I need some tips now!
Make your raiders into cowboy hats.
Eating cooked food makes your colonists happy. Took me forever to figure that one out.
Also build a solid door on your jails out of granite so when prisoners go berserk you can just lock the door and have people keep repairing it from the outside. They will calm down eventually.
Don't knwo what exactly is considered pro, but there are some things I often read players are not using:
1.: Use manual priorities and make templates for different "classes". E.g. my miner always mines than buidls than hauls and scientist always builds than researches etc.
2.: Prepare carefully. Either with the respective mod or (as I prefer) through selecting three key abilities from which each starting colonist should have one at a high level (8 or above best case).
3.: Don't take whoever comes visiting your colony. You can do that to get a fourth colonist but after that you should only take people worth their food, especially when you have prisoners.
4.: NEVER take incapable of firefighting or prostophone (the thing where you're afraid of artificial limbs).
5.: If you play on ice sheet, reconsider everything you know because conventional tactics won't work here.
6.: When deconstructing something roofed, use an inverted zone so your colonists don't enter the roofed area and get killed by it falling down.
7.: You can build things from any material present on your map. You don't need to research stonecutting to build with stone, only for crafting.
8.: At some point you should get a colonist incapable of violent to ensure he stays in the back and can carry wounded people out of the battle, also because your colony can't be destroyed by all yur guys suck at combat. Having a pacifist is mostly self-restricting so you don't put him on the frontline although you know better.
Always kill boomrat with melee weapon ;D
Quote from: Dr. Z on June 12, 2015, 02:41:31 PM
7.: You can build things from any material present on your map. You don't need to research stonecutting to build with stone, only for crafting.
WHAT??? played 100's of hours and didn't know this!!! Wow!
-Put flooring on ice to nearly double the walking speed. Be sure to clear it of snow for the full bonus.
-Put turrets behind autodoors; close the door if the turret starts taking too much fire and you want to save it from exploding. Be sure to close the door before melee fighters get close.
-Buy wood in bulk from traders if the map doesn't have many trees. Using wood frees up steel for important activities.
-Only throw one EMP at mechanoids. Any more EMPs just cause the mechanoids to instantly adapt and become forever invulnerable to EMPs.
-Stone traps take awhile to build, but stone is so common it's easy to spam them.
-Leave doors open between common rooms during the winter to help with temperature equalization.
-Don't use medicine on frostbite - it has nearly no effect. As long as frostbite is simply treated it'll heal fine, no scars or infection.
-Be careful mining plasteel: colonists will become obsessed with the task and can become exhausted and collapse from extreme weather.
-Tell skilled workers to "drop items on floor" under bill instructions so they can spend more time working; use less-valuable unskilled laborers for hauling. This can create great time savings for items like meals.
-Deconstruct poor-quality weapons to great greater material return value than just selling them for pennies.
-Build solar panels in wind turbine zones; they don't affect the turbine's efficiency.
-Use switches to save power and safely control your turrets from a distance.
Quote6.: When deconstructing something roofed, use an inverted zone so your colonists don't enter the roofed area and get killed by it falling down.
Or consider using a no-roof zone to eliminate the roof and stop falling rubble at the source
Naa, that would be too easy ;)
Quote from: Dr. Z on June 12, 2015, 02:41:31 PM
4.: NEVER take incapable of firefighting or prostophone (the thing where you're afraid of artificial limbs).
You are mistaken sir. THIS is a prostophone.
(https://pbs.twimg.com/media/B8FsNwkIQAAoYJ7.jpg)
Quote from: Jimyoda on June 12, 2015, 03:58:17 PM
Quote from: Dr. Z on June 12, 2015, 02:41:31 PM
4.: NEVER take incapable of firefighting or prostophone (the thing where you're afraid of artificial limbs).
You are mistaken sir. THIS is a prostophone.
You, sir, are a winner at the internet!
Oh, and in case you couldn't tell
that's an android phone.
:P
Kill raiders before they kill you
Get your colonists as tanky as possible, it'll slow em down but what do you rather have?
Get your colonists binonical, they'll be less likely to bleed when a limb is hit, unless they are shot off
Use traps all around your base, you never know, sometimes a 3 year old trap can save your life
If you like use mods that change weapons or add some things for battle (for example Haplo's miscelaneous mod (cant spell that word))
9.: Save medicine for operations, use herbal medicine on infections and herbal or even no medicine at all on normal wounds. It causes almost never an infection when badly treating a wound (in my personal experience anyway).
Sandbags are your friends. Put a turret behind them, put your colonists behind them. They'll take a bullet for you (Or 20).
Quote from: DDog on June 12, 2015, 03:40:13 PM
Quote from: Dr. Z on June 12, 2015, 02:41:31 PM
7.: You can build things from any material present on your map. You don't need to research stonecutting to build with stone, only for crafting.
WHAT??? played 100's of hours and didn't know this!!! Wow!
Its only true once you have a sample of said material from a wall being deconstructed. ie all the walls are intact, your choices are wood and steel. deconstruct that sandstone wall over there for just 4 blocks and now you can build out of sandstone, even though you only have 4.
Crops will grow year-round so long as you provide them light (sun lamp) and heat. You can simply wall in your fields (place support pillars as needed to keep the roof up) and grow all though the winter despite the game's warnings.
Hydroponics simply allows you to grow without soil.
space out any turrets you may have, they like to explode when shot/stabbed/bashed
Put your people behind cover, ANY cover! even a tree is good enough when you're in the open.
While any cover is good, A wall is better. Put your colonists behind a wall where possible, if you alternate sandbags and walls, you can make some pretty nice fortifications.
Quote from: Blizz on June 12, 2015, 06:08:04 PM
Sandbags are your friends. Put a turret behind them, put your colonists behind them. They'll take a bullet for you (Or 20).
Sandbags have no effect on turrets as turrets are buildings and can't take cover. If a bullet hits a sandbag in front of a turret it's just a random miss wich would've hit that tile anyway.
Also turrets have an exploding range of three tiles.
Quote from: Dr. Z on June 13, 2015, 05:27:53 AM
Quote from: Blizz on June 12, 2015, 06:08:04 PM
Sandbags are your friends. Put a turret behind them, put your colonists behind them. They'll take a bullet for you (Or 20).
Sandbags have no effect on turrets as turrets are buildings and can't take cover. If a bullet hits a sandbag in front of a turret it's just a random miss wich would've hit that tile anyway.
Also turrets have an exploding range of three tiles.
Did sandbags help protect turrets in previous alphas? It seemed like everyone surrounded turrets with sandbags in the early alphas.
I haven't been doing it for a long time since it requires a lot of maintenance, but I wasn't aware the hit chance wasn't decreased for turrets.
You can still surround them with sandbags to slow enemies, but you might as well just make a dumping stockpile in front of it.
Quote from: SSS on June 13, 2015, 12:35:20 PM
Quote from: Dr. Z on June 13, 2015, 05:27:53 AM
Quote from: Blizz on June 12, 2015, 06:08:04 PM
Sandbags are your friends. Put a turret behind them, put your colonists behind them. They'll take a bullet for you (Or 20).
Sandbags have no effect on turrets as turrets are buildings and can't take cover. If a bullet hits a sandbag in front of a turret it's just a random miss wich would've hit that tile anyway.
Also turrets have an exploding range of three tiles.
Did sandbags help protect turrets in previous alphas? It seemed like everyone surrounded turrets with sandbags in the early alphas.
I haven't been doing it for a long time since it requires a lot of maintenance, but I wasn't aware the hit chance wasn't decreased for turrets.
I think people did this because it's a natural and logical assumption that the turrets would be partly covered by the sandbags so they don't take that many bullets.
In fact, sandbags don't automatically cover everything in their surrounding area, but a pawn hast to actively use them to get protection, and as turrets are buildings they can't do that.
-Build defenses in layers, have fall back points with further fortifications to allow your colonists to retreat and regroup when they are in danger of being over whelmed.
-On higher difficulty levels a panic room can also be a colony saver. (I.E a heavily reinforced room with extra food, weapons, and defenses you can make a last stand in or endure a siege from long enough to treat badly injured colonists.)
Butcher your enemies and sell their flesh to bulk traders. Turn their bullet-ridden hides into clothes and sell to exotic traders.
DON'T let your artists use silver for their sculptures.
I was under the impression that everytime a bullet passes over an object it has a chance to hit it and not the target....hence hitting pawns in the way of a target animal when hunting, so in that instance I would say sandbags DO offer protection as bullets have a chance to impact them as opposed to the target turret. Ill look into the code later to confirm.
I would say that only works when passing a pawn, not a building.
Confirmed it checks for a pawn before it does the other stuff and even then its only after it would of hit the target, so yep the only protection for turrets is your colonists.
Quote from: skullywag on June 14, 2015, 06:22:59 PM
Confirmed it checks for a pawn before it does the other stuff and even then its only after it would of hit the target, so yep the only protection for turrets is your colonists.
Could we use prisoners instead perhaps? Lop their legs off and put them in beds surrounding the turrets?
I'm going to have to try this.
THAT is ingenious. Based on the code it would work. Literal bullet sponges. :D
Quote from: muffins on June 15, 2015, 03:05:47 AM
Quote from: skullywag on June 14, 2015, 06:22:59 PM
Confirmed it checks for a pawn before it does the other stuff and even then its only after it would of hit the target, so yep the only protection for turrets is your colonists.
Could we use prisoners instead perhaps? Lop their legs off and put them in beds surrounding the turrets?
I'm going to have to try this.
Quote from: skullywag on June 15, 2015, 03:09:21 AM
THAT is ingenious. Based on the code it would work. Literal bullet sponges. :D
Oh, the things we come up with Rimworld. I'm starting to think it's not really a game but some sort of psycho-detecting software released by some secret government agency. Or an ancient hive mind.
"Could we use prisoners instead perhaps? Lop their legs off and put them in beds surrounding the turrets?
I'm going to have to try this."
You sir just found your signature
Muffins... the human who discovered a way to protect our turrets!
May the void gods favour you and your colonies!
Wait, can you have prisoner beds outside?
Pro Tip:
Give raiders false cover. In an open plain, they'll rush you. If they have walls, they'll hide behind them. If they have plants, they'll squat behind them. Clear the area in front of your base, and plant some kind of crop you don't care about. Maybe toss in the occasional sand bag. When raiders come, they'll sit in the fields and you get to play Duck Hunt. Maybe they'll even light the fields on fire for you and cook themselves!
Quote from: milon on June 15, 2015, 07:56:16 AM
Maybe they'll even light the fields on fire for you and cook themselves!
Evil idea! But I fear that this won't happen. The new feature states "Raiders
opportunistically light crops on fire."
I guess that means they won't try to do this while they are being shot at.
Quote from: milon on June 15, 2015, 07:56:16 AM
Wait, can you have prisoner beds outside?
What would happen if you construct a prison and then deconstruct everything besides the bed? Would your colonists care if you have no other free prison beds?
Quote from: Dr. Z on June 15, 2015, 11:12:21 AM
What would happen if you construct a prison and then deconstruct everything besides the bed? Would your colonists care if you have no other free prison beds?
Good question. I only know that when there is no prisoner bed inside a room, you have no option to capture someone. And when you punch a hole through a wall, the prisoner flees.
I guess if you destroy the beds inside nothing will happen and they just choose a random place on the ground to sleep. Just like when you don't assign any sleeping spot to your colonists.
Best tip ever:
Do what you need to do, before playing Rimworld.
i got a question not sure if ok to ask here but don't feel like making a post just for this... can you eliminate the shared bedroom negative mood by having people in same bedroom sleep at different times? for example 3 man bedroom each person in it sleep at different times never overlapping would they no longer have the -5 sharing bedroom thing? or that just not possible?
Quote from: Takamiki on June 15, 2015, 12:29:07 PM
i got a question not sure if ok to ask here but don't feel like making a post just for this... can you eliminate the shared bedroom negative mood by having people in same bedroom sleep at different times? for example 3 man bedroom each person in it sleep at different times never overlapping would they no longer have the -5 sharing bedroom thing? or that just not possible?
no, sleeping at different times, you will still get the sharing bedroom thing... think about it, they are sharing a bedroom.
Quote from: Skissor on June 15, 2015, 11:24:31 AM
I guess if you destroy the beds inside nothing will happen and they just choose a random place on the ground to sleep. Just like when you don't assign any sleeping spot to your colonists.
No I mean if you don't destroy the beds but everything else.
@Takamiki, if you micromanage with only 1 bed per room and keep changing who it's assigned to, you could avoid the penalty (I think). But that's a lot of micro!
@Skissor, these prisoners wouldn't flee. They have no legs! You can feed them, practice medicine skill, maybe even "repair" them after a fight! Just don't take away their armor when you capture them - they'll die too quickly if you do.
EDIT - Wait. Prisoners would absorb enemy bullets, sure, but they would also absorb turret bullets. Kind of defeats the whole purpose of turrets, no? >_<
Morality aside, the problem with putting prisoners in beds in front of gun turrets is the turrets bullets will also randomly hit the prisoners rather than the intended targets, so it's a somewhat useless bullet sponge given it inhibits your own offensive firepower.
(Not to mention once the turret goes boom it also takes out your meat sponges, which will be more of a PITA to replace then sandbags after every skirmish.)
What if the turrets' meat-armour is behind sandbags?
So ... Turret > Sandbags > Meatbags > Sandbags.
The sandbags would protect the meatbags from fire in both directions (incoming and outgoing) while the meatbags protect the turrets with their ability to intercept bullets aimed at the turrets. Would that work?
At that point the turrets aren't actually sending much fire the enemy's way.
Might as well play Superior Crafting and put up shield generators.
Is it smart to melee a sycther because he landed in my base ignored the colonists and started to ignite the solar generators. He didn't even go after the colonists when they went past him. All I got is a pistol and melee what do I do😡
Quote from: Shadow_SlayerX on June 16, 2015, 08:47:57 AM
Is it smart to melee a sycther because he landed in my base ignored the colonists and started to ignite the solar generators. He didn't even go after the colonists when they went past him. All I got is a pistol and melee what do I do😡
You
can melee a scyther... but not that early on in the game. Even if I had 20-skill melee specialist with a legendary plasteel longsword, I would be hesitant to have him attack the scyther unless the circumstances called for it. (Also, on that matter, I don't think I would ever have a melee specialist attack a centipede, short of a total colony death scenario.)
Use the pistol as best as you can. You usually start off with a survival rifle also; you might want to consider using that instead depending on how much cover you have around.
If you micro that pistol user on corner you can duck out fire duck back in wait for scyther to reset duck out fire duck in rince and repeat. He wont even get a shit off of youre good. His warmup time is much longer than a pistol.
When the scyther ignores your colonists in the first place I would say the probability of keeping on ignoring them is higher when shooting at it then meele it, because meele draws more aggro from the attacked target I think.
Quote from: skullywag on June 16, 2015, 10:23:24 AM
If you micro that pistol user on corner you can duck out fire duck back in wait for scyther to reset duck out fire duck in rince and repeat. He wont even get a shit off of youre good. His warmup time is much longer than a pistol.
Silly skully, robots don't poop.
Pffff haha i love typos
Kicking myself for only just realising this one.
Plants as we know rest at night. So providing them with power to the sun lamps is a massive waste. If only there was a power source that functions only during the day...
(Tip: You need three of them to provide enough power to run a sunlamp for the entire time the plants are growing)
Last time I checked, crapping scythers were removed for a11.
Doesn't the Job Interrupt kick in when a pawn takes damage? I'm pretty sure you can't play hide & seek with mechs like we used to...
I play hide and seek with the mechs even in 11. They will not just continue to head for your base now, as you pick them off from a distance, they will target you.
Quote from: Listy on June 16, 2015, 02:00:56 PM
Plants as we know rest at night. So providing them with power to the sun lamps is a massive waste. If only there was a power source that functions only during the day...
Dang, you so got a point here... I'm envisioning a setup of 100% solar to power the sun lamps with a switch to the main electric network in case of the good ol' eclipse...
I've been playing since ~A5/6 without any solar though... I start with 2 wind turbines to power the initial colony and go straight into geothermal as soon as research is done. From there, I expand only in geothermal...
Quote from: rmurdocci on June 16, 2015, 04:52:08 PM
Quote from: Listy on June 16, 2015, 02:00:56 PM
Plants as we know rest at night. So providing them with power to the sun lamps is a massive waste. If only there was a power source that functions only during the day...
Dang, you so got a point here... I'm envisioning a setup of 100% solar to power the sun lamps with a switch to the main electric network in case of the good ol' eclipse...
I've been playing since ~A5/6 without any solar though... I start with 2 wind turbines to power the initial colony and go straight into geothermal as soon as research is done. From there, I expand only in geothermal...
Me too. Only on my set up I was planning some batteries isolated by switches to store the spare power from peak production.
^ It's actually REALLY useful in tundra or ice sheets to have a sun lamp. Mostly because you've got to wall & roof your growing areas, which cuts off sunlight. ;)
I had my person with the gun shot him. The scyther turned around and shot his legs off and then continued to ignite the other panels what now! Should I hide?