Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Demoulius

#1
Thats a good point.

Wood floors and concrete have a 0 cleanliness modifier but are alot easier and faster to place down. Which makes them a valid option to place early game. If you just want to quikly place a floor to remove dirt thats a good option as well. If you then later want something more suited you could always replace the floor at a later date to get a bonus to that cleanliness.

If all that is happening in your kitchen is your cooks moving back and forth with material to cook, it shouldnt get dirty very fast honestly.
#2
AFAIK the options to get Plasteel are:

*Mining it in your local area. Or making a 2nd colony nearby and mining it there.
*Trading it from traveling merchants
*Deconstructing items made from Plasteel

There are other options like deep mining or trading it from other factions but if I read the OP right thats not an opton because of....self imposed restrictions?

If its self imposed restrictions I dont see the point behind complaining about it but its still possible to get. Just harder.
#3
Given the return on investment of actually making a floor, id consider making one if you arent seriously strapped for resources. Material doesent matter that much to be perfectly honest. Unfloored is just overall bad.

*It adds to the beauty of a room. Meaning the pawns inside the room for work are happier. I dont think it effects the overall quality of work, but a cooks who break down less is more productive and adds to the stability of your colony. Add an artwork or two and good armchairs for an even better beauty and comfort rating. Your cooks will never break down again and keep the meals coming!

*It means the room doesent get dirty as fast. If your kitchen is a secluded area where only the cooks move through (which ideally it should be) having a dirty kitchen area should hardly if ever be an occurance.

*Their movement speed is faster which might seem a tiny boost but a kitchen is generally used alot so over time it might help you produce a meal or two per day more which adds up over time.

Again, for the small price of flooring the bonuses are pretty big compared to the penalties for not doing so.
#4
There are ways around rocket launchers but you generally need to be equipped to deal with before you run into them...

Counter batteries with your own mortars can take them out if you are lucky. Otherwise running a fast (and hopefully expandable pawn) at the edge of their range can trigger them to fire them all at the same time; effectively wasting them all on a single pawn.

If you got anyone with psychic powers, beckon (I think its called?) can be very effective at taking these kind of threats out as the pawn will approach you unless he is hit first. Essentially drawing him out towards you.

If none of these options are possible sniping them might work, as I think they outrange the missle weapons.

Sniping a few of them can cause them to do an all out attack where you might lure them over mines and whatnot.

Hope any of that helps :) good luck!
#5
General Discussion / Re: Taming insectoids?
August 20, 2021, 03:04:45 PM
Quote from: UltraViolet on August 11, 2021, 02:23:26 PM
I used the stun psycast and some heavy armor to keep it from killing my tamer the first time. The second one was a lot easier. It had 30% movement due to its injuries which helped a lot.

Something I've read but never tried myself is to lower the room temperature to -40 which will put them in hibernation. Then raise the temperature above -30 to bring them out of hibernation. When they first wake up they'll have a sluggish period that should make them easier to tame.
Oh I have 2 casters with stun. Dident think of that. Nice idea!

I dident know about the hibernation either. Thats pretty cool! Allows them to survive on colder climates I suppose?
#6
Im not sure but I think the game sees the room where the beds are as the 'prison' and the structure around it as a seperate room? They probably dont try to escape because the front door in the hallway area is closed or they probably would.

I think they only check for food in their 'prison' unless im mistaken here. Ive never tried using a hopper for prisoners to be perfectly honest.

Lavish is, if memory serves me right; one of the highest forms of food restriction. Menaing they get the very best your colony has to offer. You can check what kind of meals they wil get in the assign menu. There you can edit and assign who gets what kind of meal. Unless you really need to raise their spirits, I wouldnt assign anything higher then fine meals though. Heck even fine meals might be stretching it. But hey if you want to be very charitable to your prionsers, by all means do so ;)
#7
General Discussion / Re: Shot in the Liver
August 11, 2021, 05:23:54 AM
I think it effects how long you need to rest and/or how fast you recover from wounds. But im not entirely sure. Maybe someone with more experience in the game can elaborate further?
#8
General Discussion / Re: Ideology worth it?
August 11, 2021, 04:38:42 AM
Quote from: AileTheAlien on August 11, 2021, 01:15:36 AM
I think pawns with conflicting traits will usually just get mood debuffs, but I don't think there's many traits that will override the ideoligion. For example, I think if you manage to convert a person to your cannibalism-cult, they start getting mood-buffs for eating humans. Note that some of the ideoligion's precepts have replaced some specific traits, such as transhumanism and body-purism, and possibly a few more. But that's because those specific ones have been expanded upon, more than just the single "got +-mood from X" from the vanilla game. (A couple buildings, other complementary precepts, etc.)
Alright im confused. Do you mean that body purist and transhumanist arent individual traits anymore and theyre replaced with the respective ideology now? Or that individual traits are overwritten in favour of the ideology if it happens to have them?

But having to back up my saves because the DLC might break it is the exact reason why I made this thread  ::) I think il finish the playthrough before getting the DLC, that way I dont risk ruining any excising save.
#9
General Discussion / Re: Ideology worth it?
August 10, 2021, 11:16:29 AM
Cheers for the replies guys :)

The biggest worry that I got is that it will ruin the savegame that I currently have and make it unplayable. And ive put alot of hours into it to get it to this point...

For example when 1.3 hit ive lost about half of my tamed animals before I could confine the ones that dident wander off yet into pens. Ideology adds a belief system to factions right? Im currently allied to 2 of them (1 of which is the empire) and I dont know what will happen to faction relations. Patching to 1.3 also gave me a hit to rep with (I think) the empire for an unspecified reason. It was very tough to get allied with them and just getting hit with a rep penalty for patching the game was a slap in the face. Id rather not make my current game even more of a mess if I can help it...

Also to add to the questions, can you change your belief system mid game? Say you took body purist and want to turn it into transhumanist instead?

Adding to the above question, what happens if you got pawns who have traits that clash with your belief system? Will the belief system supercede their personal traits? Will people who arent cannibals suddenly be ok with cannibalism if thats one of your memes? Or will they do it while still getting the mood penalty? Or will a body purist be ok with augments if you have transhumanist meme?

IVe seen on the wiki that some part of the DLC also gives you new appearances for items (like grim or animalist) but I dont see a clear path on how you can achieve that.

Alot of the perks and features added are really unclear about what the practical game effects will be so im abit squimish about updating right now.
#10
General Discussion / Re: Taming insectoids?
August 10, 2021, 11:05:07 AM
The Spelopede that I tamed was from an event where they came out of a deep drill. I did have to down them before I could consider taming them though...

That said, I got 2 megaspiders in cryptosleep caskets waiting for a time that I can tame them. Anyone got any tips to tame them without losing limbs?
#11
General Discussion / Re: Shot in the Liver
August 10, 2021, 11:02:50 AM
Decided to check what the mood penalty was for doing it and letting that decide for me. Its actually not that bad. Quikly killing them when theyre still considered guilty by organ harvesting counts as a justified execution, which I dident know :)

Its only a -2 and while it stacks doing it while theyre not guilty anymore is -6. I decided to harvest organs from the prisoners who were missing arms as it effects selling price, just having bad stats doesent seem to effect their selling price. Only a small selection of traits effects them. If the wiki is accurate anyway  ::)
#12
Given the title I was expecting a topic about how to weaponize AC's or something  ::)

I think we have to renember a few things.

1: its a game: Rimworld isent an 'air conditioning simulator' so its good to keep that in mind in the back of your mind when thinking about things like this. Some things dont make sense from a real life perspective, but theyre fine from a game mechanic perspective.

2: A single cooler might be more then just a simple air conditioning unit: They share the same size and functionality of a wall. I think its therefor better to vieuw  them as industrial coolers (if you want to take a real life example) then as a simple AC unit. Theyre alot larger then what a normal AC unit is so I think its fair that their effect is alot higher then a real life AC unit. The game also moves very fast. A few real life seconds are easily an hour in the game. So the effects arent as instant as they might appear.

And 3: if it works for your gf, then hey good for her :) let her enjoy the game. Dont see why youd have to be fussy about it...
#13
General Discussion / Shot in the Liver
August 09, 2021, 09:53:25 AM
Hi there,

So ive got a little (and it is a little) dilemma. In one of the many raids on my base one of my pawns got shot in the liver. Now the damage is very minor, the organ is at 19/20 but it effects a whole lot of things like blood filtration.

In the last round I managed to down 3 pirates. And they happen to be from the same faction that did the previous attack (theyre the pirate faction)

I think you guys already know what the question is going to be about  ::)

2 of the pirates lost an arm, and as luck would have it got perks that mean that their selling price will be heavily effected. So im eyeballing all those healthy organs that theyre carrying.... Thing is Another pirate group has my entire region effected with a pernament rainy thunderstorm which effects everyones mood due to darkness and beeing wett and whatnot and right after a raid moods are always effected. Because of all the bodies that need cleaning up.

I see that theyre guilty for another 18 or 19 hours and I kind of always skimmed over the 'guilty' mechanic but reading on the wiki it says that the mood impact is lower if you *ahem* discover some organs that fell off a bus in this time.

The difference seems to be a -2 instead of a -6 which is a pretty big difference. Time  that you got the debuff seems to still be the same sadly.

Now, onto the question. Do you think a organ sitting at 95% effeciency is worth it to harvest one of the guilty prisoners for theirs? And if memory serves me right janking out their liver kills them outright so should I just jank out a lung and kidney while im at it? Seems like a waste of a prisoner otherwise  ::)

I dont think theres a bionic liver or id consider that. Since some colonists are already sitting at the edge of breaking down im considering using the 'guilty' timer but since I kind of always skipped over it id like some feedback over it.
#14
I noticed the same behaviour as well with pirtaes or tribals digging at your walls. Sometimes most or at least a bunch of them just wander off, seemingly bored or something. I could even fire at and kill a whole lot of them and they dident even attack me. I think because I was out of range of their ranged weapons but thir melee people dident charge me, they just kept wandering off.
#15
Well I dident have to many animals because I could dictate at a whim where they would graze. I could effectively use the entire map. Sometimes rotating fields sometimes just letting them graze wherever they wanted.

That said I also had fields where I grew haygrass and whenever I get things like insect infestations I turn those into kibble so feeding the animals wasent the problem. Them wandering off before I found out what was going on was...