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Messages - UnionID

#1
General Discussion / Re: How to give prisoners clothing?
September 04, 2015, 11:28:07 AM
You can create a small one-tile stockpile within the prison for clothing items and set it to critical. Make one for pants and a separate one for torso item.  The pawns will stock them based on the item and quality restrictions set for the pile.  If the prisoner is naked they should pick it up and wear it eventually.  If they are wearing worn-out clothing you'll need to strip them and immediately haul it away so they don't put it right back on.
#2
Quote from: TLHeart on September 04, 2015, 10:32:29 AM
.......  But alpaca wool does protect against burns.

I did not realize this, good to know.
#3
General Discussion / Re: Animal Nuzzling
August 27, 2015, 02:08:37 PM
Quote from: Jamini on August 26, 2015, 03:57:00 PM
I had it happen with a Ward directly after taming.
Same thing with me but with a rhino pretty much immediately after taming.  Took awhile to tame it though and I still haven't gotten it fully trained in release yet.
#4
Quote from: Ithildae on August 27, 2015, 01:49:50 PM
I like to brew beer for money. Many traders want beer, it keeps my colonists happy and I like having a brewery for personal reasons!

I find that beer is pretty lucrative as well....although now I find that hay is competing for space with my massive hops plantation....ah, choices.
#5
Quote from: Devon_v on August 14, 2015, 03:59:01 PM
There's no need to use medicine on prisoners. The worst that can happen is they get an infection, and since they're spending all day sitting around anyway there's no way they can die from it so long as they are getting regular treatment.

The "convinced by warden" buff is all you need. With a decent social skill that buff stacks to ludicrous levels and makes other concerns irrelevant. Prisoners also only need to have a mood of 34 to be recruited. There's no bonus for better moods, so stick them all in dark, cramped, multiperson cells with no heat and so long as the warden talks to them regularly,  everything is awesome.

I would think that infection treatment pulls colonists away from other duties...or would constantly treating an infection actually provide a way to "train up" the doctor skill?  That would be pretty nice actually.  Is it possible to die from an infection?

34 is pretty low.  Didn't know that was the break point for recruitment.

I guess no one ever wants to leave my prison because its such a sweet sweet deal.  I have had a couple guys break down and start fighting other prisoners.  Had to break that up with extreme prejudice and start treatment all over again.
#6
Quote from: Towerbooks3192 on August 14, 2015, 02:20:41 PM
So it isnt about breaking their will by mistreating them in prison and in to joining you? ...

You actually want to treat them well so that their mood is high.  Their mood level has to be above a certain level in order to be recruited.  So treat their wounds with medicine, feed them good food, talk to them nicely and make the prison room as nice as you can.  All this helps to combat the negative mood modifiers of being imprisoned, injured and sharing a room with other prisoners (should you have more than one in the same room).
#7
Quote from: Mr.Cross on August 14, 2015, 12:31:10 PM
In all reality, it depends on their backstories, that's what lets the game know if they will be able to firefight if the time calls for it.

Does this affect drafted colonists?  I can't recall.  I know there was a modification made so that drafted colonist would fight fires near them and not just stand there and burn up.  It may be a way around the no "scary" activity.  Although I'm sure Tynan probably put the kibosh on that.
#8
Ideas / Re: NPCs
June 29, 2015, 06:29:46 PM
I always thought you could maybe just have an option to build a trading post and be able to occasionally trade with friendly factions.  The goods available wouldn't be of the same quality as a space based trader but.....meh....maybe a pointless suggestion that has been brought up and discarded before.
#9
Quote from: Mystic on March 21, 2015, 12:15:50 PM
When I build an underground base (which is most of the time now), I usually take down at least half of the "free" walls and replace them with bricks made of the same material, but with conduit added.

I hear you.  Aesthetics is always a factor, but that's comes down to personal choice/style of play.  As for conduit walls, in most industrial settings I've come across, power distribution systems are exposed for ease of maintenance and quick access during emergencies, so I'm sort of primed not to mind exposed conduits, although the added protection of conduit walls to your distribution system is nice. Replacing the walls underground is basically providing a support system once mining is complete, this is how I see the support factor being implemented, just with a reduction to the tolerance of support spacing in the existing roofing system.

Quote from: Mystic on March 21, 2015, 12:15:50 PM
And then there is the extra complexity of trying to run air conditioning in particular deep inside of a mountain, and somehow vent it to the outside.  I have quite a time with trying to design bases that allow for this sort of vent network while not impeding the colonist's ability to move quickly around in the base.

I'm glad you mentioned this.  I like the fact that you have to put some thought into your ventilation system.  It's one of the difficulties that is inherent to underground builds that differentiates it from surface builds.  Some could see it as a cost/penalty to choosing to go underground.
#10
Quote from: b0rsuk on March 21, 2015, 11:55:38 AM
Seismic activity is one thing, seeping methane another.

The way I see it, the game can be about building an underground colony. Nothing wrong with that, strictly speaking. But that's missing opportunity to do something different. You don't want to do Dwarves with Guns, do you ? And DF has a head start. Rimworld already has areas where it squarely beats DF, such as combat. Let's not dillute that.

It's not helping that literally all the mystery in Rimworld is hidden underground. Ancient cryosleep caskets are underground. Mineral veins are underground. Undiscovered areas are underground. Outdoors, you have wood, raspberry bushes and meat.

True.  We wouldn't want to limit ourselves and turn the game into a one trick pony.  How we play is always a  matter of choice and we can decide not to play a particular strategy in order to explore another.  Even if modifications to underground exploitation is made, I have every confidence that Tynan would continue to institute improvements to the surface environment (I wouldn't mind inclusion of some type of tech discovery based off ancient ruins or somesuch) .  That is the beauty of a committed developer and an enthusiastic/participating player community.

Gas might be tricky to deal with mechanically, I know its a pain to deal with in the real world. But who knows  ;).
#11
Agreed. From the beginning it's always seemed more logical to move "underground" as soon as possible when building your colony.  The benefits for a cave-based colony heavily outweigh above ground builds in the long run, in my opinion.  You can throw up a wooden walled colony fairly quickly but it has the potential to burn down just as quickly.

The game is continuously moving towards a more realistic interaction with the environment. Mining is an extremely dangerous endeavor.  I would not find it unreasonable to experience some hazards when mining/building underground.  Penalties towards initial level of effort and some type of maintenance action/cost once mined would cover it I think. 

If you wanted to be particularly devious you could introduce seismic activity as a random event which could result in some level of disturbance to underground structures, or even above ground for that matter.  The geologic stability of a world, especially some unknown or unexplored world could easily be a hazard that needed to be dealt with.  If you wanted the player to have some idea of how stable an area is you could show the rating in the initial colony placement screen.  That way they have some level of choice if they want to deal with the potential risk of underground development.
#12
General Discussion / Re: Personal shields?
December 29, 2014, 03:11:23 PM
This sounds pretty sweet.  I'll admit, my melee fellows have pretty much been relegated to hauling and cleaning.  It'll be nice to see them come into their own now.

I also foresee cursing the group of shield-toting power armor wearing bandits that bust through my doors before I can mow them down with hails of bullets.
#13
General Discussion / Re: Farming balance
December 29, 2014, 03:06:34 PM
Kinda basic but make sure the stove has a bill active for simple meals and that it is set to make them forever.  I've run into issues where i neglect to set the proper meal type to the intended cook's level of skill and the ingredients available.  I usually figure out I screwed up when people start eating raw food and I have to scramble to catch up.  When my population starts to get big I make an extra stove and set it to simple meals for a fixed number of meals as a buffer and reset it once that bill is complete.
#14
My people got caught outside harvesting when all the squirrels decided to go psychotic. There were a lot of squirrels.  I circled the wagons but couldn't help but laugh at the absurdity of it all as my colonist started dropping one by one from squirrel bites.

It was a near-run thing....It was pretty sweet.