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Messages - stu89pid

#1
General Discussion / Re: The bottom right bar.
June 01, 2017, 07:17:23 PM
Quote from: Dr. Z on June 01, 2017, 05:27:35 PM
Why is it bad for them to be combined? I think it's a rather sense full choice as the outcomes of the beauty inspection have influence to the room quality. So why separate them if the information is related?

I don't like having to see the beauty numbers everywhere to check the cleanliness of a room for example. You used to be able to leave the room status on permanently and it wasn't intrusive, but now that comes along with beauty numbers everywhere. I haven't checked if this changed in A17 with fewer items contributing to room beauty now though.
#2
I think this is a great guide for someone with limited experience using manual priorities. It's a complex dynamic process that I will tweak as my colony grows.

Once I have 6-7 colonists, I locate my least useful colonist who is capable of hauling or cleaning and turn them into my dedicated hauler or cleaner and set the skill to 1. Once you have a dedicated hauler and cleaner, they are pretty much able to keep up with all hauling and cleaning needs and will fill in doing other tasks once the they have exhausted all available things to haul or clean. Until I have a dedicated cleaner, I micro to force clean my medical room and leave the rest of the colony dirty.

I also think it is important to mention that crafting stations allow you to define what skill level pawns can complete each individual task. So, while I allow nearly all my colonists to craft in the work priority menu, I specify my recipes so that my skilled crafters are making guns and high end goods, while my pawns with crafting of 5 or less are the ones cutting stone blocks.
#3
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?
#4
General Discussion / Re: Kibble - Is it worth it?
March 24, 2017, 05:25:10 PM
Quote from: Wishmaster on March 24, 2017, 05:09:45 AM

However kibble is mandatory for handling animals.

I don't think this is correct. I don't use kibble at all and have no problems training my small boar army to haul. Your pawns will feed the animals anything that is availabile for handling, berries, simple meal, etc.

If you are keeping chickens, kibble is OK to use over simple meals because a chicken doesn't need much nutrition. If you are only keeping larger animals like dogs, boars, and alpaca, I think it is far more efficient to just give them simple meals to eat. You don't have to develop a second process to feed the animals separately from the pawns, and you can just grow a ton of corn or hydroponics to maintain everything.
#5
an advanced research tech could be for those things you see at on tatooine in the first star wars movie in the moisture farms, some sort of electrical condenser capable of pulling water out of even low humidity air. Much less efficient than other systems like rain barrels, but could give you an option for desert living with water limitations, similar to hydroponics for biomes where food growing is tough.
#6
I'm like you and use the first 30 minutes at least to draw out the basic template so I have an efficient base in the early game.
#7
General Discussion / Re: Is it normal for Randy?
February 17, 2017, 10:38:01 AM
Quote from: Grax on January 29, 2017, 03:12:24 AM
Just second year began and this happen.
I don't know how many of this shit is coming, 200+ i suppose.
It's Randyrandom with intense setting. Can't even imagine what would it be on extreme.



You have 40,000 extra meat stored in year two? Raids scale to your colony value and I'm guessing you are modding/dev moding to get that much that fast.
#8
It's tough, the animal needs to be close to the corpse when it gets hungry, so if you have the bodies stored a long ways from where your pets typically are, it might not have happened.

It's not a very effective way to get rid of bodies, you could probably micro manage it with pet and storage zones being close together but I'm not sure it's worth the hassle.
#9
Why not? If you aren't trying to recruit them or using them for doctor practice, they are just taking up time and food.

Selling and killing them give debuffs so releasing is a better approach even if no faction is gained.
#10
I think food poisoning has to do with your cooks skill.

My understanding is that as long as the carcass isn't rotten, it shouldn't matter. Hopefully someone can confirm.
#11
General Discussion / Re: Mods making the game "to easy"?
February 07, 2017, 12:04:41 PM
Quote from: SilentP on February 07, 2017, 11:38:10 AM
A lot of these posts have brought up some questions for me that I'd like to share with the community:

What constitutes a "Quality of Life" mod?

If I were to customize some pawns using "Prepare Carefully" what would you recommend?  Currently I just mash the random button until I get a pawn capable of hauling and then replace pyromaniac, psychic sensitive / hypersensitive.  I don't worry with chemical fascination, staggeringly ugly because they're pretty easy to manage around.

To those of you berating me and saying I should uninstall the mods:  It wasn't my intention to suggest the game is too easy or vanilla mode is to hard.  I was looking to generate intelligent discussion on ways to improve my gaming experience with Rimworld.  Perhaps someone would suggest "Use Jerry's Hardmode Mod" or "Try this mod, it makes growing things 10x slower".

Thanks to everyone who is contributing and a special thank you to all the modders out there who are doing such fantastic work.

QoL mod is something that makes it less work to play, but not necessarily easier. For example, I used to reroll pawns until I had 3 starting pawns that could haul, EDB allows me to do this without having to mash re-roll forever. This is quality of life to me because you could technically re-roll indefinitely until you get a perfect pawn.

I recommend using EDB however it makes you happy. I can't stand pawns that can't haul, so I usually change that and create a backstory for my 3 starting pawns with similar professions etc. However, if your initial notion was that the game was to easy, use the EDB points sytem so you can customize pawns within a numerical limit, allows you to create pawns but not overpowered ones.

The easiest way to moderate difficulty is your biome and storyteller which you didn't mention. If you are thinking it is to easy, crank it up to Cassandra extreme before worrying about using mods for difficulty.
#12
General Discussion / Re: Thermodynamics 101
February 06, 2017, 05:35:07 PM
Quote from: Thyme on February 05, 2017, 04:01:38 AM
The most interesting part of all this is, for me, not the violation of conservation of energy (it's a game/simulation after all), but that the greenhouse temperature should be lower when plants are grown compared to not growing plants. All the energy absorbed from the rice plants should make a good cooler actually.
*what a weird unit that is. such things happen when morons try to enter the fields of physics.

Unless the grow light is putting out a lot of infrared light (Which it shouldn't be as plants don't use this wavelength), the room temp wouldn't change with or without growing plants. The sun can heat up a wall (because of the infrared light), but a spotlight will not (as this is only within the visible spectrum).
#13
General Discussion / Re: Thermodynamics 101
February 06, 2017, 05:15:58 PM
Quote from: Shurp on February 04, 2017, 08:26:08 AM
If a sun lamp uses as much power as 9 heaters, it should create as much heat as 9 heaters, right?

Our greenhouses should need air conditioning even on ice sheets!

It's been a few years since I got my chemistry degree, but this is absolutely NOT how thermodynamics works lol.

Light and heat are different forms of energy. Sure most light bulbs put out some heat, but this is not intentional and the heat loss is due to inefficiency, mostly in filament bulbs. You are likely familiar with LED lights which are much more efficient than a incandescent bulb, and also product almost no heat.

In reality though, your post has some merit. The fact the grow light in Rimworld requires so much power indicates it is probably not an efficient lighting system and could generate some heat. But there are other items like electric smelters and generators that don't affect room temperature so it's understandable this wasn't considered for the grow light.
#14
General Discussion / Re: Mods making the game "to easy"?
February 06, 2017, 05:06:25 PM
Yes there are settings in vanilla and mods you can download that make the game unchallenging.

Using EDB to get 3 starting colonists with all great attributes then yes that makes the game very easy. But playing a game on Phoebe on base builder in a temperate zone with year round growing periods also makes it very easy.

I"m not really sure what you are getting at though. EDB adds another level of control to you in terms of difficulty, it doesn't require you to choose settings that make the game easier. The same with your choice to download other mods that make the game easier.

#15
Quote from: Guilty Omelette on February 02, 2017, 12:16:57 PM
I sell rice grown in hydroponic bays. With sunlamps and good temperature you get a full harvest every 2 days, and they sell to requested bulk goods traders for about 1.3 silver per unit. Rice takes a long time to spoil, and doesn't need any processing. Since my colonies use nutrient dispensers, i sell whatever excess i happen to have stored.

If you turn 10 rice (you are selling for 13 silver) into a simple meal, you can increase your profit by 46%, selling simple meals for 19 or 20 silver to exotic good traders. If you set up a critical priority stockpile for rice surrounding your cooking station, on top of stools, a cook can absolutely CRANK out meals in no time at all since he doesn't have to move to do cooking.