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RimWorld => General Discussion => Topic started by: Limdood on February 09, 2017, 11:55:07 PM

Title: Post a cool tip you know about!
Post by: Limdood on February 09, 2017, 11:55:07 PM
Rimworld is quite a complex game.  There are LOADS of object and mechanic interactions that go on, and some are quite subtle or often missed.

Think you know a lot about the game?  Want to share some of that knowledge?  Do it here!

Post a tip or trick that works in the game that YOU think others maybe, just maybe, don't know about. 



Here's mine to start it off: toolboxes, multi-analyzer, and vitals monitor efficiency.

Any number of work stations can be linked to the same 2 toolboxes.  range (and blocking terrain like walls) is the only limiting factor.  A carefully constructed workroom can have all workstations running at +12% (+6% twice from 2 toolboxes) with only having built 2 toolboxes.  The confusing wording is clarifying that you cannot stack insane % boosts by linking 24 toolboxes to your sculptors table...though you CAN link 24 sculptors tables to 1 toolbox.

This also works for:
Multi-analyzer.  Any number of hi tech research tables touching ONE multi analyzer will benefit.  In other words, more than 1 multi-analyzer = useless.  more than 1 hi tech research bench = great IF it can be placed touching the multi analyzer.

Vitals monitors.  Any number of beds (obviously a max of 4) can benefit from a single vitals monitor they are touching.  More than 1 vitals monitor touching a bed = no added effect.  More than 1 bed touching a vitals monitor = each bed benefits from the monitor simultaneously. 

Hope this helps anyone who was curious about the interaction with these objects.  Btw, all of these are personally tested and confirmed (connections show all affected workstations, i can research multi analyzer only items at multiple benches with only 1 analyzer touching those benches, and the info tab clearly shows the benefits of the single vitals monitor on all adjacent beds at once)
Title: Re: Post a cool tip you know about!
Post by: FalconBR on February 10, 2017, 12:22:14 AM
Place chairs, stools or armchairs (preferable) in front of all work stations, I didn't know about that, just discovered in alpha 16...
I don't know if you can place chairs in mortars! I try next game!
Title: Re: Post a cool tip you know about!
Post by: Perq on February 10, 2017, 02:14:36 AM
Quote from: FalconBR on February 10, 2017, 12:22:14 AM
Place chairs, stools or armchairs (preferable) in front of all work stations, I didn't know about that, just discovered in alpha 16...
I don't know if you can place chairs in mortars! I try next game!

Tried it with mortars - doesn't seem to work. :2 Does for everything else, tho.

Thing I got to know recently:
Bunkers are actually very good - cover from being in dark area (under the roof) adds quite a bit of cover, making it even harder to hit you.
Still trying to come up with the best design, but it seems to be far better than simple sandbag wall. :2
Title: Re: Post a cool tip you know about!
Post by: Limdood on February 10, 2017, 02:22:55 AM
Quote from: Perq on February 10, 2017, 02:14:36 AM
Quote from: FalconBR on February 10, 2017, 12:22:14 AM
Place chairs, stools or armchairs (preferable) in front of all work stations, I didn't know about that, just discovered in alpha 16...
I don't know if you can place chairs in mortars! I try next game!
As of A16, darkness no longer affects hit chance.

Your best cover generally involves a wall+ a sandbag...stand behind the wall, and the pawn will lean out (to behind the sandbag) to shoot, gaining cover from both the wall and sandbag.  This does constrain your field of fire a bit though.
Tried it with mortals - doesn't seem to work. :2 Does for everything else, tho.

Thing I got to know recently:
Bunkers are actually very good - cover from being in dark area (under the roof) adds quite a bit of cover, making it even harder to hit you.
Still trying to come up with the best design, but it seems to be far better than simple sandbag wall. :2
Title: Re: Post a cool tip you know about!
Post by: Perq on February 10, 2017, 02:30:03 AM
Well, this is... bad? :@ Why would it not matter? How can you hit something you cannot see well?
Does this mean hit chance is not longer affected by the night?
Title: Re: Post a cool tip you know about!
Post by: giannikampa on February 10, 2017, 03:55:52 AM
I surround pool table with my spare armchairs, gives them comfort while playing. Plus i put a table in their range so people use them to eat/drink, plus i put all of this in a tv range plus some work stations and cooking station. more than one will sit and use them at the same time (if facing different directions).
Title: Re: Post a cool tip you know about!
Post by: Perq on February 10, 2017, 04:15:26 AM
Playing pool while sitting... what?! :D
Title: Re: Post a cool tip you know about!
Post by: Mkok on February 10, 2017, 07:58:48 AM
Quote from: giannikampa on February 10, 2017, 03:55:52 AM
I surround pool table with my spare armchairs, gives them comfort while playing. Plus i put a table in their range so people use them to eat/drink, plus i put all of this in a tv range plus some work stations and cooking station. more than one will sit and use them at the same time (if facing different directions).


I wonder, can you have them use armchairs while playing horseshoes as well?  ;D
Title: Re: Post a cool tip you know about!
Post by: PotatoeTater on February 10, 2017, 09:17:44 AM
I have tables and chairs placed throughout my base so when pawns get hungry they will go to the closest table. Prevents the ate on floor debuff.
Title: Re: Post a cool tip you know about!
Post by: A Friend on February 10, 2017, 10:18:58 AM
you can rotate stools
Title: Re: Post a cool tip you know about!
Post by: giannikampa on February 10, 2017, 01:44:58 PM
here you can see a conceptual hard use of armchairs, made it via dev mode to make it extreme,
they won't necessary go on a chair to play horseshoes. Maybe if you completely fill the room they will be considered on the chair..
Lol many got asleep when we were shoting the photo ;D

[attachment deleted by admin due to age]
Title: Re: Post a cool tip you know about!
Post by: cultist on February 11, 2017, 06:58:57 AM
Don't underestimate pawns incapable of violent, who otherwise have good skills. When the rest of your pawns are half-dead or downed from a particularly nasty raid, the pacificst is the perfect person to rescue downed pawns, clean the blood, haul the loot etc. If they're a doctor, even better. These guys can often be the factor that prevents mental breaks in these situations by getting rid of corpses and such while your fighting pawns rest.
Title: Re: Post a cool tip you know about!
Post by: Mehni on February 11, 2017, 07:27:36 AM
Quote from: Limdood on February 09, 2017, 11:55:07 PM
Vitals monitors.  Any number of beds (obviously a max of 4) can benefit from a single vitals monitor they are touching.

I beg to differ.

(http://i.imgur.com/U0zjsNG.jpg)
Title: Re: Post a cool tip you know about!
Post by: mrm on February 11, 2017, 07:32:47 AM
Come on, vitals monitor costs only 180 steel (and no components), just make few of them and make a normal looking hospital room instead of pile of beds :)
Title: Re: Post a cool tip you know about!
Post by: makapse on February 11, 2017, 07:53:15 AM
Quote from: mrm on February 11, 2017, 07:32:47 AM
Come on, vitals monitor costs only 180 steel

Just 180 steel on sea ice? Thats a windfall.
Title: Re: Post a cool tip you know about!
Post by: Mehni on February 11, 2017, 08:13:42 AM
But my power consumption man.

Nah, I'll admit using the double beds is ridiculous and impractical, but it shows that beds attach diagonally and you can attach up to 8 beds to a vitals monitor.
Title: Re: Post a cool tip you know about!
Post by: Draconicrose on February 11, 2017, 04:43:17 PM
If you put stools next to a stove's cooking spot and make a stockpile for food there, the cook won't even move when cooking. Make meals drop on floor and watch them get created at max speed.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on February 11, 2017, 05:59:30 PM
You can make miners work on the night shift, that way they automatically avoid many predators (which as of A16 sleep at night).

My skill 10 surgeon using normal Medicine in a sterile hospital with vitals monitor and hospital bed had a failure and catastrophic failure. Then I put a standing lamp in there. The next 2 operations were successes. Maybe light affects surgery success chance ??

Power Claws are interesting. They give a big bonus in melee combat. But a person having power claws for arms can still wield a gun and shoot (with slight accuracy penalty). This is currently the only way to fully use a colonist wtih both Shooting and Melee skills. You can buy power claws from Exotic traders sometimes.

You can 'operate' incapacitated Scythers to get Scyther Blades. If you get a colonist who can barely do anything, like a coma child / sheriff, you can turn him into a melee monster. Replace his arms with scyther blades. Note scyther blades give a big penalty to Manipulation (so shooting accuracy etc).

Pants and t-shirts/button down shirts give marginal protection and insulation. If you're short on material, make them out of something cheap, like cloth or your worst leather. And don't make them out of wool unless you have abundance of it.

The best apparel against heat are cowboy hats and dusters. Against cold - tuques and parkas. But parkas use lots of material and give a hefty -20% global work speed penalty! You can craft dusters instead, they offer the same cold protection as jackets and protect more against damage. Jackets are the cheapest of the outer layer apparel, have no work speed penalty like parkas and if made out of wool are warm enough for ice sheet. Good for workers and non-violent types.

After armor pieces and helmets, the best apparel to protect from damage is a duster. Use devilstrand or leather.
Title: Re: Post a cool tip you know about!
Post by: Mehni on February 11, 2017, 07:01:22 PM
No. Light does not have any effect on surgery success chance.

Neither do hospital beds or vitals monitors for that matter, all they influence is the treatment quality. Treatment quality for diseases/wounds is different from surgery.
Title: Re: Post a cool tip you know about!
Post by: R3d0gr3 on February 12, 2017, 10:42:42 AM
put sterile tiles directly under workstations and tables to increase room cleanliness without the need to (often) clean, great for early/small colony kitchens, hospitals, and research
Title: Re: Post a cool tip you know about!
Post by: Shurp on February 12, 2017, 12:53:41 PM
If you forgot to mark gravel patches on your ice sheet with the "plan" before the snow buried them fear not, you can still find them.  Just start designating large growing zones.  Any gravel in the zone will show up in a farm patch.  Now you can use the plan to designate them and delete the growing zone.  Later on you can put a greenhouse on it.
Title: Re: Post a cool tip you know about!
Post by: Shurp on February 12, 2017, 01:13:41 PM
Another helpful ice sheet tip: buy awful wooden sculptures from exotic goods traders, then deconstruct them to provide wood for campfires in your greenhouses when solar flares hit.

(Bulk goods traders?  What are those?  Haven't seen one of those in years... :)
Title: Re: Post a cool tip you know about!
Post by: jpinard on February 12, 2017, 01:51:54 PM
@Limdood thanks for this thread.  It has been incredible helpful and an awesome read.
Title: Re: Post a cool tip you know about!
Post by: Hans Lemurson on February 12, 2017, 01:57:00 PM
I just learned from one of the in-game tips that ranged pawns will always be able to shoot past the guy directly in front of them without friendly fire.  Now I understand how a melee/shield pawn can protect your gunners.

I also realized that this is perfect for the "Firing Range".  Have your shooting trainee stand one tile away from a wall, and start shooting at it.  When your construction pawns run over to start repairing the damage, there's no danger of friendly fire!
Title: Re: Post a cool tip you know about!
Post by: makapse on February 12, 2017, 03:05:03 PM
Quote from: Hans Lemurson on February 12, 2017, 01:57:00 PM
I just learned from one of the in-game tips that ranged pawns will always be able to shoot past the guy directly in front of them without friendly fire.  Now I understand how a melee/shield pawn can protect your gunners.


The big problem with that is that the opponents will aim for the shielded guy and when they miss(which will be many times) they get a guaranteed hit upon a pawn in a neighbouring tile which is selected at random.so its a guaranteed 12.5% hit on the shooter which is many times more than a direct shot, especially by tribals.
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on February 13, 2017, 09:40:43 AM
Store Animal Corpse in the Freezer, Butcher on Demand.

corpses need less space than their products.

( learned that myself only recently )
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on February 13, 2017, 11:02:05 AM
Quote from: Shurp on February 12, 2017, 01:13:41 PM
Another helpful ice sheet tip: buy awful wooden sculptures from exotic goods traders, then deconstruct them to provide wood for campfires in your greenhouses when solar flares hit.

(Bulk goods traders?  What are those?  Haven't seen one of those in years... :)
Ahaha and I've only seen ONE exotic trader until 5502. I jumped from piss poor to over 5000 silver, bionic arm, bionic leg (in advance!), 2 Shooting neurotrainers (in advance!),  bought out the entire stock of glitterworld medicine and a fennec fox. But a very good tip, thanks! Now I'm broke again because I bought power armor. I donate my silver to charity, trying to see how high I can push faction relations.
Title: Re: Post a cool tip you know about!
Post by: Zhentar on February 13, 2017, 11:23:47 AM
Quote from: Hans Lemurson on February 12, 2017, 01:57:00 PM
I also realized that this is perfect for the "Firing Range".  Have your shooting trainee stand one tile away from a wall, and start shooting at it.  When your construction pawns run over to start repairing the damage, there's no danger of friendly fire!

You might not want do that... Within the three tile radius, friendlies are guaranteed not to intercept bullets, meaning they won't get hit when they are on the path in between the bullet and the destination. But they're fair game at the destination - misses which hit the tile they are in can still hurt them.
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on February 13, 2017, 01:06:38 PM
Quote from: Zhentar on February 13, 2017, 11:23:47 AM
Quote from: Hans Lemurson on February 12, 2017, 01:57:00 PM
I also realized that this is perfect for the "Firing Range".  Have your shooting trainee stand one tile away from a wall, and start shooting at it.  When your construction pawns run over to start repairing the damage, there's no danger of friendly fire!

You might not want do that... Within the three tile radius, friendlies are guaranteed not to intercept bullets, meaning they won't get hit when they are on the path in between the bullet and the destination. But they're fair game at the destination - misses which hit the tile they are in can still hurt them.

You could put the shooting range in an enclosed room so it can be repaired from outside.
Put the door in the direction away from the most probable direction your other pawn will come from.

-- EDIT --

And remove the Homezone on the inside.  So nobody comes to clean or repair on this side.
Title: Re: Post a cool tip you know about!
Post by: Jimyoda on February 13, 2017, 01:43:52 PM
Quote from: SpaceDorf on February 13, 2017, 01:06:38 PM
You could put the shooting range in an enclosed room so it can be repaired from outside.
Put the door in the direction away from the most probable direction your other pawn will come from.

-- EDIT --

And remove the Homezone on the inside.  So nobody comes to clean or repair on this side.
That doesn't sound like it will work without a fault. Unzoning the room would keep out cleaners, but can't pawns stand outside the home zone for tasks inside the home zone? So if a repairer happens to be walking near the door they might decide to go in to fix the wall.
Maybe if you had something against the wall in the room that would prevent or discourage anyone doing repairs. I think sandbags might work because pawns can't stand on them.
Title: Re: Post a cool tip you know about!
Post by: Limdood on February 13, 2017, 03:15:19 PM
depending on colony wealth, set either:

tables and stools
small, but nice room with table and chairs (at least "a little bit impressive)
very impressive dining rooms

in various places around the map.
The first one will eliminate the ate without table mood penalty for pawns that are carrying a meal and eat it across the map - it also costs nearly nothing and boosts wealth a negligible amount...great for any map except sea ice.
The second will do that, and give a tiny mood bonus, and slightly delay some raiders who stop to bust it up.
The last one will give the max mood boost, delay raiders, but will cost a lot to rebuild and give bigger raids.
Title: Re: Post a cool tip you know about!
Post by: PetWolverine on February 13, 2017, 03:29:40 PM
Quote from: SpaceDorf on February 13, 2017, 09:40:43 AM
Store Animal Corpse in the Freezer, Butcher on Demand.

corpses need less space than their products.

( learned that myself only recently )

That depends on the type of animal. The info window for the corpse will tell you the amount of meat it will give. That's the maximum, and the actual amount you get will depend on the cooking skill of the butcher. If you expect to get less than 75 meat from a corpse, then butchering will compress it.

I've taken to forbidding grizzly bear and thrumbo corpses and the like so that smaller things get butchered. I had a thrumbo corpse sit in my freezer for over a year, long enough that a couple more joined it before I had cause to butcher it.
Title: Re: Post a cool tip you know about!
Post by: Jovus on February 13, 2017, 03:33:04 PM
For deadfall traps, different materials determine how much damage they do. Plasteel is best, followed closely by steel, then granite, then various other stones, and finally wood (and I think gold and silver).

I was just always making stone deadfall traps, thus sacrificing some damage. But now I know better.
Title: Re: Post a cool tip you know about!
Post by: GiantSpaceHamster on February 13, 2017, 03:38:41 PM
A whole bunch of cool tips!

(http://pngimg.com/upload/small/icicle_PNG10083.png)

It's a slow day...sorry...
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on February 13, 2017, 04:08:47 PM
Quote from: PetWolverine on February 13, 2017, 03:29:40 PM
Quote from: SpaceDorf on February 13, 2017, 09:40:43 AM
Store Animal Corpse in the Freezer, Butcher on Demand.

corpses need less space than their products.

( learned that myself only recently )

That depends on the type of animal. The info window for the corpse will tell you the amount of meat it will give. That's the maximum, and the actual amount you get will depend on the cooking skill of the butcher. If you expect to get less than 75 meat from a corpse, then butchering will compress it.

I've taken to forbidding grizzly bear and thrumbo corpses and the like so that smaller things get butchered. I had a thrumbo corpse sit in my freezer for over a year, long enough that a couple more joined it before I had cause to butcher it.

That was implied, but thanks for clarifying .. I still have a pack of 10 elephants in my freezer.
Title: Re: Post a cool tip you know about!
Post by: Limdood on February 14, 2017, 09:11:58 AM
For those that don't know, which many of you will, you can partially automate large portions of your colony by setting bills at production stations carefully.

Like setting "Cook fine meals - do until 60" then "cook simple meals - do until 20, no meat allowed"  will let your farm colony cook fine meals when it has the meat, but even if you don't have much meat, you'll still cook simple meals out of the veggies.

Smelt weapons (forever, all hit points, all quality, but only the types you never use), then smelt weapons (forever, low quality only, so you don't have half a dozen awful survival rifles sitting around), then smelt weapons (forever, very low hitpoints, low or normal quality) will remove most of the weapons you never use.  Same with burn apparel.

Lastly, MAKE apparel/weapons...the "do until X" will count items in stockpiles, so if your disposal is well automated, you can set these clothing or weapon creation bills up and the game will make sure you've got, say, 3 tuques or assault rifles - that are appropriate quality and hitpoints - always on hand.
Title: Re: Post a cool tip you know about!
Post by: Anxarcule on February 14, 2017, 09:44:30 AM
To avoid big explosions from batteries/stored power, wait for a battery to be fully charged and move/store it in another location making sure it isn't attached to any power line. 
Related to the above (and something I'll be setting up tonight), have a separate room full of batteries with a power switch so when the batteries are fully charged flip the power switch to remove the possibility of a surge.  Then when needed, you can flip the switch back on

Get an animal trainer to 16+ (training/taming wild boards) and try to train elephants - they are relatively easy to tame/train(75% wildness), can be trained to haul and are quite powerful in melee.

For psychic/poison ships, plant ~15 IED mines around them, get a safe distance away and shoot the ship... BOOM!  You should be left with a handful of weakened centipedes.  Be warned though, the blast will likely destroy some of the scyther corpses as well as the AI Core (less of an issue with poison ships)

If you want to harvest a prisoner's organs without the debuff, install a synthetic kidney (which will remove their real kidney), and then remove the synthetic kidney.  This might be the Expanded Prosthetics mod though

If you have a manhunter animal (e.g. thrumbo) wandering nearby NPC traders, shoot  the thrumbo and kite them to the NPCs - it will aggro them which may leave you with some items afterwards (and probably an angry, albeit weakened thrumbo).  Be sure to set you guys to hold fire so you don't shoot the NPCs by mistake causing them to go hostile

For infestations, if you can isolate them into an enclosed area (no matter how big or small) shoot an incendiery launcher / molotov cocktail so get some fires going and close the doors.  If they don't manage to put the fires out, the temperature will increase dramatically causing them to all to pass out from heatstroke, eventually getting hot enough for the hives (and insect jelly...) to combust.

Instead of cremating, set a dump stockpile outside your base for all your enemy corpses.  If not in a desert area, make the floor concrete beforehand in the surrounding area (and remove home area) and send in a colonist with molotov cocktails to burn everything.  Easy disposal!
Title: Re: Post a cool tip you know about!
Post by: makapse on February 14, 2017, 10:25:55 AM
Quote from: Anxarcule on February 14, 2017, 09:44:30 AM
For psychic/poison ships, plant ~15 IED mines around them, get a safe distance away and shoot the ship... BOOM!  You should be left with a handful of weakened centipedes.  Be warned though, the blast will likely destroy some of the scyther corpses as well as the AI Core (less of an issue with poison ships)

Now this is something that i learned from the thread after more than 2 years in rimworld(been here since alpha 9). Thanks! even having 5 IEDs will stop the headache that are the scythers lategadme when i preferred to heatstroke/frostbite(only when natural temp is -80C) them all.
Title: Re: Post a cool tip you know about!
Post by: Anxarcule on February 14, 2017, 10:32:08 AM
I would use at least 10 personally - because the scythers can spawn anywhere in the surrounding tiles 5 won't be enough to cover every square.  The only downside to this is the loss in resources/corpses - it can be hard to get a scyther blade if you are looking for one of those too.
Title: Re: Post a cool tip you know about!
Post by: Reaver on February 19, 2017, 10:20:20 PM
I don't know if this is because of mods or anything but I've had good success with selling stools (wood or surplus blocks) and animal beds (leather or cloth) early game before you have a dedicated crafter or artist available.

Place solar and fields in the wind turbine's marked zone to prevent tree growth and to make use of that space. Or you can add wind turbines over your existing fields for some extra power generation.

If you are like me and don't like having incomplete items lying around, make another bill (or several) with forever for that item above its main bill but limit its radius so it has no access to any of the materials (so they don't make a new instead!) so pawns with those items to complete will eventually finish them all even if they would be going over the crafting limit you've set for that item. Only restrict the radius, don't forbid the material otherwise they won't work on them. I think if you want to prioritize an item with a certain material first, then do the same but allow just that material so they only work on the item made of that material for that bill.
Title: Re: Post a cool tip you know about!
Post by: Euzio on February 19, 2017, 11:03:02 PM
- In biomes with snow, if your colony is expansive and you like to build multiple buildings for different purposes, consider building pillars of sheltered walk ways to different buildings so that when it snows, you don't have to shovel away the snow repeatedly (works better when you have mods like better pathfinding).

- To protect your outside Geothermal generators from lightning or wildfires, wall off 3 sides of it and build a roof over it, on the open side, tile up at least 2 rows of tiles and leave the roof open on 1 tile length (to let heat escape). You can then wall up the rest of it and put a door for repair access when necessary.

- In cold biomes, when you're able to, try and tame muffalos that come by. Muffalos (along with dromedaries) are one of the best farm animals to have around. They give a pretty substantial amount of food (milk, and if you choose to slaughter them to control the population, they have one of the highest meat yields), muffalo wool is one of the best materials to make coats from (you can afford to make either dusters or jackets from it so you don't have the speed penalty from parkas unless in extreme cold), and they make decent pets to help in defence with.

- If you have embrasures mod and the mod with shooting range, construct the wall behind your shooting target with embrasures. It will save the need for your pawns to repair the wall behind it (and thereby avoid friendly fire).
Title: Re: Post a cool tip you know about!
Post by: Limdood on February 20, 2017, 09:14:50 AM
Quote from: Euzio on February 19, 2017, 11:03:02 PM
- In cold biomes, when you're able to, try and tame muffalos that come by. Muffalos (along with dromedaries) are one of the best farm animals to have around. They give a pretty substantial amount of food (milk, and if you choose to slaughter them to control the population, they have one of the highest meat yields), muffalo wool is one of the best materials to make coats from (you can afford to make either dusters or jackets from it so you don't have the speed penalty from parkas unless in extreme cold), and they make decent pets to help in defence with.

I'd argue that alpacas are FAR better for wool...alpaca wool is VERY good for all temperatures (dromedary is slightly better for heat, but significantly worse for cold, muffalo is the opposite), and alpaca wool grows faster than any of the other animals

For milk, cows are miles ahead of any other animal for production. 

Muffalo are great for hauling in caravans, but other than that, you'll get way better milk/wool production from alpacas and cows (if you can get them) - even to the point where the alpaca wool far outdoes the muffalo wool+milk combined.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on February 20, 2017, 09:59:36 AM
Colonists are slowed when walking over items. So when you design a storage room, don't just fill it with a stockpile. Make gaps in the stockpile zone so pawns can traverse it quickly.

Quote from: Anxarcule on February 14, 2017, 10:32:08 AM
I would use at least 10 personally - because the scythers can spawn anywhere in the surrounding tiles 5 won't be enough to cover every square.  The only downside to this is the loss in resources/corpses - it can be hard to get a scyther blade if you are looking for one of those too.

Instead, place a couple of IED traps on the corners of the psychic ship (diagonally adjacent), poke it and run away. They are the highly travelled spots, and you will soon hear explosions. You don't need to cover every square, just the spots they like to walk across. And frankly, I think 10-15 components spent on a simple event like psychic ship is a waste. Just a couple is enough to damage them significantly, so survival rifle or two will take them out quickly. Sniper rifle destroys a ship without risk as long as you micromanage. I only use IED traps sometimes to save time, and to make harassing with survival rifle less risky in absence of sniper rifle. If using survival rifle, I always use a decoy colonist in cover, ideally with personal shield and armor.
Title: Re: Post a cool tip you know about!
Post by: Anxarcule on February 20, 2017, 10:49:48 AM
Later on in the game when you have 30+ mechanoids pop up they appear in every spot around the ship, so four corners wouldn't deal enough damage.  At that point since you also get so many corpses your net component gain is positive at any rate from disassembly (even more so with a bionic 20 skill crafter). 

Early game when you're dealing with a handful of mechanoids I generally resort to a few snipers to take them out as components are rare and IEDs are overkill (or not even researched) - this also gives the best chance of knocking out scythers so you can snag a few scyther blades for great money. 

Great tip on the stockpile room - my killboxes/doors to the outside are lined with metal scraps to slowdown incoming enemies but I never considered the time saved for haulers by having empty walkways in the stockpile room. 
Title: Re: Post a cool tip you know about!
Post by: makapse on February 20, 2017, 11:45:02 AM
Quote from: Anxarcule on February 20, 2017, 10:49:48 AM
Later on in the game when you have 30+ mechanoids pop up they appear in every spot around the ship, so four corners wouldn't deal enough damage.  At that point since you also get so many corpses your net component gain is positive at any rate from disassembly (even more so with a bionic 20 skill crafter). 

Early game when you're dealing with a handful of mechanoids I generally resort to a few snipers to take them out as components are rare and IEDs are overkill (or not even researched) - this also gives the best chance of knocking out scythers so you can snag a few scyther blades for great money. 

Great tip on the stockpile room - my killboxes/doors to the outside are lined with metal scraps to slowdown incoming enemies but I never considered the time saved for haulers by having empty walkways in the stockpile room.

Exactly what i meant. Its really hard to prevent any permanent limb loss/death when 20+ sythers pop out of the ship.4 IEDs on the corners and 2 at the middle of the long side should reduce them to a manageable size.

Wrt stockpile, is it really that useful to have the pathways for clothing/weapons. As i understand, there are some entities that take up some space(like the chunks) and reduce speed drastically, but i have never noticed it at my home stocks.It might be that me having them in a dead end might reduce the effect.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on February 20, 2017, 12:30:25 PM
Quote from: Anxarcule on February 20, 2017, 10:49:48 AM
Later on in the game when you have 30+ mechanoids pop up they appear in every spot around the ship, so four corners wouldn't deal enough damage.  At that point since you also get so many corpses your net component gain is positive at any rate from disassembly (even more so with a bionic 20 skill crafter).

I agree that explosives are THE weapon for mass damage. I simply fly away long before that. My last playthrough on flat ice sheet (Intense) took 3 years and that's with the recently increased ship cost (10 components per casket, 16 for ship core, 25 for reactor and the engine each; 5 uranium per casket and 100 for reactor and engine. Crazy. ). But such short games have upsides. I won with no killboxes and no turrets, and barely any traps.

Quote
Great tip on the stockpile room - my killboxes/doors to the outside are lined with metal scraps to slowdown incoming enemies but I never considered the time saved for haulers by having empty walkways in the stockpile room.

If you pay attention they seem to be slowed quite a lot by walking over items. I don't know if it's 35% or 50% but it's very visible. You might get away with no walkways if you make huge stockpile rooms because then they often can path around items. But you pay for that with longer walk distances. I even make walkways in rooms like fridge.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on February 20, 2017, 12:33:34 PM
Walking across lying items really does slow colonists quite a lot. I make pathways even in rooms like fridge. I don't know if it's 30% or 50%, but it's very visible.

If you're after the ultimate slowdown, line the path with ... trees. I never have the patience for that, but no movement penalty is harsher than walking through a tree.
Title: Re: Post a cool tip you know about!
Post by: Euzio on February 20, 2017, 08:48:50 PM
Quote from: Limdood on February 20, 2017, 09:14:50 AM
I'd argue that alpacas are FAR better for wool...alpaca wool is VERY good for all temperatures (dromedary is slightly better for heat, but significantly worse for cold, muffalo is the opposite), and alpaca wool grows faster than any of the other animals

For milk, cows are miles ahead of any other animal for production. 

Muffalo are great for hauling in caravans, but other than that, you'll get way better milk/wool production from alpacas and cows (if you can get them) - even to the point where the alpaca wool far outdoes the muffalo wool+milk combined.

Aye, but Alpacas aren't found naturally in cold biomes. I've yet to come across a trade ship that sells one in my boreal forest biome either. And muffalo wool provides greater insulation in cold biomes so in that climte, I would rather use them.

Also, it boils down to efficiency and cost of upkeep. Growing enough hay and making enough kibble (if we choose) to feed 1 muffalo is just more efficient and lower in cost than to feed 1 alpaca and 1 cow. Therefore, I find its better to simply maintain 1 muffalo as opposed to 1 alpaca and 1 cow.
Title: Re: Post a cool tip you know about!
Post by: Zhentar on February 20, 2017, 09:32:01 PM
Items have a path cost of either 10 or 15 ticks, depending on the kind, making it either 56% or 46%
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on February 21, 2017, 05:52:42 AM
Honestly all wool, no matter which, is great for tuques and jackets. So great that woolen parkas are overkill. If camelhair is enough for -75*C ice sheet, differences between wool are marginal.
Title: Re: Post a cool tip you know about!
Post by: FalconBR on February 21, 2017, 04:14:39 PM
I have 20 turrets defending my base... When a ship crash on my map, I redeploy all my turrets around it, I place colonists behind a safe distance and open fire, normally with two emp mortar with 1-3 second mark, ready to fire...
Title: Re: Post a cool tip you know about!
Post by: Hans Lemurson on February 21, 2017, 05:48:55 PM
Pro Tip: If a mechanoid siege shoots a Thrumbo, the Thrumbo goes manhunter on YOU!!!
Title: Re: Post a cool tip you know about!
Post by: tigg on February 21, 2017, 07:27:20 PM
I noticed the pawns slowdown in fridges/freezer rooms, so I always have paths in there.

Stockpiles have a path around the edge but I also have zones in the stockpile to differentiate things - mainly for me so that I can see at a glance where things are. The closest stockpiles have the things I need ready access to. I also put paths through my fields, not sure if that's needed but I do anyway.
Title: Re: Post a cool tip you know about!
Post by: Aerial on February 22, 2017, 08:33:58 AM
Quote from: Hans Lemurson on February 21, 2017, 05:48:55 PM
Pro Tip: If a mechanoid siege shoots a Thrumbo, the Thrumbo goes manhunter on YOU!!!

Also true with bears.  I thought I was being smart by kiting the mechanoids into the family of bears that had taken up residence in that corner of the map...
Title: Re: Post a cool tip you know about!
Post by: giannikampa on February 22, 2017, 09:27:22 AM
On the other hand..a good way to get a big animal killed is shooting at it when some friendlie merchants are nearby: it will attack the nearest human so they will finish the job and take the damage for you. But they'll never suspect you did all that on porpouse
Title: Re: Post a cool tip you know about!
Post by: FalconBR on February 22, 2017, 11:17:21 AM
I buy all components from all merchants I meet, it is ALWAYS less expensive to buy components them buying iron and making components.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on February 28, 2017, 02:59:42 PM
If you want easy hunting in winter, clear snow around your colony. Only in places where grass grows. Herbivores will move there to eat, carnivores will follow.

If you want to have less trouble with predators, use bear police. Bears are by far the toughest predators in Rimworld, when they hit wargs they stun them. Forbid your food stockpile, your prison, and all other areas where food can be commonly found. Bears will hunt. This doesn't remove the threat completely, but it does help.
Title: Re: Post a cool tip you know about!
Post by: Jovus on February 28, 2017, 10:01:31 PM
Quote from: b0rsuk on February 28, 2017, 02:59:42 PM
If you want to have less trouble with predators, use bear police. Bears are by far the toughest predators in Rimworld, when they hit wargs they stun them. Forbid your food stockpile, your prison, and all other areas where food can be commonly found. Bears will hunt. This doesn't remove the threat completely, but it does help.

Bears are awesome, but if you're using Combat Realism, they go down fast to enemies with projectile weapons. So beware letting your bears just roam. They still work as an early warning system, however, and are still good against wild animals of all sorts.
Title: Re: Post a cool tip you know about!
Post by: Limdood on February 28, 2017, 10:26:27 PM
here's an easy one:

Make your hallways 2 wide (or more, but i find 2 is enough).  It helps with pathing and it helps you to shoot more easily.  Add several doors on major rooms - this lets you stand in doorways for hallways shootouts, while the AI can only use corners.

Arrange your rooms intelligently - best dining room near freezer/food stockpile.  Sort your stockpiles.  Have metal near the smelter/machining bench/smithy, have smokeleaf near the crafting spot, and ideally joints next to it as well.  Have psychoid leaves and neutro by the drug lab...have 2 high priority 1 or 2 tile stockpiles by cook bench, one for meat one for veg.  Put animal corpse stockpiles by the butcher table.

you'll take a slight hit in ugliness, but pawns will work WAY more efficiently.
Title: Re: Post a cool tip you know about!
Post by: Shurp on February 28, 2017, 10:47:53 PM
What is this "near" nonsense?  Put your dining room *in* the freezer.  Have your smithy *in* the metal stockpile.  Have your crafting spot *in* the smokeleaf stockpile.  And so on.

Yes, my pigs live in my meatlocker (set to -7'C so the poor piggies don't freeze).

I wonder if I could turn my greenhouses into bedrooms... they'd get a huge size bonus.  But anyone asleep at harvest time would get unhappy.
Title: Re: Post a cool tip you know about!
Post by: Trigon on February 28, 2017, 11:42:45 PM
Quote from: Shurp on February 28, 2017, 10:47:53 PM
What is this "near" nonsense?  Put your dining room *in* the freezer.  Have your smithy *in* the metal stockpile.  Have your crafting spot *in* the smokeleaf stockpile.  And so on.

Yes, my pigs live in my meatlocker (set to -7'C so the poor piggies don't freeze).

I wonder if I could turn my greenhouses into bedrooms... they'd get a huge size bonus.  But anyone asleep at harvest time would get unhappy.
Unless you put them a couple tiles away from the main harvest area, but depending on space constraints it might not be possible. All the same the idea of throwing up cots and living in the greenhouse sounds very appealing. I think there's a RL culture that does something similar.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 01, 2017, 12:24:43 AM
(not a tip)
I often make my green thumb colonists live in the greenhouse. It doesn't have a very high room rating, but it fits, it's one of warmest and best protected parts of my colonies. They are also unmolested at night.
Title: Re: Post a cool tip you know about!
Post by: travin on March 01, 2017, 05:17:09 AM
To vastly speed up cooking tasks, surround the entire workstations for butchering and cooking with refrigerators and set them to bulk production and refrigerator settings specific to raw meat, cooking ingredients and meals--a different fridge for each type. Object collision isn't enabled for fridges so they walk right past them. Pawns barely have to move for production and given build-to limits, they aren't ever in there long enough to get much upset about it. 2-300 build-to meals done in no time freeing plenty of time for other tasks. As well, with fridges set with the correct priority the cooks don't have to budge for new supplies.

Also build fridges for storing meals next to your dining areas so pawns don't have to waste time finding the meal to eat it. One stop shopping.

[attachment deleted by admin due to age]
Title: Re: Post a cool tip you know about!
Post by: travin on March 01, 2017, 05:40:44 AM
Quote from: Mehni on February 11, 2017, 07:01:22 PM
No. Light does not have any effect on surgery success chance.

Neither do hospital beds or vitals monitors for that matter, all they influence is the treatment quality. Treatment quality for diseases/wounds is different from surgery.
Can't say I agree. I have a room full of beds and the one made from silver is the one all surgery patients go to on their own.
Title: Re: Post a cool tip you know about!
Post by: Limdood on March 01, 2017, 09:20:03 AM
Quote from: Shurp on February 28, 2017, 10:47:53 PM
What is this "near" nonsense?  Put your dining room *in* the freezer.  Have your smithy *in* the metal stockpile.  Have your crafting spot *in* the smokeleaf stockpile.  And so on.

Yes, my pigs live in my meatlocker (set to -7'C so the poor piggies don't freeze).

I wonder if I could turn my greenhouses into bedrooms... they'd get a huge size bonus.  But anyone asleep at harvest time would get unhappy.
by "near" i mean that my smokeleaf stockpile occupies the standing spot for the crafting spot...same for corpses and butcher table, food and stove, etc.

Also, neat trick i picked up from reading elsewhere to avoid the "observed a corpse" mood from hauling:

IF you store corpses in a stockpile rather than burying or burning (don't feel like it, haven't unlocked cremation, animals eat corpses, etc.).  Only works if you have at least 1 hauling animal.

Make your stockpile for corpses and hide it from sight behind walls and a door.  Set it to ONLY allow corpses.  Set up an allowed zone for all colonists and REMOVE the corpse stockpile from the allowed zone of colonists.  Now set a 1-tile, lower priority stockpile for corpses outside of the corpse room (and IN the colonist allowed area).  Now colonists will haul corpses to the 1 tile low priority corpse stockpile since they're not allowed in the larger corpse room.  The hauling animals however, will then haul the bodies from the lower priority to the higher priority stockpile (that your colonists can't enter).

This is obviously most ideal if you plan on using fresh corpses as food for animals without butchering.
Title: Re: Post a cool tip you know about!
Post by: travin on March 01, 2017, 11:22:55 AM
Quote from: Limdood on March 01, 2017, 09:20:03 AM
Now colonists will haul corpses to the 1 tile low priority corpse stockpile since they're not allowed in the larger corpse room. 

It's creative but doesn't seem very practical. It could help a little, I suppose.

Foremost, you can't necessarily be choosey where the dead bodies are. So no matter what high-maintenance lengths you go to to set it up so it works in theory, in reality there's a significant lag time between initiating and completing hauling tasks, if animals even decide to help out. In that significant lag pawns are observing corpses.  That's a lot of effort for so little payoff. I prefer choosing one pawn, hopefully one that doesn't care or sanguine and have them do it.
Title: Re: Post a cool tip you know about!
Post by: GiantSpaceHamster on March 01, 2017, 04:51:13 PM
Quote from: Shurp on February 28, 2017, 10:47:53 PM
What is this "near" nonsense?  Put your dining room *in* the freezer.  Have your smithy *in* the metal stockpile.  Have your crafting spot *in* the smokeleaf stockpile.  And so on.

Yes, my pigs live in my meatlocker (set to -7'C so the poor piggies don't freeze).

I wonder if I could turn my greenhouses into bedrooms... they'd get a huge size bonus.  But anyone asleep at harvest time would get unhappy.

I specifically don't do this because of the huge beauty penalty. It's much easier to keep your colonists happy if you minimize mood penalties, which means avoiding ugly rooms. It's all fine and well as long as your colonists aren't borderline breaking but the whole point of RimWorld is minimizing the sources of problems since you cannot control everything.
Title: Re: Post a cool tip you know about!
Post by: jpinard on March 01, 2017, 06:58:33 PM
@travin since most people play without mods your fridge post doesn't exactly help since it's entirely dependent on a mod that is kinda a cheat for the game.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 01, 2017, 08:55:32 PM
When there's a siege, don't destroy the mortars if you can avoid it. Once pirates are dead or routed, you can Claim the mortars and reinstall them in your colony.
Title: Re: Post a cool tip you know about!
Post by: travin on March 02, 2017, 07:26:07 AM
Quote from: jpinard on March 01, 2017, 06:58:33 PM
@travin since most people play without mods your fridge post doesn't exactly help since it's entirely dependent on a mod that is kinda a cheat for the game.

No, most people don't play without mods and it's not a cheat as the very same thing can be accomplished with a proper zoning config--the small benefit of spotted refrigeration on balance with effort to build, materials and energy consumption, is negligible. At worst it's just a little lazy.

Besides, this is an unqualified thread about sharing tips of all kinds, not specific to any one playing style, so spare us your righteous indignation. Rather than being judgemental, ignoring tips that don't fit with your style of play is an option. And I thank you for doing so. 
Title: Re: Post a cool tip you know about!
Post by: Haecriver on March 02, 2017, 08:18:39 AM
Surround ships with walls and let two tiles free. This way you can control where mecanoids will pop up. Then just put 4 IEDs, it will kill every centipedes 8)
Title: Re: Post a cool tip you know about!
Post by: travin on March 02, 2017, 08:21:37 AM
Quote from: Haecriver on March 02, 2017, 08:18:39 AM
Surround ships with walls and let two tiles free. This way you can control where mecanoids will pop up. Then just put 4 IEDs, it will kill every centipedes 8)

This idea makes me feel stupid for not having thought it.  ;)
Title: Re: Post a cool tip you know about!
Post by: Miridor on March 02, 2017, 08:59:44 AM
Quote from: Haecriver on March 02, 2017, 08:18:39 AM
Surround ships with walls and let two tiles free. This way you can control where mecanoids will pop up. Then just put 4 IEDs, it will kill every centipedes 8)

I think that's actually one for the 'exploit' category.
Title: Re: Post a cool tip you know about!
Post by: travin on March 03, 2017, 03:27:20 PM
I once had a small colony where all but one pawn got the plague and then a dry lightning storm hit, fire everywhere and all wooden walls on the base. I found out the hard way you can successfully fight a fire with grenades.
Title: Re: Post a cool tip you know about!
Post by: travin on March 03, 2017, 03:31:45 PM
Use the cover of a rainstorm at night to hunt a pack of sleeping boomalopes
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on March 03, 2017, 03:45:02 PM
I use the planning tool to mark weapon ranges.

Also setting all your pawns to no medicine, and slapping down a few sleeping spots outside make a perfect field hospital. It also keeps your Hospital clean :)
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 03, 2017, 03:52:53 PM
New drug policy: Animal Doper (I haven't tested it yet).
Go Juice - every day - only if mood below 1% - only if joy below 1% - take into inventory.

The point is to abuse the drug policy system to abuse your war beasts more effectively. As soon as a raid comes, draft the animal doper where you will want to defend. Wait until animals gather then administer Go Juice to them. Watch as your cougars and panthers run at mach 8 (over 8 speed actually).
Title: Re: Post a cool tip you know about!
Post by: Jibbles on March 03, 2017, 09:58:44 PM
(http://i.imgur.com/MhwCirD.jpg)

You can place stools by the stove  to greatly reduce time needed for cooking meals. See pic. This setup makes it so the chef doesn't have to move at all when cooking.. I'm using a rim fridge for meat on this one.  Place stockpiles over the stools, one for meat, and one for vegetables. Meat and veg stock are set to critical.  Set meals to drop on floor.  The meals will drop right behind the chef. Create a meal stockpile behind chef and set to low priority so pawns  can carry them to the freezer. The stockpile for meals is only necessary if you don't want them to cook food forever.

You can forbid objects before they're built for base planning. That example is also in the pic.

This one is sort of risky to use, or can be.  It's more fun than being effective.
Make roof collapse on enemies.
-Construct one block of wooden wall
-Place some concrete around it in case of fire
-Zone/expand roof
-Remove Home zone from wood to prevent repairs
-Shoot it down till health is low.
-Shoot it when you want the roof to collapse.
Title: Re: Post a cool tip you know about!
Post by: jpinard on March 03, 2017, 11:44:29 PM
Quote from: travin on March 03, 2017, 03:27:20 PM
I once had a small colony where all but one pawn got the plague and then a dry lightning storm hit, fire everywhere and all wooden walls on the base. I found out the hard way you can successfully fight a fire with grenades.

How do you do that?
Title: Re: Post a cool tip you know about!
Post by: travin on March 04, 2017, 01:33:47 AM
Quote from: jpinard on March 03, 2017, 11:44:29 PMHow do you do that?
Similar to how you snuff out a fire with a pawn, you just target the ground at the edge of a fire and let her rip, changing the target as needed. I'm accustomed to fighting fires using drafted pawns and that experience helps. The Al's technique is rather sloppy.

It's certainly not efficient because grenade lobbing is not terribly accurate, but keep at it and you get the hang of the general area they are landing and their explosion radius that blows out the fire. It's also extremely noisey, but ya do what you have to do.
Title: Re: Post a cool tip you know about!
Post by: Trigon on March 05, 2017, 06:58:39 PM
Used to be in old alphas roof deconstruction was instant and pawns didn't have to do it. So you could fight fires in enclosed rooms by deleting the roof so the room doesn't become a giant oven.

I've had some luck having pawns deconstruct a wall segment and part of the roof in the latest edition, it's not fullproof but if you have to fight an enclosed fire without poppers you don't have a whole lot of options.
Title: Re: Post a cool tip you know about!
Post by: giannikampa on March 06, 2017, 04:56:13 AM
To easily kill thrumbos I use the artifact to down them one by one (only buy them for this purpose), if they don't die i set operation -> euthanize.
Title: Re: Post a cool tip you know about!
Post by: Shurp on March 06, 2017, 06:05:55 PM
When alphabeavers show up, don't worry about killing them all.  Just poke lots of holes in them.  Once they're all bleeding at a rate of 100% or greater you can head home and let them die and rot.  If you kill any in the process you can bring their bodies home as free meat.

And concentrate your fire at the ones in the back of the pack so your poor shooters plug the ones in front when they miss.

Oh, don't forget to save before you begin.  Alphabeaver revenge can easily wipe out a starting colony.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 06, 2017, 06:51:52 PM
Quote from: Shurp on March 06, 2017, 06:05:55 PM
When alphabeavers show up, don't worry about killing them all.  Just poke lots of holes in them.  Once they're all bleeding at a rate of 100% or greater you can head home and let them die and rot.  If you kill any in the process you can bring their bodies home as free meat.

This reminds me... The game encourages you to be sadistic. Animal doesn't start rotting if it's still alive. It may technically get an infection, but the meat is still edible. If for whatever reason you down several animals but don't need that many right now (manhunters,  alphabeavers...), kill a few and leave the rest incapacitated and suffering. It's like zero power fridge. Then come later and retrieve more dead animals.
Title: Re: Post a cool tip you know about!
Post by: AngleWyrm on March 06, 2017, 10:44:33 PM
Two-tile wide paved roads make great fire breaks. Also useful for surrounding geothermal power plants to prevent exposure to fire.
Title: Re: Post a cool tip you know about!
Post by: Euzio on March 06, 2017, 11:30:23 PM
Quote from: AngleWyrm on March 06, 2017, 10:44:33 PM
Two-tile wide paved roads make great fire breaks. Also useful for surrounding geothermal power plants to prevent exposure to fire.

Hmmm. From my experience, it probably has to be three or four tile wide paved to make fire breaks though. The embers seem capable of floating over two tile wide spaces and setting stuff on fire.
Title: Re: Post a cool tip you know about!
Post by: Shurp on March 07, 2017, 06:46:14 AM
Brick walls around a geothermal plant work even better.  Keeps out raiders too :)
Title: Re: Post a cool tip you know about!
Post by: Aerial on March 07, 2017, 08:28:23 AM
Quote from: Shurp on March 07, 2017, 06:46:14 AM
Brick walls around a geothermal plant work even better.  Keeps out raiders too :)

Just remember to mark it as an unroofed zone before enclosing it in walls.
Title: Re: Post a cool tip you know about!
Post by: grinch on March 07, 2017, 11:20:14 AM
Use assign tab for avoid pawns wear tattered apparels (50% - 100%) when you have tailor and materials and for avoid ranged pawns wear shields after downed (very annoying).

Use airlocks (door-tile-door) and double walls in fridges. Its helps maintain temperature.

1x2 rooms are possible (awful room) and saves a lot of space for other things.

Take penoxyciline every 6 days for 90% inmunity (its expensive i only do that on my main pawns until i go rich).

Operate mechanoid for shutdown and scyter blades (nice money!). Take forever to kill a downed centipede (notice that after 100H at rimworld)

When you plant trees on a growing area pawns cut it at 100% grow (notice that after 200H at rimworld lol)

For alien ships (spoiler: borderline exploit) surround 3 with walls and 1 with explosives. Safe and not that expensive (i think this need a change for extra challenge)

Prostofile pawns are very good if you can afford bionic (+14 permanent mood boost).

Power your greenhouse solar lamps with two solar panels (not batteries for avoid zzzzzt). Its optimal because plants rest at night and saves a lot of energy in your main power grid.

use steam geysers for heating in cold biomes.
Title: Re: Post a cool tip you know about!
Post by: Limdood on March 07, 2017, 11:32:59 AM
For those looking for an easy map, set world temp to 1 colder than normal, and rainfall to 1 wetter than normal.

Around the equator will be patches of rainforest...the temperate forest near the rainforest will have year round growing, but milder summer temperatures than in normal or hot worlds (winter will still average 50F....you'll get a cold snap once every few years that may kill some plants, but otherwise you'll have year-round 100% growing.  no too-hot or too-cold temps)

-----------------------------------------------------------------------------

When placing gun turrets in tighter groups within the radius that they might explode and take each other out in a mass fratricide, stick 1 stone wall segment between each turret and the explosion won't take out nearby turrets (set up turret/wall/turret/wall/turret etc.)
Title: Re: Post a cool tip you know about!
Post by: Jovus on March 07, 2017, 02:38:29 PM
Quote from: Aerial on March 07, 2017, 08:28:23 AM
Quote from: Shurp on March 07, 2017, 06:46:14 AM
Brick walls around a geothermal plant work even better.  Keeps out raiders too :)

Just remember to mark it as an unroofed zone before enclosing it in walls.

For best results, only mark 1 tile as unroofable. You get the temperature control you need, and less chance of lightning strikes. (It's a miniscule chance anyway, but Rimworld is all about minimizing and maximizing small probabilities.)
Title: Re: Post a cool tip you know about!
Post by: CrazyEyes on March 07, 2017, 05:38:21 PM
Also, if you're walling off your geothermals, it's best to make the wall at least two tiles thick.  Often attacking raiders will branch off to knock holes in random walls along their path.  With a one-tile-thick wall they will then go in and break your generator, necessitating expensive repairs, but if there's no new target after they break the first wall they get bored and leave.

If you have the resources for it you should also build flooring along the power conduit that leads back to your base so that any Zzzt! events that blow them up won't also start forest fires.  Depending on the floor, it also makes them more visible so you can more easily tell if one has been broken when you weren't looking.
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on March 08, 2017, 09:30:15 AM
I always build generator buildings around steam geysers, when they are off-base

two thick stone walls, one or two tiles surrounding concrete floor and concrete on the inside .. double rock doors, held open for temperature control .. gets ignored 99% by raiders .. and always two seperate lines of power connected to the main grid .. underlined with three tiles wide rock or concrete floor ..


Another tip, which is not quite vanilla but really great :

The ressource Sonar mod and the vein miner mod work really well together :-D
Title: Re: Post a cool tip you know about!
Post by: Limdood on March 08, 2017, 10:22:53 AM
temperature control in a mountain base becomes much easier, even in very cold climates, if your MOST exterior room is a small, double walled room with it's own heater (having your freezer near the entrance as well is fine) with no other rooms having walls that touch the freezing weather.

since rooms have their own temperature buffer, the heaters will constantly work to keep the buffer room at a comfortable temperature, but the cold leakage THRU the buffer room to the hallways and rooms beyond will be extremely minimal, allowing a mere couple of heaters to heat the entire remainder of the base.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 08, 2017, 04:46:54 PM
Manhunter animals don't attack colony animals unless those animals belong to a drafted colonist, especially released animals. It's fine to let your grazing animals out, it's also safe to let an animal rescue a colonist or another animal.
Title: Re: Post a cool tip you know about!
Post by: BetaSpectre on March 08, 2017, 06:50:09 PM
In options you can choose to control up to 5 colonies. Colonies placed 1 hex from a town can be used to constantly trade with it.

Also bugs sleep on a regular basis, unset the run away response pawns have when undrafted, and just lewt the jelly and decon the lights.

Until shot or killed the other bugs won't wake. There are noctornal bugs, but you'll know when you see them.
Title: Re: Post a cool tip you know about!
Post by: Shurp on March 08, 2017, 06:54:46 PM
Are you annoyed when your miners that refuse to perform "dumb labor" leave components lying around to bake in the sun?

Tell them to build a roof over them.  Haulers can get them later.
Title: Re: Post a cool tip you know about!
Post by: Limdood on March 08, 2017, 09:37:44 PM
Quote from: b0rsuk on March 08, 2017, 04:46:54 PM
Manhunter animals don't attack colony animals unless those animals belong to a drafted colonist, especially released animals. It's fine to let your grazing animals out, it's also safe to let an animal rescue a colonist or another animal.
this is not true.  though they do appear to MOSTLY ignore animals...lost several hauler pigs to manhunter boomrats
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 09, 2017, 02:36:34 AM
Quote from: Limdood on March 08, 2017, 09:37:44 PM
Quote from: b0rsuk on March 08, 2017, 04:46:54 PM
Manhunter animals don't attack colony animals unless those animals belong to a drafted colonist, especially released animals. It's fine to let your grazing animals out, it's also safe to let an animal rescue a colonist or another animal.
this is not true.  though they do appear to MOSTLY ignore animals...lost several hauler pigs to manhunter boomrats

Thank you for information. I didn't leave them outside for a long time, just a little at the start and then towards the end when humans and animals ate all the kibble.
Title: Re: Post a cool tip you know about!
Post by: dragonalumni on March 09, 2017, 03:34:02 AM
Smokeleaf and the like can be administered MEDICALLY to a teetotaler, giving them a mood boost when they really need it, as everyone knows if the buzz comes from the doctor is still just medicine.

During heatwaves or coldwaves, why not lock everyone inside and let them catch up on the cleaning, crafting and cooking.

Drugs, dead bodies and unwanted gear can all be burned up in any random field or room using fire weapons, you don't need a crematorium.

You can make an indoor greenhouse (not hydroponic) to grow devil strand (or anything) year round in any climate using a just a heater and sunlamp.

Make at least two tables to eat at. One near the kitchen and another in the center of your base or wherever gets heavy traffic. It will increase the mood and save time walking back to the kitchen. You can also set up a 1x1 zone to have food delivered to your eating places saving even more time.

Make a 1x1 zone for "critical medicine" in your hospital so that your doctors don't have to go anywhere to do their butchery work.

The 1x1 zones can be also used for beer and joints in your rec room.

Set all your production job details to "drop on floor" as default for anything You will make more than 1 of to save infinite stretches of time.

Give your low shooting pawns a survival rifle, it has good distance and the accuracy bonus makes up for it's lower damage, very easily, 10 such pawns is a good match for most armies trying to come in with melee, pistols and sub-machine guns.

Go ahead and remove the scyther blade after downing a mech, but why not shoot it to death instead of shutting it down for some shooting XP.

Performing surgery (euthanize) on animals (instead of slaughter) or prisoners give valuable medical XP.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 09, 2017, 06:11:53 AM
Quote from: dragonalumni on March 09, 2017, 03:34:02 AM
Drugs, dead bodies and unwanted gear can all be burned up in any random field or room using fire weapons, you don't need a crematorium.

No, a campfire is enough.
Title: Re: Post a cool tip you know about!
Post by: Shurp on March 09, 2017, 07:25:22 AM
A campfire will burn drugs and clothes, but I don't think it's big enough for corpses?  (will have to check)
Title: Re: Post a cool tip you know about!
Post by: Limdood on March 09, 2017, 09:22:32 AM
Quote from: Shurp on March 09, 2017, 07:25:22 AM
A campfire will burn drugs and clothes, but I don't think it's big enough for corpses?  (will have to check)
This is correct.

Also, if you want to sell the deadman's apparel or play with fabric reclamation mods, a crematorium makes dealing with dead pawn clothes after a raid easier than a "field to be burned" - cremating is a hauling job, the same as bringing a corpse to a safe convenient location, and you don't have to micromanage stripping the bodies.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 09, 2017, 11:57:16 AM
For corpses i use a dumping stockpile and let my animals eat them. I can't be bothered to dig graves anymore, I do it only for members of allied factions. Crematorium has big research requirements and is not that great.
Title: Re: Post a cool tip you know about!
Post by: quxzcover on March 09, 2017, 12:49:38 PM
If your having trouble with sappers use a artifact to turn the Grenadier insane, they'll turn into normal Raiders.
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on March 09, 2017, 01:23:35 PM
Quote from: quxzcover on March 09, 2017, 12:49:38 PM
If your having trouble with sappers use a artifact to turn the Grenadier insane, they'll turn into normal Raiders.

Snipers work, too.

It is also a sweet tactic against sieges.
Keep sniping the guys who build the mortars.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 09, 2017, 02:31:49 PM
You can take your animals with you off the planet if you Journey to the friendly AI ship. Any and all of them. But be aware that food cost for the long caravan is horrendous, especially if you have carnivores (will eat pemmican or kibble though).
Title: Re: Post a cool tip you know about!
Post by: kalan on March 09, 2017, 03:31:39 PM
If, like me, you are a fan of hidden valleys enclosed in the mountains, you can see which areas under the mountain you can completely unroof by their color: if the walls are a lighter color than the surrounding ones, the area can be unroofed.
I also found quite interesting digging the mountain walls that touch the sea, and then unroof the areas as much as possible: this way, depending on the map, you can sometimes get enough unroofed space to place a solar generator (or, with the right mod, turn the floor into soil for farming) that is faced towards the sea, safe from direct attack from raids.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 10, 2017, 05:14:30 AM
EMP Mortars can serve as overpriced EMP IED traps. They're currently the only way to get an EMP IED Trap. The funny thing is they don't even need to be loaded with shells! It lasted long enough for the trio of starting colonists to kill an inferno centipede in melee. It tried to shoot me twice in melee when the stun wore off, but missed, and only attacked in melee once.

The same trick works with all mortars. They explode using their corresponding 'element'.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 10, 2017, 05:39:30 AM
Minigun, not scyther blades, is the ultimate 'melee' weapon! What you see is a result of a *single* volley fired from 1 tile away. 26 hits * 8 damage = 208 damage, and there wasn't a single 'ding' of a personal shield taking hit. For anyone wondering, that's well over twice DPS of charge rifle, and the target has to survive the initial volley for the cooldown to matter.

To clarify, you use one colonist with personal shield to tie the enemy, and one minigunner to deal the damage. Power armor is not necessary, just use helmet, vest, and a shield.

(http://wstaw.org/m/2017/03/10/ultimate_melee_weapon_png_640x400_crop_q85.jpg)

Now go thrumbo hunting and make me proud!
Title: Re: Post a cool tip you know about!
Post by: AngleWyrm on March 10, 2017, 06:40:53 AM

(https://s6.postimg.org/4nltu0moh/harrower.png)Having trouble with those darn centipedes? Tisiphone Enterprises has the solution for you:
Try the Harrower (https://docs.google.com/document/d/1WUAjRYfXyT-Gz-xD3eth56UbzZ--S8HdtK782jFnKqw/edit) Kinetic Lance today!


This message brought to you by the happy customers of Rimsenal (https://ludeon.com/forums/index.php?topic=11160.0)
(https://s6.postimg.org/otpbswic1/Mechanoid_Centipede.png)
Title: Re: Post a cool tip you know about!
Post by: Limdood on March 10, 2017, 09:16:35 AM
Quote from: AngleWyrm on March 10, 2017, 06:40:53 AM

(https://s6.postimg.org/4nltu0moh/harrower.png)Having trouble with those darn centipedes? Tisiphone Enterprises has the solution for you:
Try the Harrower (https://docs.google.com/document/d/1WUAjRYfXyT-Gz-xD3eth56UbzZ--S8HdtK782jFnKqw/edit) Kinetic Lance today!


This message brought to you by the happy customers of Rimsenal (https://ludeon.com/forums/index.php?topic=11160.0)
(https://s6.postimg.org/otpbswic1/Mechanoid_Centipede.png)

alternatively, grenades are a fantastic anti-centipede tool.  EMP ones are obvious, but regular frag grenades take centipedes out far faster than any gun in a 1-1 comparison. 
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 10, 2017, 11:11:31 AM
How to dress your colonist like a perv:

1. Find a non-skinny colonist, those with 'creepy breathing' work best.
2. Make him put on a duster.
3. Make him drop all other clothes.

(http://wstaw.org/m/2017/03/10/perv.png)
Title: Re: Post a cool tip you know about!
Post by: dragonalumni on March 10, 2017, 12:35:43 PM
Wearing a dead-man's clothes can be a bummer.  So the next time you down an enemy but it doesn't die make sure your strip him/her before your bash/shoot them in the head.
Title: Re: Post a cool tip you know about!
Post by: mumblemumble on March 10, 2017, 01:00:37 PM
Quote from: b0rsuk on March 10, 2017, 11:11:31 AM
How to dress your colonist like a perv:

1. Find a non-skinny colonist, those with 'creepy breathing' work best.
2. Make him put on a duster.
3. Make him drop all other clothes.

(http://wstaw.org/m/2017/03/10/perv.png)
This made me laugh.. ... a lot.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 10, 2017, 02:11:13 PM
To avoid intense micromanagement of a melee colonist, undraft him and change his threat reaction to aggressive (normally it's a running person, click on it until it becomes crossed swords). They will now automatically attack closest opponents.

The downside is they can't make use of war beasts, and personal shield won't activate.
Title: Re: Post a cool tip you know about!
Post by: grrizo on March 10, 2017, 02:44:41 PM
This one is pretty obvious, but if you're obsessed with mortars like me, the most efficent way to install them is in a "cross shape" way around a 5x5 room in the center, which serves as a shell depo. 4 autodoors for fast deployment.
Title: Re: Post a cool tip you know about!
Post by: Brutetal on March 10, 2017, 04:02:05 PM
Quote from: grrizo on March 10, 2017, 02:44:41 PM
This one is pretty obvious, but if you're obsessed with mortars like me, the most efficent way to install them is in a "cross shape" way around a 5x5 room in the center, which serves as a shell depo. 4 autodoors for fast deployment.

Actually it's much more simple to just plow down a "+"  with walls, then place an equipment rack on each "end" of the walls.
You have up to 200 mortar shells per deployment this way, which is enough and the walking distances are zero if you put the "seat" adjacent to the racks ;)
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 10, 2017, 04:20:57 PM
You can make a bold claim about something you're not 100% sure about and people will fall over themselves to correct you and give you precise information. See my post about colony animals not being attacked by manhunters.
Title: Re: Post a cool tip you know about!
Post by: Shurp on March 10, 2017, 05:04:12 PM
Quote from: b0rsuk on March 10, 2017, 05:39:30 AM
Minigun, not scyther blades, is the ultimate 'melee' weapon! What you see is a result of a *single* volley fired from 1 tile away.

The image you posted looks almost exactly like the Marine from Doom carrying a chainsaw... with similar results!!!
Title: Re: Post a cool tip you know about!
Post by: Limdood on March 10, 2017, 05:06:31 PM
Quote from: b0rsuk on March 10, 2017, 04:20:57 PM
You can make a bold claim about something you're not 100% sure about and people will fall over themselves to correct you and give you precise information. See my post about colony animals not being attacked by manhunters.
Actually....
Title: Re: Post a cool tip you know about!
Post by: Brutetal on March 10, 2017, 07:05:06 PM
Quote from: b0rsuk on March 10, 2017, 04:20:57 PM
You can make a bold claim about something you're not 100% sure about and people will fall over themselves to correct you and give you precise information. See my post about colony animals not being attacked by manhunters.

I guess you're being ironic there.
If it sounded mean or offending, I humbly apologise.
Just wanted to add a bit of a cherry on top of the cream ;)
Title: Re: Post a cool tip you know about!
Post by: Hans Lemurson on March 10, 2017, 07:16:32 PM
Quote from: Brutetal on March 10, 2017, 04:02:05 PM
Quote from: grrizo on March 10, 2017, 02:44:41 PM
This one is pretty obvious, but if you're obsessed with mortars like me, the most efficent way to install them is in a "cross shape" way around a 5x5 room in the center, which serves as a shell depo. 4 autodoors for fast deployment.

Actually it's much more simple to just plow down a "+"  with walls, then place an equipment rack on each "end" of the walls.
You have up to 200 mortar shells per deployment this way, which is enough and the walking distances are zero if you put the "seat" adjacent to the racks ;)
And for maximum ammo storage, you can use 2 equipment racks next to each seat.  Post a screenshot of your setup and make sure to remind everyone that you are dedicated to the efficient extermination of your enemies.
Title: Re: Post a cool tip you know about!
Post by: travin on March 10, 2017, 10:14:33 PM
Quote from: b0rsuk on March 10, 2017, 04:20:57 PM
You can make a bold claim about something you're not 100% sure about and people will fall over themselves to correct you and give you precise information. See my post about colony animals not being attacked by manhunters.

I believe that should be posted in the exploits thread.

;D
Title: Re: Post a cool tip you know about!
Post by: dragonalumni on March 11, 2017, 08:24:38 AM
Make a wall and a roof around your thermal vents, then add a "T" way path to the thermal vent. For example the top left of the T goes into the vent, the right half of the T leads to an unroofed area with a door in front of it the bottom of the T goes into your living area. Now, in the middle of Spring you will want to hold open that door that leads to the unroofed area to let the heat out and close the door at the bottom of the T to keep your base cool. In autumn you will reverse the doors to let the air into your base and close the unroofed area door.

Regarding an early tip, IMHO, 99.9% your animals are in fact safe from man hunter packs and usually I think when they get more then a scratch it's because of a pathing collision.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 11, 2017, 09:50:07 AM
If your biome is quite warm, the first thing you should do is stash your synthread jackets (if any) and save them for raids. Especially if you have melee colonists. Synthread has a very good sharp damage resistance multiplier, and normal jackets offer 18% sharp resistance.

Clothing that has 18% resistance is very hard to get early, and early on raids are quite pathetic, so there's no point wearing those sturdy jackets away. Devilstrand is only a bit better than synthread. Plant some cotton for replacement jackets.

The difference between resistance offset and resistance multiplier is that offset is added to pieces of apparel, while multiplier is mutliplied by that piece of apparel's base value. Clothes like pants, shirts have poor base value, so synthread doesn't give them much. You can stash shirts if you want, too, only women get 'unhappy nuddity' penalty for not wearing a shirt. If you really want to optimize, craft cotton tribalwear. It covers everything, is cheap, and lets you save even pants for raids.

The downside of this approach is that social fights can catch you off guard.
Title: Re: Post a cool tip you know about!
Post by: EnricoDandolo on March 11, 2017, 02:10:03 PM
Not sure if anyone already posted this but
This is for early-game, when you have no freezers, and for when your storage is full.
If you have a Camel or a Muffalo, theres a caravan trick you can do. Form a caravan, put tons of food onto the Muffalo, leave only three days worth of food in your stockpiles.
Cancel the Caravan, make sure not to unload the Muffalo, the food will never spoil and as long as you repeat this you'll never have to use a freezer.
Title: Re: Post a cool tip you know about!
Post by: XeoNovaDan on March 11, 2017, 02:27:21 PM
Quite an easy one and I'm not sure if anybody else has mentioned this, but don't be afraid to have everything in one room (bar storage) to begin with.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 11, 2017, 02:34:14 PM
Quote from: Shurp on March 10, 2017, 05:04:12 PM
Quote from: b0rsuk on March 10, 2017, 05:39:30 AM
Minigun, not scyther blades, is the ultimate 'melee' weapon! What you see is a result of a *single* volley fired from 1 tile away.

The image you posted looks almost exactly like the Marine from Doom carrying a chainsaw... with similar results!!!

Be very, very afraid to attack a minigunner in melee.
Title: Re: Post a cool tip you know about!
Post by: XeoNovaDan on March 11, 2017, 03:04:31 PM
Yeah, forced miss radius is a wonderful thing at 1 tile... surprised they don't shoot backwards!
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 12, 2017, 06:02:00 AM
To designate wild plants for harvesting only when they're fully mature, mark them with a growing zone (any) and disallow sowing.

If you land in a cold biome, make an effort to clear snow in your base or activity will slow down to a crawl. If you land in tropical rainforest, tall grass slows you down a lot, so cut plants, and even better build walkways between buildings.
Title: Re: Post a cool tip you know about!
Post by: grrizo on March 12, 2017, 02:04:38 PM
Quote from: Brutetal on March 10, 2017, 04:02:05 PM
Quote from: grrizo on March 10, 2017, 02:44:41 PM
This one is pretty obvious, but if you're obsessed with mortars like me, the most efficent way to install them is in a "cross shape" way around a 5x5 room in the center, which serves as a shell depo. 4 autodoors for fast deployment.

Actually it's much more simple to just plow down a "+"  with walls, then place an equipment rack on each "end" of the walls.
You have up to 200 mortar shells per deployment this way, which is enough and the walking distances are zero if you put the "seat" adjacent to the racks ;)
Now that's smart!
Title: Re: Post a cool tip you know about!
Post by: Hans Lemurson on March 14, 2017, 11:26:54 PM
Put some damn Pants on!
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 15, 2017, 06:34:13 AM
When uploading a Rimworld savegame, compress it. For such files, common zip reduces file size almost 20x.
Title: Re: Post a cool tip you know about!
Post by: dragonalumni on March 17, 2017, 08:44:41 PM
Quote from: EnricoDandolo on March 11, 2017, 02:10:03 PM
..(something about caravans and meat)...
This is an exploit.
Title: Re: Post a cool tip you know about!
Post by: Hans Lemurson on March 17, 2017, 08:59:25 PM
Quote from: b0rsuk on March 15, 2017, 06:34:13 AM
When uploading a Rimworld savegame, compress it. For such files, common zip reduces file size almost 20x.
I've looked at the save files, and I'm not surprised at all.  Any human-readable file is going to compress pretty well!  So much repetition and redundant details for the weak fleshlings...
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 18, 2017, 06:44:37 AM
Smash and grab

When opening ancient danger rooms, if you have a personal shield you can execute a smash&grab action. Instead of destroying mechanoids first, make a small opening, and throw an explosive at a cryosleep casket. It will cause all caskets to eject, and any hostiles inside will likely be murdered by mechanoids. Meanwhile you can order a person with a personal shield to run in and carry away the incapacitated ones.

This works best against largest ancient danger rooms, and takes care of swarms of megascarabs that might be in a casket. Naturally mechanoids may kill some very good recruits, but who says they would let you take them alive anyway ? You can do this quite well in early game, when ancient danger rooms will have juiciest rewards (people in power armor, with bionics etc).
Title: Re: Post a cool tip you know about!
Post by: Hans Lemurson on March 18, 2017, 07:43:01 AM
How do you throw an explosive while wearing a personal shield?
Title: Re: Post a cool tip you know about!
Post by: Shurp on March 18, 2017, 08:12:27 AM
the other guy throws the grenade then runs
Title: Re: Post a cool tip you know about!
Post by: AngleWyrm on March 18, 2017, 09:47:10 AM
Have you ever had a problem with colonists completing the corners of a room? Happens to me a bunch; they build until the corner is inaccessible, and then leave that one annoying little unfinished tile.

The trick I use to resolve this issue is to mark off the area to be built and then cancel one construction order on a tile adjacent to the corner. It stops them from building a wall there, but they still dig it out and have access to the corner. Then later on I come back and have them complete the wall.

(https://s6.postimg.org/txugxemkx/construction_Tip.png%5D)
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on March 18, 2017, 03:50:52 PM
You can just order them to complete the corners.

To prevent Pawns from walling themselves in by ordering a second wall in the direction of the dangerous area and forbidding it.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 18, 2017, 04:02:55 PM
Or you can mark one wall blueprint tile as forbidden, then unforbid it when the rest is ready.
Title: Re: Post a cool tip you know about!
Post by: AngleWyrm on March 18, 2017, 09:49:02 PM
Quote from: b0rsuk on March 18, 2017, 04:02:55 PM
Or you can mark one wall blueprint tile as forbidden, then unforbid it when the rest is ready.
Like this one :)
Title: Re: Post a cool tip you know about!
Post by: Greep on March 18, 2017, 09:59:13 PM
Not quite a tip, but a fun fact.  Animals don't haul, and just wander around instead, if they're about to haul something that doesn't have an open stockpile for it.  So once you have enough haulers to haul everything you can just set a low priority/accept all stockpile off to the side so they can haul rocks or whatever garbage they're trying to move but can't. When they're finished, suddenly you've got 20 boars actually doing things!
Title: Re: Post a cool tip you know about!
Post by: Mehni on March 19, 2017, 06:50:07 AM
Or get Zhentar's vanilla fixes to fix that.

Regarding hauling animals, use them for long-distance hauling while your own people stay restricted in the homezone. Slag chunks, non-deteriorating cargo drops and steel left by sieges all gets hauled by fast moving dogs.

No need to risk people getting caught outside facing predators.
Title: Re: Post a cool tip you know about!
Post by: Travinsky on March 19, 2017, 07:43:27 AM
This is probably a really inefficient way of dealing with the poison/AI ships but if you have an abundance of steel and a lack of manpower to directly face the mechanoids head on, you can build steel traps all around said ship then a wall around those traps but leave one space free so you a colonist can shoot at the ship. By the time the mechanoids have traveled around, sycthers will have been killed by the traps and centipedes will be heavily damaged/dead.

This works best early on in the game when you might be lacking decent fighters but have mined all that easily accessed steel.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 19, 2017, 08:32:57 AM
Quote from: b0rsuk on March 12, 2017, 06:02:00 AM
To designate wild plants for harvesting only when they're fully mature, mark them with a growing zone (any) and disallow sowing.

This works especially well as a 'lumberjack zone'.
Title: Re: Post a cool tip you know about!
Post by: rooneymagoo on March 20, 2017, 06:35:28 AM
you can select multiple items/containers when holding shift and left clicking, pretty usefull for making neat storage rooms if you have any container mods
Title: Re: Post a cool tip you know about!
Post by: AngleWyrm on March 20, 2017, 04:43:36 PM
Fun with Colony Manager (https://ludeon.com/forums/index.php?topic=16120.0)
End result? They prioritize clearing out the area in front of your turret installation, and then go on to harvest the rest where available.
Title: Re: Post a cool tip you know about!
Post by: GiantSpaceHamster on March 20, 2017, 04:56:14 PM
Quote from: AngleWyrm on March 20, 2017, 04:43:36 PM
Fun with Colony Manager (https://ludeon.com/forums/index.php?topic=16120.0)
  • Set up a deforestation zone in front of your main fortifications to remove enemy cover
  • Create a manager bill for forestry that uses that zone
  • Create a second forestry bill for the whole map and place it lower on the chores list
End result? They prioritize clearing out the area in front of your turret installation, and then go on to harvest the rest where available.

I recommend against the last step in the above. You risk having colonists unnecessarily chopping down trees instead of doing other tasks. Why would you need to chop the whole map? You're not going to want to store all that wood anyhow and it will degrade if left out in the open.

So I guess my tip is not to set up more jobs than you can handle/monitor or tasks that are so large they may get in the way of other priorities.
Title: Re: Post a cool tip you know about!
Post by: AngleWyrm on March 20, 2017, 10:31:08 PM
Quote from: GiantSpaceHamster on March 20, 2017, 04:56:14 PM
Quote from: AngleWyrm on March 20, 2017, 04:43:36 PM
Fun with Colony Manager (https://ludeon.com/forums/index.php?topic=16120.0)
  • Set up a deforestation zone in front of your main fortifications to remove enemy cover
  • Create a manager bill for forestry that uses that zone
  • Create a second forestry bill for the whole map and place it lower on the chores list
End result? They prioritize clearing out the area in front of your turret installation, and then go on to harvest the rest where available.

You risk having colonists unnecessarily chopping down trees instead of doing other tasks. Why would you need to chop the whole map?

Colony Manager's bills can specify how much you want in stock, as well as doing a job forever, or a single shot order for a specific amount. The purpose in assigning the whole map for the second bill is to address the times when stock falls below the desired set point and all the trees have been cleared from the area denial zone.

A bill can also specify whether or not to chop down young trees, or even clear out all vegetation.
Title: Re: Post a cool tip you know about!
Post by: PetWolverine on March 21, 2017, 01:38:58 AM
Just posted about this in a different thread, but realized it's a small but worthwhile tip.

You know how when you butcher a thrumbo, you can get like 1100 meat out of it? And the pawn can carry all that meat at once to a stockpile, but then they have to drop it off 75 at a time, running from one end of your gigantic cavernous freezer to the other several times.

Or you can wait until they're in the middle of the freezer and draft them, and the meat just sprays everywhere.
Title: Re: Post a cool tip you know about!
Post by: Greep on March 21, 2017, 05:00:16 AM
While tribals are pretty annoying in the early game, if you want a continuous stream of colonists and social training, tribals are fantastic enemies.  You can regularly get 4+ prisoners per raid even at high populations.  So it actually makes sense to piss off as many tribal factions as you can.  Even if tribals are tough, the occasional killed colonist is made up for with more recruits.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 21, 2017, 01:36:31 PM
Tribals also make good recruits if you can combat the low recruitment chance. Their backgrounds disable few things so they're like worker ants.
Title: Re: Post a cool tip you know about!
Post by: AngleWyrm on March 23, 2017, 03:07:18 AM

work areas
Create zones for specific jobs. They can be a permanent assignment or temporary depending on need.

For permanent assignments the zone should include only what's necessary for the health and well-being of the worker, which may include social and joy activities if they are human-like or several hundred watts of electricity if they are robotic.

This picture is of two zones, one for a robot working a core drill and the other for an emergency room robot.
(https://s6.postimg.org/k3et7ja35/work_areas.png)
Title: Re: Post a cool tip you know about!
Post by: NiftyAxolotl on March 25, 2017, 01:00:17 AM
Put a few pieces of cover in your kill-zone for raiders to use.


Each with an IED, of course.
Title: Re: Post a cool tip you know about!
Post by: XeoNovaDan on March 25, 2017, 06:32:58 AM
Quote from: NiftyAxolotl on March 25, 2017, 01:00:17 AM
Put a few pieces of cover in your kill-zone for raiders to use.

Plant pots will work the best as they're the least effective thing for cover, with an effectiveness of 15%. Probably do them like this... (X = pot, # = empty space)

###
XXX
###
XXX

That way, they're all bunched up so you could probably just spray them with a minigun or two by aiming for the mid-rear one
Title: Re: Post a cool tip you know about!
Post by: GiantSpaceHamster on March 26, 2017, 04:07:54 PM
When a prisoner goes berzerk, if you can build a wall in front of the door before they break through they will stop trying to break out. Just remove the wall when their mental break is over.

[attachment deleted by admin due to age]
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 27, 2017, 04:42:04 PM
You can make your entire colony (or humans at least) leave the planet early and for cheap!

1. Research Microelectronic Basics
2. Build Comms Console
3. Wait for a Pirate ship
4. Sell all your humans into slavery. For optimal results, smuggle some weapons onboard.

No matter how you slice it, you leave the planet!

Another idea: how to make your colonists survive forever on Cassandra Extreme

1. Build Cryosleep Caskets outdoors, but close to indoor tunnels with overhead mountain
2. Wait for an infestation.
3. Order all people into the caskets.

Insectoids will multiply forever, nothing will overcome them, they won't attack your caskets. They will guard them.
Title: Re: Post a cool tip you know about!
Post by: Shurp on March 28, 2017, 07:20:19 AM
Lol, I love these!

But wouldn't it be safer to build a room around the caskets?  For protection against forest fires or pirates with incendiary launchers who are mixing it up with the insects.
[edit] it just occurred to me that replacing the floor with stone would provide a fire break.
Title: Re: Post a cool tip you know about!
Post by: b0rsuk on March 28, 2017, 07:28:10 AM
Floor, yes, room, no. You don't want collapsing roof, do you ?
Title: Re: Post a cool tip you know about!
Post by: RazorHed on March 29, 2017, 03:11:14 PM
If you use a mod where you will have better access to bionics , when you get a prisoner you want to recruit ,install a peg leg then remove it, then when they are recruited replace the leg with the best artificial one you have . If a man can't stand , he can't fight. So he won't go berserk or break out of prison.  This could be ok as well if you don't have bionics if the pawn will be doing something where he doesn't have to move a lot. Research , weapon smithing etc.
Title: Re: Post a cool tip you know about!
Post by: GiantSpaceHamster on March 29, 2017, 03:43:31 PM
Quote from: RazorHed on March 29, 2017, 03:11:14 PM
If you use a mod where you will have better access to bionics , when you get a prisoner you want to recruit ,install a peg leg then remove it, then when they are recruited replace the leg with the best artificial one you have . If a man can't stand , he can't fight. So he won't go berserk or break out of prison.  This could be ok as well if you don't have bionics if the pawn will be doing something where he doesn't have to move a lot. Research , weapon smithing etc.

A good suggestion, just a couple notes.

1) You don't need a mod to de-leg a prisoner by installing and then removing a peg leg. The vanilla game also has bionic legs, you just can't craft them yourself so you have to find them from traders.

2) If you are going to use a mod to incapacitate prisoners, I recommend the Cult of Cthulhu mod "Straitjackets" (steam link) (http://steamcommunity.com/sharedfiles/filedetails/?id=824831260). These prevent the wearing pawn from doing any harm if they enter a mental break and don't require surgery that could kill them in the process. They work just as well for colonists as prisoners too. For prisoners I make a stockpile for straitjackets only in the prison and strip every incoming prisoner that i am not going to recruit. Once you remove the stripped clothes they will automatically put on a straitjacket since they prefer any clothing to nudity. There's also a command to have another pawn force someone to wear one in case you need it.
Title: Re: Post a cool tip you know about!
Post by: Albion on March 30, 2017, 09:35:41 AM
Have 1-3 designated suicide animals assigned to a handler for release on pirate raids with doomsday or triple rocketlaunchers. Release shortly before the pawn acquires a target.
Bonuspoints: If the animals are fast enough and reach the ranks of the pirates by the time the rockets are launched, the rockets will tear apart some of the raiders.

Snipers work well enough too, if you want to take the launcher as loot but the suicide squad is a good backup. Don't use bonded animals though.

Another tip:
Don't allow your animals to drink your beers. Remove the animal area over the beer stockpile. Otherwise you will have a lot of drunk dogs, chickens and muffalos. On the other hand... I kind of had to laugh everytime the message 'Muffalo 3 can now walk again' popped up.
Title: Re: Post a cool tip you know about!
Post by: Greep on March 30, 2017, 01:57:44 PM
"Alpaca X is overdosing!" is pretty funny too.
Title: Re: Post a cool tip you know about!
Post by: stu89pid on March 31, 2017, 02:44:24 PM
Quote from: Greep on March 18, 2017, 09:59:13 PM
Not quite a tip, but a fun fact.  Animals don't haul, and just wander around instead, if they're about to haul something that doesn't have an open stockpile for it.  So once you have enough haulers to haul everything you can just set a low priority/accept all stockpile off to the side so they can haul rocks or whatever garbage they're trying to move but can't. When they're finished, suddenly you've got 20 boars actually doing things!

I am trying to follow what you are saying. Are you just saying that animals can't haul items if they don't have a zone to take them to? Is that not the same for Pawns as well?
Title: Re: Post a cool tip you know about!
Post by: khearn on March 31, 2017, 06:24:48 PM
Quote from: stu89pid on March 31, 2017, 02:44:24 PM

I am trying to follow what you are saying. Are you just saying that animals can't haul items if they don't have a zone to take them to? Is that not the same for Pawns as well?

I think what he means is this: If an animal decides to do hauling, it will pick an item, then try and find a place to take it. If there is no stockpile configured to take it, then animal will just shrug its shoulders (assuming it has shoulders) and decide to go for a wander for a while instead.

So you set up a stockpile that will take anything, but is set to low priority. So if there is some other higher priority stockpile that will take the item, like a cloth stockpile next to your tailor's bench for example, it will go to that other stockpile instead. But if that cloth stockpile is full, then the animal will at least go ahead and haul to the catchall stockpile instead of wandering.
Title: Re: Post a cool tip you know about!
Post by: Edixo on April 01, 2017, 09:16:43 AM
Traditional fort designs work very, very well.

Make a 60x60 wall embrasure with a door in each corner, then make defenses on the outside of each corner. Plenty of space to build in.

You can even make it self sustainable if you build around a good spot of rich soil.
Title: Re: Post a cool tip you know about!
Post by: AngleWyrm on April 02, 2017, 09:27:47 AM

(https://s-media-cache-ak0.pinimg.com/564x/4c/a0/6d/4ca06de38e0b7b16784070067526f2b8.jpg)Woodshop

If you have Hatti's (https://ludeon.com/forums/index.php?action=profile;u=54297) Quality Builder (https://ludeon.com/forums/index.php?topic=25188.0) mod, you can set up a wood-working shop to skill up in crafting.

Zone an area for your students to practice their crafting skills, put some plant pots in it, and then set the desired quality to legendary. They'll build it, disassemble it and build it again all day long.
Title: Re: Post a cool tip you know about!
Post by: dkmoo on April 03, 2017, 06:28:14 PM
Accepted a pawn chased by pirate/tribals that turned out to be useless? Just say "no thank you" and return him back to his chasers. simply draft the pawn and turn him around to fight the mob. He'll be quickly recaptured and the mob will leave your base alone and exit.

You'll get a few messages from them demanding ransom but you can just ignore it.

No mood rebuff

Title: Re: Post a cool tip you know about!
Post by: GiantSpaceHamster on April 03, 2017, 06:38:01 PM
Quote from: dkmoo on April 03, 2017, 06:28:14 PM
Accepted a pawn chased by pirate/tribals that turned out to be useless? Just say "no thank you" and return him back to his chasers. simply draft the pawn and turn him around to fight the mob. He'll be quickly recaptured and the mob will leave your base alone and exit.

You'll get a few messages from them demanding ransom but you can just ignore it.

No mood rebuff

Don't forget to make him drop all his gear first! Wouldn't want to waste it =)
Title: Re: Post a cool tip you know about!
Post by: dkmoo on April 03, 2017, 08:28:03 PM
Quote from: GiantSpaceHamster on April 03, 2017, 06:38:01 PM
Quote from: dkmoo on April 03, 2017, 06:28:14 PM
Accepted a pawn chased by pirate/tribals that turned out to be useless? Just say "no thank you" and return him back to his chasers. simply draft the pawn and turn him around to fight the mob. He'll be quickly recaptured and the mob will leave your base alone and exit.

You'll get a few messages from them demanding ransom but you can just ignore it.

No mood rebuff

Don't forget to make him drop all his gear first! Wouldn't want to waste it =)

Yeah I did that in the beginning but realized the naked pawn dies too easily when fighting the mob and I get hit with debuff. Now I just leave it on, they rarely carry anything good anyway.
Title: Re: Post a cool tip you know about!
Post by: Kerbin Dallas Multipass on April 03, 2017, 10:06:40 PM
Quote from: dkmoo on April 03, 2017, 06:28:14 PM
Accepted a pawn chased by pirate/tribals that turned out to be useless? Just say "no thank you" and return him back to his chasers. simply draft the pawn and turn him around to fight the mob. He'll be quickly recaptured and the mob will leave your base alone and exit.

You'll get a few messages from them demanding ransom but you can just ignore it.

No mood rebuff

Don't I end up with a lot of "incapable of violence" colonists if I do that too often?
Title: Re: Post a cool tip you know about!
Post by: Greep on April 03, 2017, 10:53:03 PM
Incapable of violence can be drafted, they just can't fight. So draft them and send them to the front to pick their nose :P
Title: Re: Post a cool tip you know about!
Post by: Edixo on April 04, 2017, 09:14:45 PM
If you get a manhunter pack that you can't fend off, don't attack them and make your pawns stay inside until the pack falls asleep from exhaustion. When they wake up, they're back to normal.
Title: Re: Post a cool tip you know about!
Post by: Greep on April 04, 2017, 09:18:28 PM
Speaking of animals.  Best way to hunt high health animal herds and alphabeaver swarms:  Simple hit each of them once or twice with a gun.  Eventually, they will either die of blood loss or infection.  Pick up corpse.
Title: Re: Post a cool tip you know about!
Post by: giannikampa on April 05, 2017, 02:32:32 AM
Animals marked for hunting are unforbidden by default on death, no matter what killed them. So if you don't plan to hunt for any reason (read "give hunt job to nobody") mark all the animals in the map for hunt, this way haulers will go for collecting them dead eventually with no effort in killing them.
Title: Re: Post a cool tip you know about!
Post by: AngleWyrm on April 05, 2017, 07:57:48 AM

(https://s6.postimg.org/prjrzuc41/sniper.jpg)

   Hunting boomalopes in the rain
Title: Re: Post a cool tip you know about!
Post by: zeidrich on April 05, 2017, 12:40:02 PM
This is a series that fit together.

#1 - Daylilies planted in interior soil are a great way to create an impressive room early in the game.

Impressiveness is affected by Beauty, Wealth and Space of a room.  Space is calculated by the number of tiles you can stand on, and by a smaller factor of the number of tiles you can move across but not stand on.

If you make plant pots or shoddy art, you reduce the space of the room. However, if you plant daylilies in a growing zone, you keep all of that space.  Daylilies in soil are huge beauty, +23.

#2 - Soil doesn't get dirty.  Let's say you don't know about #1, and you build a room in the dirt, the dirt floor gives you -2 or so beauty.  You decide that it's early game but you want to make it nicer, so you replace the floor with wood giving it all neutral beauty.  Now people start tracking dirt in from outside, and until you get someone to clean it, you've got giant piles of -13 beauty dirt around, and with everyone being busy and nobody getting to clean, it starts to get uglier and uglier until it's so dirty that it looked nicer when it was just a dirt floor.

#3 - Rooms share benefits.  If you create an early-game barracks that's nice and big and filled with daylilies, everyone will get like a +4 for being assigned to a very impressive barracks, and it will take you basically no resources.  Now instead of creating another room, put a table and chairs in it, and put a horseshoe pin in it, and now all of a sudden everyone is going to be walking around with a constant +5 for eating in a very impressive dining room, and a +5 for relaxing in a very impressive rec room, and a frequent +15 for having been in a beautiful environment.

This really streamlines the process of getting started and keeping people happy.  You don't need to worry about personal bedrooms until you get enough spare time to start building good quality art.  It's not good forever, and the maintenance of the flowers does take pawn time away, but this will also build up their growing skill quickly.  But you get a new colonist, and all you need to do is throw down another sleeping spot or bed in the flowers.  Even just a sleeping spot assigned to them is going to give them a +4 immediately at least until you can build a bed.
Title: Re: Post a cool tip you know about!
Post by: Shurp on April 05, 2017, 07:41:22 PM
So the best way to keep colonists happy is to build a Viking longhouse with flowers growing inside?  This sounds more like Dwarf Fortress than Rimworld...
Title: Re: Post a cool tip you know about!
Post by: Greep on April 05, 2017, 08:07:14 PM
I think the barracks isn't such a good idea because of vanilla's -5 shared bedroom -(4-6) disturbed sleep.  It makes a wonder of the world barracks worse than an awful bedroom.  So I at least separate that out.
Title: Re: Post a cool tip you know about!
Post by: Greep on April 06, 2017, 03:20:31 AM
Quote from: Edixo on April 04, 2017, 09:14:45 PM
If you get a manhunter pack that you can't fend off, don't attack them and make your pawns stay inside until the pack falls asleep from exhaustion. When they wake up, they're back to normal.

Are you sure this is the case?  Just had a 20+ manhunter warg pack, and they got up and still have manhunter status.  Guess I'll just have to pray for a raid.

Edit: oh interesting, it says manhunter and they've got the fuzzy cloud, but they're normal.  And they move off the map like the letter says, right >.>
Title: Re: Post a cool tip you know about!
Post by: AngleWyrm on April 06, 2017, 02:04:13 PM

(https://s-media-cache-ak0.pinimg.com/564x/28/e4/6c/28e46cd9ea267978002de25d6112c141.jpg)If you're using Fluffy's Colony Manager (https://ludeon.com/forums/index.php?topic=16120.0) mod, you can specify areas to NOT de-forest.

I have a fairy garden, and don't want my colonists chopping down trees in it.
  • Created a zone called Not the Fairy Garden
  • Inverted the zone so that it covers everywhere
  • De-zoned the the area where my fairy garden is from the Not the Fairy Garden zone.
  • In Colony Manager, created a forestry work ticket that applies only to Not the Fairy Garden
Title: Re: Post a cool tip you know about!
Post by: Greep on April 07, 2017, 03:40:33 AM
Many players try to give themselves a good start by carefully choosing starting colonists over 5-10 minutes. 

What they don't realize, is if they want a good start in the same time, they're better off taking 30 seconds to make sure they're starting colonists aren't braindead, and then instantly open ancient evils on the map they spawn on.  Usually, they're not terribly difficult when instantly opening, and if everyone dies, well it took you half a minute right?  If they don't die you generally start with 2-5 more colonists and a few artifacts.

Edit: The safest way of doing this, of course, is simply to shoot the wall with a pistol in melee range down to a few percent and finish it at range with a survival rifle.
Title: Re: Post a cool tip you know about!
Post by: XeoNovaDan on April 07, 2017, 09:37:11 AM
A badly damaged legendary weapon (around 30% HP) still has accuracy between a good/superior quality weapon, with the market value of about 70% of an awful quality weapon's.
Title: Re: Post a cool tip you know about!
Post by: Shurp on April 08, 2017, 02:51:57 PM
Devmode: Destroy Tool gets rid of a useless colonist without causing a "colonist died" penalty.  Perfect for when you invite a fleeing 37 year old machine collector to join your colony -- only to discover he's a pyromaniac when he arrives.

*click* problem solved.

The pirates chasing him, on the other hand, I'm going to have fun getting rid of the old fashioned way...
Title: Re: Post a cool tip you know about!
Post by: Kerbin Dallas Multipass on April 08, 2017, 10:59:49 PM
Experimented with drugs:

Luciferium can sometimes save pawns with otherwise deadly infections since it increases the speed at which they develop immunity. (side effects see small print at the end of this advert, yes it also heals scars.)


Penoxycline and when to take it (I hope I get this right):

Does the Patient have malaria, sleeping sickness or plague?

    Yes:
        Malaria:
            Is the patient's immunity at 61% or higher?
                Yes: The drug will not do anything at all
                No: Make decision based on infection %. The drug will give instant 61% immunity.
        Sleeping sickness or plague:
            Drug will increase immunity by 30% and most likely cure the patient.

    No:
        If the patient has some other sickness the drug won't do anything

        Scheduling vaccination doses of once per 5 days guarantees near complete immunity, every 20 days offers almost guarantees survivability. In other words: Anything on this spectrum buys time without bedrest. Less frequent doses than 20 days still reduces probability.

...So, I guess it's good to have a handful of penoxy's and maybe 1 luci at hand even in early game.


Title: Re: Post a cool tip you know about!
Post by: b0rsuk on April 09, 2017, 03:31:07 AM
Quote from: Greep on April 07, 2017, 03:40:33 AM
Many players try to give themselves a good start by carefully choosing starting colonists over 5-10 minutes. 

What they don't realize, is if they want a good start in the same time, they're better off taking 30 seconds to make sure they're starting colonists aren't braindead, and then instantly open ancient evils on the map they spawn on.  Usually, they're not terribly difficult when instantly opening, and if everyone dies, well it took you half a minute right?  If they don't die you generally start with 2-5 more colonists and a few artifacts.

Translation: preparing carefully is bad. Rolling dice is good.
Title: Re: Post a cool tip you know about!
Post by: khearn on April 10, 2017, 01:24:14 PM
Quote from: Kerbin Dallas Multipass on April 08, 2017, 10:59:49 PM
Experimented with drugs:

Luciferium can sometimes save pawns with otherwise deadly infections since it increases the speed at which they develop immunity. (side effects see small print at the end of this advert, yes it also heals scars.)

<SNIP>

...So, I guess it's good to have a handful of penoxy's and maybe 1 luci at hand even in early game.

I haven't played around with Luciferium, but my understanding is that one dose of it might save your pawn from that infection, but will doom him/her to a painful death due to withdrawl over the next 10-ish days. Not to mention the colateral damage when he/she goes berserk.

There's no such thing as taking just one Luciferium. Not if you want to live.
Title: Re: Post a cool tip you know about!
Post by: rheki on April 11, 2017, 11:24:13 PM
You can put a TV in your medical room in range of your hospital beds.  I think pawns only gain joy if they are sitting in the beds and awake.
Title: Re: Post a cool tip you know about!
Post by: Travinsky on April 12, 2017, 01:58:22 AM
Early cremation solution. Dumping zone area, surrounded with stone block floor. Colonist with a Molotov. Congratulations, you've taken your first steps to body disposal on a massive scale that will covered by the History Channel for years to come.
Title: Re: Post a cool tip you know about!
Post by: Limdood on April 12, 2017, 03:07:17 PM
Quote from: zeidrich on April 05, 2017, 12:40:02 PM
This is a series that fit together.

#1 - Daylilies planted in interior soil are a great way to create an impressive room early in the game.

Impressiveness is affected by Beauty, Wealth and Space of a room.  Space is calculated by the number of tiles you can stand on, and by a smaller factor of the number of tiles you can move across but not stand on.

If you make plant pots or shoddy art, you reduce the space of the room. However, if you plant daylilies in a growing zone, you keep all of that space.  Daylilies in soil are huge beauty, +23.

#2 - Soil doesn't get dirty.  Let's say you don't know about #1, and you build a room in the dirt, the dirt floor gives you -2 or so beauty.  You decide that it's early game but you want to make it nicer, so you replace the floor with wood giving it all neutral beauty.  Now people start tracking dirt in from outside, and until you get someone to clean it, you've got giant piles of -13 beauty dirt around, and with everyone being busy and nobody getting to clean, it starts to get uglier and uglier until it's so dirty that it looked nicer when it was just a dirt floor.

#3 - Rooms share benefits.  If you create an early-game barracks that's nice and big and filled with daylilies, everyone will get like a +4 for being assigned to a very impressive barracks, and it will take you basically no resources.  Now instead of creating another room, put a table and chairs in it, and put a horseshoe pin in it, and now all of a sudden everyone is going to be walking around with a constant +5 for eating in a very impressive dining room, and a +5 for relaxing in a very impressive rec room, and a frequent +15 for having been in a beautiful environment.

This really streamlines the process of getting started and keeping people happy.  You don't need to worry about personal bedrooms until you get enough spare time to start building good quality art.  It's not good forever, and the maintenance of the flowers does take pawn time away, but this will also build up their growing skill quickly.  But you get a new colonist, and all you need to do is throw down another sleeping spot or bed in the flowers.  Even just a sleeping spot assigned to them is going to give them a +4 immediately at least until you can build a bed.

Daylilies do not make a very good method to impressive rooms.  You forgot that cleanliness matters.  dirt floor has a default cleanliness of -1.0.  True, it doesn't get MORE dirty, and the cleanliness doesn't effect beauty, but it DOES affect impressiveness, so it is hard to get an impressive room at -1.0 cleanliness.  This is a good, early method to beautify a room that you'll spend a lot of time in or a room where impressiveness doesn't matter (such as a workroom or lab) just to avoid the "ugly surroundings" penalty.

as far as #3 goes....they will have a constant +5 for nice barracks and +5 for nice dining room, but they'll also have a constant -6 shared room and stacking -4 or more disturbed sleep.  Even an extremely impressive barracks will give a net penalty for shared room.  Making the very nice "everything" room won't give an "always super happy" effect due to the constant penalties, but it is likely to save plenty of resources, and so long as you keep it impressive, it should roughly break even or have only a small mood penalty in total.
Title: Re: Post a cool tip you know about!
Post by: Shurp on April 12, 2017, 07:06:37 PM
Quote from: Travinsky on April 12, 2017, 01:58:22 AM
Congratulations, you've taken your first steps to body disposal on a massive scale that will covered by the History Channel for years to come.

But I *like* my monster graveyards...

(http://38.media.tumblr.com/9a81abd64a3a20ce70209afe2aeb9a47/tumblr_n2ktyeKbG61tus777o6_1280.png)

You'd think having this in front of your base would warn pirates to stay away...
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on April 13, 2017, 05:30:55 AM
It does not work for me either .. no matter how often I try ..

I call it my score-board.
Title: Re: Post a cool tip you know about!
Post by: Kerbin Dallas Multipass on April 13, 2017, 08:18:09 PM
Quote from: khearn on April 10, 2017, 01:24:14 PM
Quote from: Kerbin Dallas Multipass on April 08, 2017, 10:59:49 PM
Experimented with drugs:

Luciferium can sometimes save pawns with otherwise deadly infections since it increases the speed at which they develop immunity. (side effects see small print at the end of this advert, yes it also heals scars.)

<SNIP>

...So, I guess it's good to have a handful of penoxy's and maybe 1 luci at hand even in early game.

I haven't played around with Luciferium, but my understanding is that one dose of it might save your pawn from that infection, but will doom him/her to a painful death due to withdrawl over the next 10-ish days. Not to mention the colateral damage when he/she goes berserk.

There's no such thing as taking just one Luciferium. Not if you want to live.

Actually there are scenarios where someone would like to go down this dark path.

It might just be your favourite pawn and want to do anything to keep them alive to continue your story (which gets pretty exciting with luciferium addiction)

It could be your top lvl 14 crafter who makes all those lovely alpacawool dusters your colony sells for money. If he or she comes down with a 90% torso infection @85% immunity you may want to do the maths... Try to save their live for a pill that costs 150 bucks or let them die? Perhaps it's even economically viable to pay 150 every week for their "medication" if one of their dusters sells for 800?

I'm just saying that luciferium can potentially cure otherwise deadly late infections. It's up to everyone to read the smallprint on the back of the pill bottle. It sure has the potential for cool story lines.
Title: Re: Post a cool tip you know about!
Post by: AngleWyrm on April 14, 2017, 01:29:31 PM

(https://s-media-cache-ak0.pinimg.com/736x/72/b3/f3/72b3f3863dc36669d6b96ceed87dffe8.jpg)

  • Mark the whole map as the home zone
  • Create a second zone for hanging out near the base
  • Never again micro-manage dry thunderstorms
Title: Re: Post a cool tip you know about!
Post by: The Man with No Name on April 15, 2017, 02:14:10 PM
Use the Orders>Plan tool as a range-stick for measuring the distance pawns' weapons can shoot, both friendly and hostile.
Title: Re: Post a cool tip you know about!
Post by: Shurp on April 15, 2017, 10:08:21 PM
If you hide inside and try to wait out manhunting boomrats, they will starve to death and start exploding.  Cleaning up afterwards can be lots of FUN.

And on the subject of fighting fires, drafting colonists and micromanaging where they stand is far more effective than letting them mill about trying to put out fires.  (No home zone required)
Title: Re: Post a cool tip you know about!
Post by: deshara218 on April 16, 2017, 02:13:50 PM
Pawns can't stand on a chunk to shoot; abuse dumping stockpiles to block off the offensive side of a corner that you don't want enemies to be able to take cover on
Title: Re: Post a cool tip you know about!
Post by: AngleWyrm on May 02, 2017, 05:47:55 AM

(https://s-media-cache-ak0.pinimg.com/736x/05/7b/ac/057bac4bbe3d164e31de32f3e66e29b2.jpg)If you make a custom scenario that has health status changes, they can also apply to visitors.

I wanted to take some forest fairies on embark as pets, so I switched up the landing scenario to include a 50% chance of fairy dust tolerance.

And about half the visitors have fairy dust tolerance.
Title: Re: Post a cool tip you know about!
Post by: The Man with No Name on May 02, 2017, 11:47:23 AM
Use the "Reconnect" button as an instant switch for workstations and other powered things! Have an extra piece of power conduit not connected to anything and then use the "Reconnect" button to instantly connect the workstation/electrical thing to the power network. No need for a pawn to flick the switch!
Title: Re: Post a cool tip you know about!
Post by: AngleWyrm on May 10, 2017, 04:03:28 AM

(https://s-media-cache-ak0.pinimg.com/736x/2b/cc/cd/2bcccdecf154571ac8bf3c2b58e09655.jpg)Anti-tip

Don't use your meat storage locker for a temporary prison
The cooks aren't able to access meat in a prison area

So you'll just have to wait until they're officially dead
Or make that happen
Title: Re: Post a cool tip you know about!
Post by: AngleWyrm on May 13, 2017, 12:41:46 AM

(https://s-media-cache-ak0.pinimg.com/564x/45/47/df/4547df4fd13510da5563a95e6c374ed2.jpg)Animals eating your food?

Create three animal zones
  • Grazing zone: Invert and then clear out areas where chickens, pigmy muffalos, slime girls and the like aren't allowed to wander in and eat stuff
  • Animal Helpers: Allow almost everywhere so huskies, minions, forest fairies and so on can clean and haul; just unmark food storage areas, crops and flowers they shouldn't eat
  • Animal pen: Emergency recall area for raids, to protect non-combatants from harm
Title: Re: Post a cool tip you know about!
Post by: cultist on May 13, 2017, 09:40:53 AM
Quote from: AngleWyrm on May 10, 2017, 04:03:28 AM
Anti-tip

Don't use your meat storage locker for a temporary prison
The cooks aren't able to access meat in a prison area

So you'll just have to wait until they're officially dead
Or make that happen

"Hey prisoners, how are you doing? Don't mind me, just here to pick up some me- WHOOPS sorry about that, my cleaver slipped...
Look I'll be honest. You're probably not going to need that leg anyway."

I guess I should add a tip:

Don't neglect the range setting for workstation jobs. The default is 999 (entire map AFAIK) This is especially important for stonecutting, as pawns will gradually wander further and further from the safety of the base to find chunks to cut. It's also handy for preventing your cook from traversing half the map to haul a handful of meat to cook a single meal because food dropped from the sky and you unforbid it.
Title: Re: Post a cool tip you know about!
Post by: Shurp on May 19, 2017, 11:05:33 PM
Well, you'd think I'd have figured this out sooner, but I just discovered the joy of having a separate dining/rec-room from my kitchen.  Even a lame "somewhat impressive" room gives a +4/+4 dining and rec bonus.  Admittedly this means your pawns have to spend some time walking through the door between the kitchen and dining room, but they're definitely happier when they're not dining next to a giant frozen muffalo carcass.
Title: Re: Post a cool tip you know about!
Post by: DariusWolfe on May 20, 2017, 02:57:18 AM
In addition to that tip, Shurp, I recently learned that cleanliness in the kitchen matters toward whether or not you get food poisoning, so I now use sterile tile in my kitchen, and separate my butchery from my kitchen. Haven't had a case of food poisoning in some time.
Title: Re: Post a cool tip you know about!
Post by: AngleWyrm on May 25, 2017, 01:54:03 PM

(https://s6.postimg.org/4nyx66jf5/airlock.png)When making your jail, build an airlock.

If the front door has two front doors separated by a little hallway, then when Oscar the garbage man drops a stack of wood in the doorway the prisoners won't escape.
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on May 30, 2017, 03:50:47 PM
Quote from: Shurp on May 19, 2017, 11:05:33 PM
Well, you'd think I'd have figured this out sooner, but I just discovered the joy of having a separate dining/rec-room from my kitchen.  Even a lame "somewhat impressive" room gives a +4/+4 dining and rec bonus.  Admittedly this means your pawns have to spend some time walking through the door between the kitchen and dining room, but they're definitely happier when they're not dining next to a giant frozen muffalo carcass.

Yeah .. Pawns are weird like that :-D
Title: Re: Post a cool tip you know about!
Post by: Jovus on May 30, 2017, 04:17:08 PM
Just discovered that, apparently, penoxy no longer gives an immediate immunity boost for diseases it prevents. The hard way.
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on June 18, 2017, 02:34:05 PM
Hunting Spree :

To train shooting, and speed up your hunters create a "Hunting Zone" that excludes the stockpile for dead bodies.
Your hunter will just walk from target to target and kill stuff, while your haulers collect the bodies.
Title: Re: Post a cool tip you know about!
Post by: Thraxon on June 19, 2017, 02:01:34 AM
Big animals can be used as heaters if they are cramped in a room.

2 tip: Animal heaters doesn't give a fuck about solar flare and doesn't eat wood.
Title: Re: Post a cool tip you know about!
Post by: Snafu_RW on June 19, 2017, 10:19:37 PM
Try to control temp efficiently in temperate/boreal biomes. Use your cooler output as heaters if possible & appropriate, saving precious components early-game! Kitchens (with their stoves) generate heat; give them a vent as necessary.. ideally to your barracks/bedrooms/workshop area

Obviously this may not work during a cold snap/heatwave depending upon base layout, but for most of the time the temp should be comfortable

Wall in 'overhead mountain' areas to prevent bug spawns. If you need to expand deeper into the mountain, wall it in as soon as you can (an overhead mountain 'discovered area' can be a useful spot to bung waste heat too, provided you have the wall up), plus the walls give no mood penalty (as opposed to the rough rock face)
Title: Re: Post a cool tip you know about!
Post by: Panzer on June 20, 2017, 05:43:48 AM
Ever wondered about weapon accuracy?

Touch range is considered 1-4 tiles away from your shooter (1 means in melee range)
Short range ends at 15 tiles away
Medium range ends at 29 tiles away
Long range is reached at 45 tiles

Weapon accuracy at touch range is always gonna be static and whats written in the weapon info, after that you get a linear increase/decrease until you reach the next value shown in the info.

The interesting part is, the only weapon to reach the long range multiplier is the sniper rifle, and the only weapons that reach the medium range multiplier are the assault rifle, the minigun, the great bow, the short bow and the bolt-action rifle (excluding special stuff like rocket launchers and mech weaponry you cant acquire).
Every other weapon has a range between mediumish to short, e.g. a poor heavy smg has a range of 18 tiles, thats a bit above the short range multiplier (60%) and that means that gun accuracy is pretty close to its short range multiplier at its max range (54%, if you wondered).

Now, if I had to guess, most killbox fights probably take place at a range of 20 tiles or closer, and non-killbox fights probably at even shorter range, which means when choosing weapons for your pawns take a close look at the short to medium range accuracy, most of your fights will probably take place somewhere in between and low numbers at high ranges might be misleading, because that weapon probably cant even shoot that far.
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on June 20, 2017, 07:47:30 AM
Quote from: Panzer on June 20, 2017, 05:43:48 AM
Ever wondered about weapon accuracy?


To quote myself : Use more shotguns.
Title: Re: Post a cool tip you know about!
Post by: giannikampa on June 20, 2017, 08:43:21 AM
I always thought long-med-short range accuracy was proportional to base max range of the weapon itself.. elseway why care to tell what the long range accuracy of the shotgun is? I'm confused now
Title: Re: Post a cool tip you know about!
Post by: Panzer on June 20, 2017, 09:55:59 AM
I thought that as well for a long time, I guess it is just a template output, left as is for programmer's sake, cutting out the unnecessary bits needs a bit of extra code ;D
My gut feeling tells me im right though, and the aiming tip confirms it. These are the stats of a normal pistol:

(http://i.imgur.com/nxgbg8V.png)

If the stats are proportional to its own max range, it should have an accuracy of 32% at max range. Now lets give it to a Colonist and see what the tooltip says:

(http://i.imgur.com/eAtlSKB.png)

Barry has a 16% chance to hit Tamara at max weapon range, the factors are his mediocre shooting skill of 28% and 58% of the weapon. If you look at the stats table, 58% is between the 71% for short range and the 50% of medium range, making this gun way more accurate than if it were proportional.
Title: Re: Post a cool tip you know about!
Post by: AngleWyrm on June 20, 2017, 02:03:17 PM

(https://s6.postimg.org/vj3bbxnpt/weaponstats.png)
Quote from: giannikampa on June 20, 2017, 08:43:21 AM
I always thought long-med-short range accuracy was proportional to base max range of the weapon itself.. elseway why care to tell what the long range accuracy of the shotgun is? I'm confused now

Tuning fork (https://ludeon.com/forums/index.php?topic=33225.msg338711)
Adds a minor text change to the GUI to clarify this issue
Title: Re: Post a cool tip you know about!
Post by: ProjectXa3 on June 20, 2017, 02:46:29 PM
Quote from: Shurp on March 10, 2017, 05:04:12 PM
The image you posted looks almost exactly like the Marine from Doom carrying a chainsaw... with similar results!!!
I didn't even notice the resemblance! Hey, anybody know how to get power armor in green??
Title: Re: Post a cool tip you know about!
Post by: Names are for the Weak on June 21, 2017, 02:47:31 AM
Do your pawns all suck/are incapable of mining, or need some extra stone blocks? Well, you're in luck! Simply deconstruct the walls of abandoned buildings and remove the floors!
Title: Re: Post a cool tip you know about!
Post by: JimJammer89 on June 21, 2017, 04:04:13 PM
The best early-game defense I have found is to put a 1 tile pill-box in the center of the colony with 4 doors facing in the 4 cardinal directions, then surround with sandbags. When turrets are researched, put one at each corner, then tie them all to a switch in this pill-box so that they can be turned on and off from within. One colonist can stand inside this box and shoot in any direction with the cover bonus of darkness and sandbags and he/she won't be harmed by the turrets exploding. These are even useful in the mid to late-game for when enemies breach the outer defenses.

But beware! Man-hunting packs of animals (especially wargs) and excessive gun fire (Is there such a thing?) can tear through wood and steel like they're acid-soaked tissue paper. Also, when a man-hunting pack that has to be waited out comes, a colonist trapped inside a box is practically doomed.
Title: Re: Post a cool tip you know about!
Post by: Limdood on June 21, 2017, 05:15:08 PM
Quote from: JimJammer89 on June 21, 2017, 04:04:13 PM
The best early-game defense I have found is to put a 1 tile pill-box in the center of the colony with 4 doors facing in the 4 cardinal directions, then surround with sandbags. When turrets are researched, put one at each corner, then tie them all to a switch in this pill-box so that they can be turned on and off from within. One colonist can stand inside this box and shoot in any direction with the cover bonus of darkness and sandbags and he/she won't be harmed by the turrets exploding. These are even useful in the mid to late-game for when enemies breach the outer defenses.

Darkness no longer affects hit accuracy
Title: Re: Post a cool tip you know about!
Post by: jamaicancastle on June 21, 2017, 10:16:33 PM
Quote from: giannikampa on June 20, 2017, 08:43:21 AM
I always thought long-med-short range accuracy was proportional to base max range of the weapon itself.. elseway why care to tell what the long range accuracy of the shotgun is? I'm confused now

The longer ranges are used for interpolation. Basically, instead of the accuracy percentage changing in steps - for instance, the short range accuracy at 29 tiles, to the medium at 30 tiles - it changes gradually - so the accuracy at 29 tiles, or 25 tiles or 20 tiles, is blended between the medium and long values smoothly. Thus, the shotgun's medium range accuracy helps determine the accuracy at the edge of its reach, even though it doesn't actually reach 30 tiles.
Title: Re: Post a cool tip you know about!
Post by: ProjectXa3 on June 22, 2017, 03:04:52 AM
Quote from: Panzer on June 20, 2017, 05:43:48 AM
Ever wondered about weapon accuracy?

Touch range is considered 1-4 tiles away from your shooter (1 means in melee range)
Short range ends at 15 tiles away
Medium range ends at 29 tiles away
Long range is reached at 45 tiles


HOLYFUCKINGSHITTHANKYOU
Title: Re: Post a cool tip you know about!
Post by: Vlad0mi3r on July 03, 2017, 08:39:11 PM
Quote from: Shurp on May 19, 2017, 11:05:33 PM
Well, you'd think I'd have figured this out sooner, but I just discovered the joy of having a separate dining/rec-room from my kitchen.  Even a lame "somewhat impressive" room gives a +4/+4 dining and rec bonus.  Admittedly this means your pawns have to spend some time walking through the door between the kitchen and dining room, but they're definitely happier when they're not dining next to a giant frozen muffalo carcass.

Once you have built the separate rooms so Kitchen/Dining areas you can set the doors to hold open you still get the separate room boost without the door slowdown.

Turret defended hostile bases:
When you get an hostile base with possible rewards event that is defended by turrets make sure you take a personal shield melee pawn along. There will be at least one pawn from the hostile team and let your snipers/long rangers take care of them.

Each turret has its own battery and solar generator but they are spaced out around the camp. Send your brawler, melee, shielded pawn to attack the conduit that the closest turret is connected to not the turret but the connection to conduit point. Armed with a plassteal long sword this will take about 3 hits to destroy. No exploding turret and it won't reconnect.

Take cover behind the battery while the shield recovers and then move on to the next one, always hitting the conduit connection point. Then once you have taken them all out not only has no one been cut up and hurt but you have 4 turrets, batteries and solar panels you can deconstruct for components.

My last turret base I got more value out of the components than the stash.
Title: Re: Post a cool tip you know about!
Post by: AngleWyrm on July 21, 2017, 12:45:40 AM
Lockable Doors (https://ludeon.com/forums/index.php?topic=29537.0) will prevent the Agency from joining cult surmons.
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on July 21, 2017, 10:09:10 AM
A Modding Installation Tip :

Deactivated Mods get sorted by the Name of the Modfolder, so if you want some mods to be always first in the list of shown mods ( Hugslib and ModListBackup for Example ) rename the Modfolder to something like this   " A17aaaHugslib "
Title: Re: Post a cool tip you know about!
Post by: Psithen on July 22, 2017, 03:36:30 AM
Ship chunks falling hard to find on a large map? Once you locate them put a no roof zone over them that way when you are ready to go deconstruct them you can easily locate them

Keeping events like fallen cryptosleep pods and ancient danger up without clicking them let's you easily locate them when you're prepared

Careful shooter early on seems nice but a trained and bionic trigger happy pawn will out DPS a trained and bionic careful shooter

Deconstruct floors before building walls, pawns build over them and putting a floor under a wall doesn't provide any bonus

Grow corn and make it into nutrient paste, the penalty from eating the paste can be easily negated and corn is plentiful. You can get over 500 meals for a rather moderate harvest and when the power goes out the corn takes ages to spoil so there's no need to worry about it spoiling like already produced meals.
Title: Re: Post a cool tip you know about!
Post by: lt_halle on July 22, 2017, 06:50:23 PM
Just a thing that I realized on my most recent adventures on the Rim that I never really thought about before, so maybe it'll help people who don't realize:

Assuming you have half-decent guns (assault rifles, smgs, hunting rifles, etc), shooting in melee is almost always gonna be better than punching bare-fisted - especially since most gun-toting colonists are crap at melee. Now, instead of punching someone for 6 damage every other second, you're spraying them down for several hits of 10+ which also bleed, vastly improving chance of downing or killing foes.
Title: Re: Post a cool tip you know about!
Post by: The Nickman on July 22, 2017, 07:36:11 PM
Quote from: Psithen on July 22, 2017, 03:36:30 AM
Ship chunks falling hard to find on a large map? Once you locate them put a no roof zone over them that way when you are ready to go deconstruct them you can easily locate them

Keeping events like fallen cryptosleep pods and ancient danger up without clicking them let's you easily locate them when you're prepared

Careful shooter early on seems nice but a trained and bionic trigger happy pawn will out DPS a trained and bionic careful shooter

Deconstruct floors before building walls, pawns build over them and putting a floor under a wall doesn't provide any bonus

Grow corn and make it into nutrient paste, the penalty from eating the paste can be easily negated and corn is plentiful. You can get over 500 meals for a rather moderate harvest and when the power goes out the corn takes ages to spoil so there's no need to worry about it spoiling like already produced meals.
Fallen cryptosleep pods?
Title: Re: Post a cool tip you know about!
Post by: Psithen on July 22, 2017, 08:26:26 PM
[quote [/quote]
Fallen cryptosleep pods?
[/quote]

Those events when one comes down and lands somewhere but doesn't open, I think it's called a crashed escape capsule, I always thought they were cryptosleep pods?
Title: Re: Post a cool tip you know about!
Post by: AngleWyrm on July 23, 2017, 03:04:04 AM

(https://s-media-cache-ak0.pinimg.com/736x/ce/b2/36/ceb2368756bf31a3ee472b9a70dc7f4a--crashed-spaceship-future-soldier.jpg)I haven't seen a pod land without dumping its load and disappearing.

Can you post your mod list as an attachment?
If there's a mod that does this, I'd like to play with it
Title: Re: Post a cool tip you know about!
Post by: Psithen on July 23, 2017, 10:41:45 PM
Quote from: AngleWyrm on July 23, 2017, 03:04:04 AM

(https://s-media-cache-ak0.pinimg.com/736x/ce/b2/36/ceb2368756bf31a3ee472b9a70dc7f4a--crashed-spaceship-future-soldier.jpg)I haven't seen a pod land without dumping its load and disappearing.

Can you post your mod list as an attachment?
If there's a mod that does this, I'd like to play with it

Oh i forgot that it was a mod thing, I've been using this mod set forever that I couldn't remember what was vanilla or not.
Misc.  Incidents (https://ludeon.com/forums/index.php?topic=3612.0)
Title: Re: Post a cool tip you know about!
Post by: Mday on July 25, 2017, 03:58:51 AM
I just did some analysis on food value.
Apparently you can use Nutrient paste dispenser to mass produce nutrient paste for animal feed.

Each paste cost 0.3 nutrition to make and the paste is worth 0.9 nutrition (x 300%). Kibble on the other hand cost 2 nutrition and result in 2.5 nutrition (x 125%). (Each piece of meat/hay/rice and etc is worth 0.05 nutrition)

Animal will eat the paste when Food is at 45%. 0.9/55% = 1.64. Which means any animal that has Food value greater than 1.7, can benefit from the full nutrition value of the paste.

Other issues to cosider:
1) Nutrient paste can only last 3 days under room temperature so unless you are in a biome where the ambiance temperature is below 0, solar flare and etc will limit your ability to stockpile nutrient paste. Kibble on the other hand couldn't spoil so it is still worth keeping a stockpile of them.

2) Most animal that have a Food value higher than 1.65, can tolerate -0 degree and below. You can keep the animals in a separate room or you can just keep them in the same fridge where you store your nutrient paste.

3) Lets first assume you are in a biome where hay is not an option. Normally you can make kibble using 20 rice + 20 human meat and that will give you 50 kibble (2.5 nutrition) . If you make Nutrient paste you can get 6 nutrition.

4) Now consider growing hay as stock feed. Hay is usually more efficient than rice in the sense that, each harvest gives 20 hay, wheres you only get 6 rice per harvest. In other words it is 3 times more effort in planting and harvesting when you grow rice. So unless your hay field is super far away from where you cook the kibble, hay is usually the way to go. The problem is that you can't make nutrition paste out of hay.

Lets assume that you have 20 hay and 20 human meat. If you make kibble, you get 2.5 nutrition. If you use the human meat for nutrient paste and keep the hay as it is, you have 4 nutrition. I think in this case, human meat nutrient paste + hay is still better than straight up kibble. You get way more nutrition, and you get to keep the hay which last 60 days and the option to make kibble out of it remains open.

5) A stack of nutrient paste= 9 nutrient, wheres a stack of kibble/hay = 3.75. This means less space in storage and less hauling. It does require a fridge for storage thou.

6) Another noticeably huge advantages/disadvantages of using nutrient paste dispenser to feed your animal-- You can use a totally useless pawn to manually pour out nutrient pastes in no time. To do this, you need a hungry pawn that is restricted only to the area where you have the dispenser and away from any other food. As soon as he received his nutrient paste and has turn his back moving away, pause the game and press R to Draft the pawn. The pawn will drop his paste form his/her hand. Press R again to undraft the pawn, and he/she will get a new paste from the dispenser. You can do this for as long as the dispenser's hopper has ingredients. If a pastes landed on a hopper, the pawn will stop making new pastes and just grab the one on the hopper. Hence for this trick to work you can only use 6 hoppers (3 on the back, 3 on the right and 3 on the left) which can stock enough human meat for 112 pastes. You can turn these into nutrient paste in no time and it requires way less effort than making kibbles.

Edit
7) If you raise cows for milk, and feed your cows with milk based nutrient paste, you get a positive feed back loop resulting in excessive milk(profit!). Now if you keep 1 bull and some cows together, then every 20 days you get a new calf from each cows you have. That calf can be slaughtered right away for 37 meats + 18 leathers.
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on July 25, 2017, 07:05:22 AM
Quote from: Mday on July 25, 2017, 03:58:51 AM
- snip -

Congratulation, you just explained how to implement todays food industry in Rimworld ;D
Title: Re: Post a cool tip you know about!
Post by: Mday on July 25, 2017, 07:15:24 AM
You know how it usually takes 70 kibble/human meat/wood to make chemfuel?
I just realize you can make chemfuel with merely 4 nutrient paste, which is like 24 human meat/rice.
Too bad you can't make nutrient paste out of kibble lol.
Title: Re: Post a cool tip you know about!
Post by: Shurp on July 25, 2017, 07:26:47 AM

Congratulation, you just explained how to implement todays food industry in Rimworld ;D
[/quote]

Well, you left out one important bit:

"Hmmmm, one of my cows got twitchy, fell over, and died.  I don't know what to do with it.  Oh, wait, let me butcher it up and drop it into the nutrient paste dispenser that I'm feeding my cows from!"

[2 rimworld years later]

"Hey, why do all my pawns have the 'dementia' debuff???!!!"
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on July 25, 2017, 07:27:52 AM
Quote from: Mday on July 25, 2017, 07:15:24 AM
You know how it usually takes 70 kibble/human meat/wood to make chemfuel?
I just realize you can make chemfuel with merely 4 nutrient paste, which is like 24 human meat/rice.
Too bad you can't make nutrient paste out of kibble lol.

Now you've got my attention ..
Does Pemmican go into the dispenser ? And for raw Numbers isn't Corn better than Rice ?

I don't care about feeding my animals this game, I live in a Jungle my animals can either eat grass or go hunt for themselves .. with Fertile Fields Installed .. I have to choose between Chemfuel and Compost .. for both I used rotten , insect and arachnid meat and straw :)

Quote from: Shurp on July 25, 2017, 07:26:47 AM

Well, you left out one important bit:

"Hmmmm, one of my cows got twitchy, fell over, and died.  I don't know what to do with it.  Oh, wait, let me butcher it up and drop it into the nutrient paste dispenser that I'm feeding my cows from!"

[2 rimworld years later]

"Hey, why do all my pawns have the 'dementia' debuff???!!!"

Only if you play on an Island Map ..
Title: Re: Post a cool tip you know about!
Post by: Mday on July 25, 2017, 07:40:55 AM
No Pemmican can't go into the dispenser (which is the hopper).

All meat and vegetarian has the same nutrition value set at 0.05. As a result it is more a matter of how efficient it is for you to bring the ingredient in concern to the hopper, which in turns depends on soil fertility/ biome/ base layout and etc.
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on July 25, 2017, 08:24:41 AM
I forgot about Hydroponics .. Rice grown next to the hoppers it is :)
Title: Re: Post a cool tip you know about!
Post by: shaw357 on July 28, 2017, 03:28:58 PM
Have a herd of animals that you know will agro against your lone hunter and maul him to death?

Draft all of your gun wielding colonists, send them all to the herd, open fire, profit.
Title: Re: Post a cool tip you know about!
Post by: Mday on July 29, 2017, 02:35:00 AM
How to deal with Psychic ships.
1) Train 100 boars.
2) Get 1 gunner and as many EMP as you have
3) Send your animal to surround the psychic ship. Make sure the animals are positioned as close to the ship as possible from all direction.
4) Shot the psychic ship to release the mechanoids, and draft your animals at the same time. The mechanoids will spawn right by the animal hence they won't fire their weapon.
5) Undraft your gunner to avoid friendly fire. Stun the mechanoid using EMP and watch your boars tear those mechanoid apart.
6) Profit!

This method has a very high chance of leaving the scyther blade intact. You will need a high level crafter to successfully remove those scyther blade.
Title: Re: Post a cool tip you know about!
Post by: dearmad on July 29, 2017, 05:15:33 AM
Only 100 boar?

Ok...
Title: Re: Post a cool tip you know about!
Post by: Shurp on July 29, 2017, 04:08:46 PM
This is more of an "exploit" than a tip, but it's one that's going to be difficult to fix.

Have a pawn who refuses to haul that giant pile of steel the siegers left behind?

Designate a new steel research bench back at your base.  Tell your won't-haul-er to build it.  (Make sure to forbid any other steel nearby).  He'll pick up the steel and carry it back to the base... just remember to cancel the bench before he gets to it!
Title: Re: Post a cool tip you know about!
Post by: kuledude on July 29, 2017, 04:34:26 PM
1)Get 1 prisoner
2)Get herbal medicine and wood
3)Spam peg leg/jaw operations on him with a doctor every day
4)? ? ?
5)profit
Title: Re: Post a cool tip you know about!
Post by: Mday on July 30, 2017, 03:06:57 AM
How to rob ally caravan.
1) Train 100 boars
2) Position the boars right by the ally caravan (radio for a caravan if needed).
3) Arrest ally pawns.
4) Watch your ally get owned by the boars
5) Don't let the muffalos get away. Kill them, get their goods, and cook them up.
6) Capture everyone that is alive. Treat their wounds, give them peg leg if they needed one, strip them. Then release them.
7) Use the console to send them some silver to make up the lost rep.

Profit!

The trick is that you didn't straight up shot them with guns so they have a higher chance to be taken alive. Each pawn you release is worth 15 rep, and then the goods and silver they carry will be more than enough to pay for the rest. Make sure whoever you capture is healthy enough to reach the edge of the map once you release them. (e.g a shot in the brain and the pawn may not be able to reach the edge of the map before he stave to death)
Title: Re: Post a cool tip you know about!
Post by: Modo44 on July 30, 2017, 05:15:44 AM
If you make a growing zone, then forbid sowing on it, pawns will harvest whatever grows naturally on it. This is a quick way to harvest only 100% grown trees, fruit, etc. around your base. Be careful not to go overboard, especially early on.
Title: Re: Post a cool tip you know about!
Post by: Mday on July 30, 2017, 09:22:03 AM
How to grab the neurotrainer item stash real quick.
This only works if the site is guarded by turret. You gona need drop pods to make it work.
1) load a fast moving pawn and assault rifle + about 75 chemfuel into a drop pod (in most case 75 is more than enough).
2) drop by edge, kill the enemy pawn real quick. Your assault rifle can out range enemy turret. Enemy usually consists of 1~2 pawn, may not even have guns. (If you drop in more pawns, the site will be guarded by more enemy with better guns)
3) Claim all building and turret. Make sure you grab your reward.
4) Deconstruct some of the turret, solar generator and battery. Use the resulting material to build a drop pod launcher and a drop pod.
5) Refuel and load the drop pod, then get out of there.

It only cost 80 steel and 1 component to build a drop pod. If on your way back you fill in the drop pod with component and steel ,you can recover the initial building cost. This make the trip's real cost somewhere close to 150 chemfuel.

Edit.
I just realize that, if the site isn't guarded by turret, you can probably bring 4 components with you and just mine the 160 steels on site to make the return trip possible.
Title: Re: Post a cool tip you know about!
Post by: Kubouch on July 30, 2017, 09:31:24 AM
Quote from: Mday on July 30, 2017, 09:22:03 AM
How to grab the neurotrainer item stash real quick.
This only works if the site is guarded by turret. You gona need drop pods to make it work.
1) load a fast moving pawn and assault rifle + about 75 chemfuel into a drop pod (in most case 75 is more than enough).
2) drop by edge, kill the enemy pawn real quick. Your assault rifle can out range enemy turret. Enemy usually consists of 1~2 pawn, may not even have guns. (If you drop in more pawns, the site will be guarded by more enemy with better guns)
3) Claim all building and turret. Make sure you grab your reward.
4) Deconstruct some of the turret, solar generator and battery. Use the resulting material to build a drop pod launcher and a drop pod.
5) Refuel and load the drop pod, then get out of there.

It only cost 80 steel and 1 component to build a drop pod. If on your way back you fill in the drop pod with component and steel ,you can recover the initial building cost. This make the trip's real cost somewhere close to 150 chemfuel.

You forgot to include 100 boars.

Quote from: Modo44 on July 30, 2017, 05:15:44 AM
If you make a growing zone, then forbid sowing on it, pawns will harvest whatever grows naturally on it. This is a quick way to harvest only 100% grown trees, fruit, etc. around your base. Be careful not to go overboard, especially early on.

This is priceless! I'm always constantly pausing to search for 100% grown trees/berries and manually designating them to be harvested.
Title: Re: Post a cool tip you know about!
Post by: Mday on July 30, 2017, 09:46:59 AM
I would, except my boars are in really bad shape and won't survive the launch.

[attachment deleted by admin: too old]
Title: Re: Post a cool tip you know about!
Post by: dearmad on July 30, 2017, 12:10:05 PM
They don't need to survive... 100 trained boars know the secret to bringing back the dead.
Title: Re: Post a cool tip you know about!
Post by: Shurp on July 30, 2017, 01:10:57 PM
Quote from: Mday on July 30, 2017, 03:06:57 AM
6) Capture everyone that is alive. Treat their wounds, give them peg leg if they needed one, strip them. Then release them.
7) Use the console to send them some silver to make up the lost rep.

Yeah, that's pretty evil -- and clever.  "Yeah we took all your stuff, but we patched up all your people and sent them home.  Aren't we great?  BTW, here's 1000 silver, why don't you send another caravan?"
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on July 30, 2017, 01:14:32 PM
Quote from: dearmad on July 30, 2017, 12:10:05 PM
They don't need to survive... 100 trained boars know the secret to bringing back the dead.

that sounds boarely legal.
Title: Re: Post a cool tip you know about!
Post by: giannikampa on July 31, 2017, 02:31:08 AM

How to Train 100 boars:
1) Play 15 years on Phoebe super easy
2) Assign every boar you came across to train
3) Profit
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on July 31, 2017, 03:41:02 AM
1) Train 100 Boomalopes
2) Watch the World Burn
3) ???
4) !!FUN!!

and of course : Maxim 1 : Pillage, then burn.

---------------------------------------------------

And just for kicks something useful :

1) Tame a bunch of Carnivores.
2) Don't feed them, not even dead Raiders.
3) no more annoying pests on the map.
4) If your Carnivore is big enough, this includes Foxes and Wolves.

---------------------------------------------------

I just remembered another useful tip. ( this one is pretty close to an exploit )

When you are done looting a questmap, but can't transport all the goods, because they are to heavy or you are afraid to run out of time .. doesn't matter .. ( as long as you have transport pods researched )
Mine everything, harvest everything collect everything ..
Reform the Caravan.
Take everything you want.
If you can't move : Settle.
Take all the time and ressources you want to send your ressources home, or tame some more animals to carry for you.
Title: Re: Post a cool tip you know about!
Post by: Mday on July 31, 2017, 08:15:35 AM
lol dude, as long as you have 1 pawn that has a burning passion in animal handling, boars are super easy to tame and train.
Gestation Period is 13 days, 1-3 offspring per birth. Make it your priority to tame the boars that are close to your base. the next year you will have at least 30 of them.

I now have so many boars that selling baby boars alone give me 9k silver every half a year.
Title: Re: Post a cool tip you know about!
Post by: giannikampa on July 31, 2017, 08:43:36 AM
Quote from: Mday on July 31, 2017, 08:15:35 AM
lol dude, as long as you have 1 pawn that has a burning passion in animal handling, boars are super easy to tame and train.
Gestation Period is 13 days, 1-3 offspring per birth. Make it your priority to tame the boars that are close to your base. the next year you will have at least 30 of them.

I now have so many boars that selling baby boars alone give me 9k silver very half a year.
must admit i was reading "bears" instead of "boars" all the time
Title: Re: Post a cool tip you know about!
Post by: Cattraknoff on August 01, 2017, 06:00:22 PM
My best one is this: Spam dogs. Huskies preferably. They will haul things for you, and you can have an army of dogs to defend you and die for you so that your colonists don't need to. Watch out though, they breed like rabbits after a while. I'm sort've at the point where I may offload half on a trader. We'll see. Is there such a thing as too many dogs? Is 40 too many? I don't know.
Title: Re: Post a cool tip you know about!
Post by: Golden on August 01, 2017, 10:23:40 PM
Quote from: Cattraknoff on August 01, 2017, 06:00:22 PM
My best one is this: Spam dogs. Huskies preferably. They will haul things for you, and you can have an army of dogs to defend you and die for you so that your colonists don't need to. Watch out though, they breed like rabbits after a while. I'm sort've at the point where I may offload half on a trader. We'll see. Is there such a thing as too many dogs? Is 40 too many? I don't know.


If you don't mind, I was wondering how you kept up with the meat requirement for their food?   :)
Title: Re: Post a cool tip you know about!
Post by: PolarBear on August 01, 2017, 11:09:10 PM
Golden: If dogs means Huskies, they can eat simple food. That means vegetable kind of food if needed.

Huskies are awesome. I always trained boars, because they can handle in battle better than huskies IMO. But what is annoying like hell about boars, they eat crops. And they prefer them. In my actual game I have growing season. And I play on harder difficulty than usual, so I need every pawn with good skills regardless of ability for dumb labor. And when doing dumb labor, I prefer cleaning before hauling (living in filth and dirt is very well simulated in Rimworld IMO, side effects are .. complicated :) ). So I use animals for hauling as much as possible. But when you wake up and first thing you see how dozen of boars are munching your precious, long growing corn crops in the middle of dense, juicy grass pasture, my slaughter button is twitching. But I can't refuse them haul food because of reasons above. Harvested crops would rot in the fields. So Huskies anytime.
Title: Re: Post a cool tip you know about!
Post by: Cattraknoff on August 01, 2017, 11:28:44 PM
Yeah, huskies can eat meals made from veggies. I tend to just let them eat the same meals as my people eat. I am playing on a habitable biome where you can grow year-round so that makes it easier to sustain them. When it comes to getting meat, I tend to just take 5 or so hunters armed with various rifles along with 20 or so dogs (so many that they often get hit by friendly fire, but usually it's not too bad and if it is I have plenty of other dogs to replace them), and clear out everything that's moving that's either a bird or the size of a pig or bigger (I don't bother with squirrels). My dogs haul the corpses within a matter of hours - well before they're in any danger of rotting. They are very efficient when you have 10-20 or more fully trained in hauling.

I also noticed that other animals often eat crops, which is one of the other main benefits of huskies: you can just leave them to roam and aside from the occasional loss to a cougar you don't have to worry. Or you can just restrict them inside a generic area and not have to worry about avoiding your crops. I tamed some elephants and got annoyed with them decimated my devilstrand cash crop so I was seriously considering slaughtering them, and ended up selling them.
Title: Re: Post a cool tip you know about!
Post by: The Nickman on August 02, 2017, 03:17:49 AM
The best thing to do with dogs and boars is have a separate freezer with all of the bodies of your enemies, and make sure they're not allowed in your crops or main freezer.  Problem solved, they'll never go hungry again!!
Title: Re: Post a cool tip you know about!
Post by: PolarBear on August 02, 2017, 04:10:25 AM
The Nickman: If you want them to do hauling (which I want), you need to allow them visit crop fields and freezer. In my current game I lack of pawn haulers. Dogs won't eat crops, so they are more suitable for hauling job. But corpses from some nasty Pirate raid being eaten by my pigs.. very satisfying sight.
Title: Re: Post a cool tip you know about!
Post by: Cattraknoff on August 02, 2017, 10:08:48 AM
Yeah for hauling your crops they need to be able to access them and the stockpile. Instantly-hauling them with dogs is how you can get them frozen immediately, which means you get the highest prices when selling. I can produce more than enough meals for my dogs anyway.
Title: Re: Post a cool tip you know about!
Post by: giannikampa on August 02, 2017, 10:36:35 AM
You can use 3 different stockpiles (properly prioritized) and a proper setting of zones, one for haulng animals and one for humans, to have humans do the less effort and leave longest travels to animals to move your harvests.
Sorry i can't find words to describe in more details, hope this is enough
Title: Re: Post a cool tip you know about!
Post by: Another on August 02, 2017, 07:36:02 PM
Quote from: AngleWyrm on April 02, 2017, 09:27:47 AM

(https://s-media-cache-ak0.pinimg.com/564x/4c/a0/6d/4ca06de38e0b7b16784070067526f2b8.jpg)Woodshop

If you have Hatti's (https://ludeon.com/forums/index.php?action=profile;u=54297) Quality Builder (https://ludeon.com/forums/index.php?topic=25188.0) mod, you can set up a wood-working shop to skill up in crafting.

Zone an area for your students to practice their crafting skills, put some plant pots in it, and then set the desired quality to legendary. They'll build it, disassemble it and build it again all day long.

The same works with graves for building - which take no materials.
Title: Re: Post a cool tip you know about!
Post by: Names are for the Weak on August 03, 2017, 09:57:48 PM
Nobody likes tribal raids, unless you have a band of cannibals or live on ice sheets. Or both. Tribal raids are numerous and rarely, if ever, drop anything of value besides potential recruits, and even then there's a language barrier preventing recruitment. So what I like to do is take all the prisoners I can from raids, then once all of them are fully healed, release them all to gain +15 relation per released prisoner. If you get into their good graces, you'll no longer have to deal with tribal raids.
Title: Re: Post a cool tip you know about!
Post by: asanbr on August 04, 2017, 04:00:55 AM
With bulk traders, but chemfuel 1 unit at a time and make sure they end up in different stacks (let the miffalo move for 1/2 second between each buy)

Then with some microing forbidding and stockpile work, you can make a very useful entry trap to your base, I like to use about 1/3 chemfuel and the rest stone chunks.

With a Molotov or incendiary launcher, this is a cheap and nice way to explode intruders way before you have mortar shells or incendiary explosive traps.

Wooden floors may also help. I haven't tested it yet.
Title: Re: Post a cool tip you know about!
Post by: asanbr on August 04, 2017, 04:04:25 AM
Cook simple meals from human meat and insect meat, sells for good value to bulk traders.

Also you can feed it to muffalos and probably (?) any other pet when they are starving in winter. If it's cooked, they'll eat it even if it's 100% human meat, and not complain.
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on August 11, 2017, 11:08:34 AM
Every Mod in the Mod Folder has an effect on the launch time of Rimworld.

Not only active ones.
Title: Re: Post a cool tip you know about!
Post by: BoogieMan on August 11, 2017, 11:43:59 AM
Quote from: SpaceDorf on August 11, 2017, 11:08:34 AM
Every Mod in the Mod Folder has an effect on the launch time of Rimworld.

Not only active ones.

Wow, I didn't know that. Strange. Going to have to do some house cleaning.

Thank you.
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on August 11, 2017, 02:24:21 PM
yeah, you can see it in the startup log, when rimworl reports errors or other stuff from mods that arent even active ..
Rimworld does not load every mod into the runtime database, but checks every single one.
Title: Re: Post a cool tip you know about!
Post by: Nameless on August 11, 2017, 02:27:23 PM
While it is tempting to deconstruct the ancient cryptosleep casket for their materials. It is better to leave at least 1 around for people with long-term sadness problem (i.e you just killed their entire family and dog and fiance after their new lover cheated on them).

Debuff timer will continue to run while they are inside the casket.
Title: Re: Post a cool tip you know about!
Post by: Nameless on August 14, 2017, 06:33:04 PM
Just found a very very easy way to hunt thrumbos without them ever retaliating:

When they arrive, they usually hang inside your base and not go anywhere therefore you can tell when are they leaving the map.

If you shoot them while they are leaving they will ignore you and keep running towards the edge of the map until they either left or well, dead.

This maybe unintentional bug though.
Title: Re: Post a cool tip you know about!
Post by: Nameless on August 14, 2017, 08:22:11 PM
If you have a non-mountain base and want to deal with infestation without lifting a finger, you can do this:

You will need to know where is the place that it occurs. It doesn't matter how large the area is. Enclose it completely with at least 2 tiles thickness of wall/door. Have people with high construction skill on standby because once the bugs start to try and break out, they can tear down walls quick.

Simply deconstruct a couple walls after all bugs are dead and the temperature will immediately become safe temperature for you to put the fire out.

[attachment deleted by admin: too old]
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on August 15, 2017, 07:42:55 AM
One I always forget myself, when fighting mechanoids :

EMP Grenades take out shieldbelts.

Consequence 1.) If Shielded Brawlers attack your Base, EMP's are your friend.
Consequence 2.) Don't throw EMP if your Shielded Fighters are protecting you from incoming fire.
Title: Re: Post a cool tip you know about!
Post by: JimJammer89 on August 16, 2017, 10:25:56 AM
I have found that the best way to prevent a chickpocalypse is to set up a seperate meal bill that only uses eggs for the meat. This way one's cooks always use eggs before using whatever meat one has stored.
Title: Re: Post a cool tip you know about!
Post by: Mehni on August 16, 2017, 06:07:46 PM
Quote from: SpaceDorf on August 15, 2017, 07:42:55 AM
One I always forget myself, when fighting mechanoids :

EMP Grenades take out shieldbelts.


So do firefoam poppers.

Firefoam poppers also trigger crashed ships.
Title: Re: Post a cool tip you know about!
Post by: Dashthechinchilla on September 24, 2017, 01:00:12 AM
I didn't see this exact one, so I thought I would post it. In cold areas I convert geo vents into grow zones. Saves on heaters. There have been heat management posts here if it gets warm in the spring, but I use doors held open.

You can fill in overhead mountain to prevent infestation, or you can space out ieds to chain react. It will take a bit to trigger, so early shouldn't be an issue. I do this if for example I clear out a ancient danger and don't want to waste time backfilling. Any insects that live will attack and die in your home defense.
Title: Re: Post a cool tip you know about!
Post by: OFWG on September 25, 2017, 02:17:10 PM
Quote from: Nameless on August 11, 2017, 02:27:23 PM
While it is tempting to deconstruct the ancient cryptosleep casket for their materials. It is better to leave at least 1 around for people with long-term sadness problem (i.e you just killed their entire family and dog and fiance after their new lover cheated on them).

Debuff timer will continue to run while they are inside the casket.

This isn't true, the debuff timer is paused just like all their other functions.
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on October 01, 2017, 11:02:12 AM
Bump this Thread for Newbies.
Title: Re: Post a cool tip you know about!
Post by: Canute on October 01, 2017, 12:02:42 PM
*Bumb the dorf*
When you think it is that important, why you don't add all these tips into the wiki ?
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on October 01, 2017, 03:08:00 PM
Because I don't use the Wiki Myself ... I actually forget sometimes that it exists.

I have to admit one reason for this is the state of the wiki, and adding all this would help immensly and I wished I had enough time for this. Also I use so many mods that I sometimes confuse QoL and Vanilla Features  ;D

Title: Re: Post a cool tip you know about!
Post by: kubolek01 on October 03, 2017, 04:09:16 AM
Hmmm... Keep the base clean! Prioritize cleanup before most other, or take the -15 mood debuff, quickly making the insanity wave.
Title: Re: Post a cool tip you know about!
Post by: Limdood on October 04, 2017, 07:51:09 PM
Quote from: kubolek01 on October 03, 2017, 04:09:16 AM
Hmmm... Keep the base clean! Prioritize cleanup before most other, or take the -15 mood debuff, quickly making the insanity wave.

Setting 1 colonist to clean at highest priority should cover most small to moderate bases.  great use for an early useless pawn...if he can dumb labor, he can clean.
Title: Re: Post a cool tip you know about!
Post by: SpaceDorf on October 04, 2017, 09:04:22 PM
Quote from: Limdood on October 04, 2017, 07:51:09 PM
Quote from: kubolek01 on October 03, 2017, 04:09:16 AM
Hmmm... Keep the base clean! Prioritize cleanup before most other, or take the -15 mood debuff, quickly making the insanity wave.

Setting 1 colonist to clean at highest priority should cover most small to moderate bases.  great use for an early useless pawn...if he can dumb labor, he can clean.

It also makes a good second job for cooks and doctor, keep their workspace clean, while not moving to far from their main job.
Title: Re: Post a cool tip you know about!
Post by: gipothegip on October 04, 2017, 09:51:06 PM
Quote from: Limdood on October 04, 2017, 07:51:09 PM
Quote from: kubolek01 on October 03, 2017, 04:09:16 AM
Hmmm... Keep the base clean! Prioritize cleanup before most other, or take the -15 mood debuff, quickly making the insanity wave.

Setting 1 colonist to clean at highest priority should cover most small to moderate bases.  great use for an early useless pawn...if he can dumb labor, he can clean.

Yeah, this is what I try to do, usually with the least useful pawn or otherwise one who doesn't do too much and can fit it in with a decent priority.
Title: Re: Post a cool tip you know about!
Post by: Limdood on October 04, 2017, 10:24:55 PM
early on, if i find a healthy pawn with halfway decent shooting or crafting (or both!), no horrible traits, and can do dumb labor, he becomes my cleaner/hauler/garbage crafter - in that order...works wonders...no crafting til the hauling is done, no hauling til the cleaning is done...he's never idle.
Title: Re: Post a cool tip you know about!
Post by: Bolgfred on October 05, 2017, 08:39:57 AM
Quote from: Limdood on October 04, 2017, 10:24:55 PM
early on, if i find a healthy pawn with halfway decent shooting or crafting (or both!), no horrible traits, and can do dumb labor, he becomes my cleaner/hauler/garbage crafter - in that order...works wonders...no crafting til the hauling is done, no hauling til the cleaning is done...he's never idle.

In a similiar way, I lock my cook in the kitchen. By zones, I restrict him to his bed, a single spot in dining and recreation room, and his holy freezer kitchen. Priority set on cleaning > cooking > carry.

By this he is keeping the kitchen clean before cooking, and then cooking is done he tidys up the freezer.
He will never see daylight, but the cooking business always goes smooth.
Title: Re: Post a cool tip you know about!
Post by: patoka on December 18, 2017, 03:21:16 PM
ok so this is definitely not news to anyone aside from dumbasses like me and complete noobs (i am super ashamed to have to admit that i have played this game for hundreds of hours by now without noticing) but automatic guns are pretty cheap to get if you know how to, even in tribal starts with bad researchers (which i just did)
just go to resource stashes on the map with enough manpower, guns and food for a short and very passive siege.
the enemy has 11 pawns and 1 autogun? ok, here my technique probably wont work (which was the first resource stash that i visited in that run)
the enemy has 2 pawns and 4 autoguns? you're good to go:
you always arrive at a more or less random spot on the map when you enter a stash (while the side of the map may be calculable, you dont know the map itself, so you essentially dont know anything) so you'll need at least a bit of luck that you arent immediately noticed by the enemy. it is a good idea to not unpause the game during the following preparations.
set your pawns' and your pets area to be behind any walls and mountains so that the enemy cant directly see you. if they cant, you might be in for trouble too soon. furthermore, if the enemy has mortars, patrol the edge of the map with all your pets and pawns in one spot in order to make the mortar shots miss with a very high probability.
once all the mortar shots have been fired, the enemy usually still waits for you to engage. (or if the enemy didnt have any mortars anyway) then procede to make a little camp behind cover and dont let your pets or pawns wander off into sight and especially not shooting range of the enemy.
after around a day, the enemy WILL charge at you (which is probably a feature to make it impossible to starve them out). once this happens, go into defensive positions and take care of the enemy. once done, as this would be much easier than you yourself charging THEIR defensive positions, you have had an easy victory! but wait, the countdown for your forced leave didnt start yet...what is going on? the enemy turrets are still alive and technically could still fire at you, which is why the program things you didnt win yet. mark them as your territory with the red flag and the timer starts. then you can just uninstall them and take them with you to your home base. keep in mind that turrets and mortars each weigh a hundred kg though. happy deconstructing of steel walls and floors and occasional mining :)
ps: you possibly can lure out an enemy unit or two ahead of the others by playing some food on the floor. ideally you have dromedaries or muffalo, which produce but dont consume milk, while being able to carry your looted objects afterwards. these units that rush for the milk will not retaliate until they touch the milk and get shot again, so use this time to get rid of them before they come to senses and needlessly damage your troops.
pps: i've been playing alpha 17 because i was unsure about the new alpha/beta 18 thingie, so it might have been fixed already, but at least in alpha 17 it still works.
ppps: this works exceptionally well with tribal starts because this way you can spare enough pawns for a caravan while being able to leave enough units behind to manage your home. i myself have done this before having even researched batteries. the only things i have researched are pemmican and passive coolers. this also means i had to steal all the batteries, while letting them plugged in and let the solar energy collectors load them, because they keep their energy. so everytime i need the turrets to shoot, i just quickly install the battery as long as the battle is going on and then uninstall again, the turrets can be left, though.
pppps: for the record, this way i could steal 4 turrets, 3 batteries and a mortar (without any ammo, but hey, i'm not gonna say no to a free mortar) and the raw firepower of my colony skyrocketed this way. i immediately got a raid once my units arrived and all but an incapable of violence pawn was still up who then proceded to install these turrets and a battery and could take down a raid that was greater in numbers than everything that came before added together and had better weapons, armor and better fighters wielding them than ever before in that run. granted, it was only the 4th raid i had, but immediately afterwards a boomrat went mad and attacked me, only to get shot dead before even coming close to me by the turrets. the raiders could only hit one of my dogs twice and killed a pregnant sow of mine. (to be fair i had enough pigs anyway and was running low on meat for pemmican and fine meals, so i already considered having my pawns eat pork that evening for dinner)

tl;dr: look, i'm an idiot that got super thrilled by his new discovery. give me a break, i also wanted to feel useful and add sth to this thread.
Title: Re: Post a cool tip you know about!
Post by: Mday on December 22, 2017, 06:10:02 AM
Two tips for today.
#1 Go juice withdrawal on a prawn that has scar (or missing nose etc) = fall unconscious. This is because the +300% pain also has a effect on consciousness. The up side is the prawn can stay in bed until he comes clean, no more mental break. You can wake him up by give him go juice or anything that deals with the pain (e.g pain killer).

#2 How to steal item stash (ignore the enemy ambush).
To do this, just shot the wall until the stash is exposed. Then just pack up and leave the area using the reform caravan button.
Another way to do it is to use animal zone to ask the animal to get inside the building. You can leave as soon as the door is open.