensor light.
#748
You know what's really annoying? Having to place a switch, bit of conduit then the light, for every light you want automated, while trying to avoid accidentally attaching the light to the wrong conduit. What would be great is if there was a light with a sensor. Then you could just attach it like a regular light but it would only turn on if the sensor goes off. Or maybe make it a light upgrade.

Actually you know what would be really great is if you could somehow just add these new controls globally to all electrical devices. I'm assuming there is somewhere where shared attributes of electrical devices is stored, after all all electrical devices have a power switch and it wouldn't make sense to repeat that with very electrical device.