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Messages - dkmoo

#1
General Discussion / "Rescued me" Buff not working?
September 30, 2019, 08:58:41 PM
Hey All, it's been a while since i played but came back recently. I'm trying to hook up a couple by using the "rescued me" buff but it doesn't look like it works anymore? i purposely let one of my pawns freeze naked until he's "downed" and let the other pawn rescue him, upon recovery the "rescued me" relationship buff doesn't appear for the downed pawn.
#2
General Discussion / Re: Haste Makes Waste?
January 02, 2019, 12:44:06 PM
my vote is that there is no difference between game speeds. just RNG working its magic.
#3
some feedbacks:
1) butcher table should not be in the same room as kitchen - the blood will make floor very dirty, which in turn will cause a higher chance of food poisoning from the meals prepared in the kitchen
2) you can combine dining and rec room. that way your pawns will also enjoy the beauty buff while eating
3) dining location do not need to be close to kitchen. This gives you more flexibility with base design. All you need is a small (1x2, or 2x2) room chilled below 0C to use as a walk in fridge, and store food there. Haulers can restock this storage from meals cooked elsewhere.
4) hospitals also do not need to be close to kitchen - follow same set up as 3). Often times your doctor will grab food to feed your patients from whereever he/she was closest at the time "doctoring duty" kicks in, so you may not even need a food storage in your hospital
5) I don't see any "defense" system chart - your hospital should be closest to your primary defense perimeter/setup
6) Critical systems - like power generation, should not be concentrated in one area. otherwise, one unlucky pod-drop raid or mortar shell will obliterate your entire base.
7) i would assume all your "production for trading" systems would be close to your orbital beacon locations.
8) Tailor stations - i wouldnt put it close to butcher spot b/c i rarely make anything with leather - most of the time your apparels would be made out of devilstrand (near farm) or wool (near grazing area)
#4
General Discussion / Re: Sleep is for scrubs only
November 05, 2018, 11:53:10 AM
Or you can just make a high priority 1 tile storage for veggie to the left of the stove seat and another one to the right for meat. Then your cook won't have to make any trips and your haulers will keep this stashed.
#5
I always enjoyed this challenge and have completed it in b18 and b19. However I never built the spaceship. My own end-game goal (which i think is harder) is to build a fully self-sustaining and functioning permanent colony. The conditions are open-ended but in my runs it means the following:

1) Have a infrastructure/resource stash that it will have no problem added new pawns at any time
2) raise animals and have a reliable source of meat/protein.
3) have 10+ pawns
4) fully capable of defending against raids and drop-pods.
5) to the extent possible - not relying on RNG for critical resource needs (ie, dropship/orbital trader for wools to make parka)
6) u become bored of playing b/c everything is automated/planned for/optimized and your pawns have everything they need.
7) make a base that you will feel comfortable living and grow old in.




#6
Each wall can support up to 13x13 roof tiles in a circle. Damage the wall to a low HP and then u turn this into a massive trap. Shoot the wall and the whole area will have roof dropped on enemies.
#7
Quote from: Boboid on March 27, 2018, 03:58:57 AM

Drugs don't have nutritional value ( Not even Psychoid Pekoe ) so your animals ignore them. The same isn't true of Psychoid leaves and Smokeleaf, animals can and will eat these though it's seldom a problem.


Not true. I've had so many instances of hauler animals getting addicted to Luciferium so I was forced to slaughter them.

#8
it's a cool design but AFAIK the pawns will still climb over a row to get to the next row instead of walking around in any nicely laid out paths you may have set up for them so you won't be able to get rid of that aspect of immersion-breakingness.

#9
Build an orbital trade beacon and comm console. Trade ships carry between 2k to 3k silver
#10
In Vanilla, afaik the only way is to have different outfit setup. Game comes with three "worker, soldier, nudist" you can edit then to pick up exactly what you want them to pick up and creat more. Ie, I change my soldiers to rangers and only give them armor vest power and  armor helmet and make another "heavy melee" outfit firepower armor and shield belt.

When I play extreme cold (-100C) I also have a "winter worker" and "winter soldier" setup

Change the outfit selection and they will go grab all their need immediately
#11
Quote from: Naia on March 12, 2018, 12:20:08 PM

On the 9th of Aprimay 5513 Cross initiate the launch sequence and as the last colonist board the rocket.

Saylin
John
Pumpkin
Silva
Wolle

Are already sleeping safely in their cyro sleep caskets.

The AI core have suggested a small moon called LV 427 as target location. None of them have heard of it before, but they all hope it going to be a nice place !




This was the story about my Cross. Hope some of you enjoyed reading it. Looking forward to the next challenge !

Great story! Thanks for sharing, I for one followed every post and thoroughly enjoyed it.
#12
General Discussion / Re: Killboxes too effective?
March 07, 2018, 05:02:10 PM
Things that can shoot over walls, and pawns that can climb over walls.

that'll make defense a lot more interesting than killboxes. (and more realistic)
#13
General Discussion / Re: [B18] Coldest or Hottest Seeds!
February 08, 2018, 09:41:32 AM
Quote from: Androsynth on January 23, 2018, 11:49:11 AM

Have you actually experimented with using chemfuel produced directly from food to run generators and grow more food? That idea never occurred to me, just the boomalope thing. And there's actually surplus? Is it enough surplus to be worthwhile? Is it more worthwhile to use cooked or uncooked food?


Check out my post

here,https://ludeon.com/forums/index.php?topic=37128.0

It summed up the power generation  potential of the hydroponic rice to chemfuel to power more hydroponics quite nicely. You can get upwards of 40,000 power from a single sunlamp setup.
#14
General Discussion / Re: Mechanoid Ships
February 06, 2018, 07:47:58 PM
Staying stationary exchanging volleys always places you at a disadvantage no matter what fortifications you have, esp late game. The mech's firepower is just too much and you will always at least suffer attrition. Using shielded bait pawns works to a degree but require more micro. Mortars waste a lot of resources due to the inaccuracy.

The most effective way, esp for late game,  I found is sniper armies. (8+pawns)  usually one volley will kill a scythe, and you can kill a centipede before it gets into fire range. You can just kite and kill all of them since they don't pursue too far away from the ship. Alternatively, you can also snipe and kill the ship, then the mechs will just bum rush into your killbox.
#15
General Discussion / Re: 1 Million copies of Rimworld
January 31, 2018, 10:52:47 AM
So in 5 years tynan grossed roughly $30 million. I'm guessing his costs paid to the other team members plus steams cut reduces  it down by 10 mil. So, in other words, his family is set for life

Bravo my friend, bravo. I hope you don't call it quits after this and retire to some sandy beach just yet. I hope you have many more masterpieces coming out.

You deserve every penny of it.