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Messages - amul

#76
I'm currently making my rooms 6x6, with royal beds and a production table suited to whoever lives in that room, along with decorations. This way they're spending time in their rooms.
#77
Ideas / Re: What do you want in alpha 9/10?
January 02, 2015, 05:44:23 PM
A "Jobs" tab in the overview, which shows all the tasks that colonists have been told to do.
#78
General Discussion / Re: RimWorld change log
January 02, 2015, 05:40:27 PM
Quote from: milon on January 02, 2015, 01:32:12 PM
Quote from: Tynan on January 02, 2015, 01:36:01 AM
Quote from: Ye olde Change log!Pawns will now do a local prioritized search for food before switching to global prioritized search. So they'll eat a bad meal in the base before crossing the map to get a tasty one.
-snip-

It traverses the region graph, which means it more-or-less follows paths, for the small initial search.

Could the traverse-the-region-graph please be added to the other jobs?  I always seem to have a stonecutter who ignores the nearby rock dump pile in favor of the "closer" (as the crow files) stray rock chunk which requires walking all around the base to get to.

This already exists. In the stonecutter's table (and many other production tables), examine the Bills Config tab. Bottom left corner is a slider bar for "search radius." Adjust it, and they won't take materials from any further than the specified radius.
#79
General Discussion / Re: HVAC Layout Examples
January 02, 2015, 05:26:04 PM
Short circuits seem to be a condition of either weather exposure or power draw on the battery. Not sure about the second one though.
#80
General Discussion / Re: Manual Priority
January 01, 2015, 05:49:18 PM
Probably. Unlike most of the players I see on Let's Play, I don't personally mass-assign jobs, so the only things in my queue are the things I want done next. And I've given up trying to control the survival meals. I unforbid them right after breakfast and manually assign people to pick them up. It's pretty micromanagement-ish but I just don't see a way around it.
#81
Ideas / Re: Scavenging animals.
December 31, 2014, 03:55:22 PM
The notion of animal dens is also quite appealing.
#82
Ideas / Re: Scavenging animals.
December 30, 2014, 08:20:23 PM
me too! I like the idea of more complex animal AI behavior in general!
#83
General Discussion / Re: Manual Priority
December 30, 2014, 08:13:39 PM
Yeah, it's exactly that kind of micromanagement that I try to avoid, @element4ry, but if that's what you enjoy, go for it!
#84
General Discussion / Re: A jolly good punch up
December 30, 2014, 07:06:45 PM
I would have hoped that different materials also affected the Cooldown, but it doesn't.
#85
General Discussion / Re: Farming balance
December 30, 2014, 07:03:09 PM
Without seeing a screenshot, it's hard to say, but maybe your farms are too big and therefore need an excessive amount of work to plant?

You can get away with a pretty darn small farm to start with.
#86
Creative Rewards / Re: Creative Rewards Guidelines
December 30, 2014, 06:54:31 PM
Attached to this file. "RimWorldCreatorPlaceholder.txt"

PS While I have your attention: Happy holidays, and thanks for your hard work.

[attachment deleted due to age]
#87
General Discussion / HVAC Layout Examples
December 30, 2014, 06:47:32 PM
Show me your new base designs incorporating heating/cooling considerations!

Here's mine:



I'm funneling all my waste heat into the hallway that opens into my grow zones. I think in future variations I will probably put in an "airlock" between the trade beacon/stockpile/entrance and the grow zones, and put the heating corridor "deeper" into my base. I've been fiddling with these designs to the point that I have yet to actually go through my first winter because I keep restarting to try a new layout.

I'm also paying more attention to room designs for spaciousness. It seems like you have to place the beds such that the colonist's head is close to the center of the room. But if you do that, then a 6x6 room can hold a bed and a production table of some kind and still be "spacious."
#88
Ideas / Re: Your Cheapest Ideas
December 30, 2014, 06:23:25 PM
I wish I could upgrade Walls to Conduit Walls without having to completely dismantle them first.
#89
Ideas / Re: balencing heating/cooling
December 30, 2014, 06:22:46 PM
You can basically do this already using hallways, @WolveNZ.
#90
Ideas / Re: Territory Claiming
December 30, 2014, 06:19:32 PM
This makes me think of somehow setting up little "mining outposts" and the like with a dining room, stockpile and some bedrooms. Not practical given the current transportation/carrying capacities, unfortunately. I'm not even sure I would want that.

It would be a better way of dealing with these abrasive jerks that keep surviving the raids, though.