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Messages - Sbilko

#1
Ideas / Ludeon Forum is full of bots!
February 10, 2024, 03:52:20 AM
Many years ago it wasn't like this. What I suggest: add a capcha for every forum post, you know, one of those simple ones where you have to write the letters you see.
#2
General Discussion / Ludeon Forum is full of bots!
February 10, 2024, 03:51:02 AM
Many years ago it wasn't like this. What I suggest: add a capcha for every forum post, you know, one of those simple ones where you have to write the letters you see.
#3
General Discussion / Re: Where is the funny quotes doc?
September 05, 2018, 11:45:21 AM
Quote from: ertxyz on September 04, 2018, 10:28:57 AM
Do you mean the "Shit Rimworld says" reddit?

https://www.reddit.com/r/ShitRimworldSays/
That's not it, but it's funny too. Thank you!  :D

The one I'm speaking about was in the signature (the thing that appears below your comments) of someone. There was a link in the signature which did lead to a google shared document, or something like that. At least 2 people had it in their signature, if I don't remember wrong.

I'm speaking about maybe almost a year ago. It doesn't matter, though; the one you posted is funnier.  ;D
#4
General Discussion / Re: Where is the funny quotes doc?
September 03, 2018, 09:52:15 AM
*bump*
#5
General Discussion / Where is the funny quotes doc?
September 01, 2018, 04:57:03 PM
Oh hey, there was a really funny google doc with a lot of RW quotes on it. I had come to know about it because someone had put it in their signature, but I can't find it anymore. Do you still have the link to it? It contained some very hilarious quotes, the ones which would put you in an asylum if you read them aloud.  ;D
#6
Well, I like to start with absolutely nothing but 1 colonist. I build a simple hut and grow some rice.

And my colonist captures a girl and successfully makes her his lover, it almost counts as a "win" for me. However, after marriage things tend to get a little dull...
#7
Ofc, I don't need a table to eat a sandwich.
#8
General Discussion / Re: Post your best tips
December 08, 2017, 05:28:21 AM
Quote from: BugPowderDust on December 06, 2017, 06:40:04 AM
Quote from: Sbilko on December 05, 2017, 11:22:49 AM
An important thing you should prioritize putting in your first room as soon as possible is the research bench. You want to research automated turrets, so you must research microelectronics first.

A18 made turrets really slow to get- you now have to research 5 (Smithing, Machining, Gunsmithing, Blowback Operation and MicroElectronics) pre-req researches before you can get to turrets!!
Oh damn, that's true. I've played B18, but the only thing I did was start a colony with myself searching for a wife, playing on paceful without needing any turrets.
#9
Ideas / Re: Snowmen extended or how to deal with junk.
December 05, 2017, 11:33:27 AM
Just call a caravan and sell your dead-man apparel and useless stone blocks.

And if you want to get rid of something you can't sell, like stones or corpses, then work them out and make money out of them. For example, you can turn stones into stone blocks and sell them. And you can butcher corpses and sell the meat, or just burn them. The choice is yours!
#10
General Discussion / Re: [B18] Coldest or Hottest Seeds!
December 05, 2017, 11:27:43 AM
Why don't you change the value to 0 and refresh the results, and then change it to 1 as you change the in-game option too, and refresh again so as to find the changed value?
#11
General Discussion / Re: Post your best tips
December 05, 2017, 11:22:49 AM
Start farming as soon as you build a room where everything stands and where your colonists sleep.

If the prisoners were your colonists in past, then just free them instead of re-recruiting them.

Rescue outlanders instead of capturing them -- sometimes they join out of gratitude.

Put your cooking stove in your freezer, so your cook doesn't have to walk that much.

Use light guns like SMG's and pistols if you want to take prisoners who have all their limbs in place.

Before you even start, try to have at least one of your starting colonists have 6 at construction. As of B18 some essential things like solar panels cannot be built below that construction level.

Turn your wood/stones into animal sleeping boxes. It takes just about 2 work and sells a lot higher if built with a good construction skill.

An important thing you should prioritize putting in your first room as soon as possible is the research bench. You want to research automated turrets, so you must research microelectronics first.

Try to make your pawns move as little as possible (unless they're haulers) to do their assigned job. This is really important for the production efficiency of your colony. As you get big, put dining tables in a few locations, with food nearby, so colonists don't have to walk a lot in order to eat.
#12
Ideas / Re: scars
December 05, 2017, 03:21:50 AM
A man, a scar, a story. Sounds relistic.
#13
If money is given to pawns, someone has to give it. Who is going to be that someone? You, an unrealistic and invisible God-like figure, or a corrupt bank pawn?

I'd go for the corrupt pawn.


By the way, what would pawns do with that money? Buy themselves a sculpture to beautify their room? And where would they place it?
#14
Ideas / Re: Apparel to Textile conversion
November 25, 2017, 02:02:24 PM
Since your base is littered with awful corpse apparel, you could just bury the raiders without stripping them.

The space which the deadman's apparel takes of your stockpile is far more precious than the apparel itself.
#15
General Discussion / The hauling system and weight
November 24, 2017, 08:41:59 AM
Isn't it ridiculous that pawns carry an amount of things based their weight and on the weight they can carry when they set caravans, and instead haul no more than a stack of items?

I try to understand why the developer did this:
Maybe he wanted to avoid pawns not being able to haul an elephant's corpse because of its weight?

Maybe he wanted to avoid having the caravan weight system implemented into the hauling system to avoid overloading the CPU drain.

Maybe he thought that having the caravan weight system implemented into the hauling system would make pawns take a lot of things from a place, and them dropping them all in another place, thus spamming the end location with too many goods the same way it happens when you unload your caravans.

---

Maybe I have a solution to this peasky hauling problem: If you need to haul a ton of things placed in one location into another location, then create a caravan there using the precious "caravan formation spot". Then move out of the map, and go back to your colony to unload the goods at the desired spot.

The result? Using the caravan weight system to do the job of hauling, in hopes of it being easier than using hauling.

---

What about you? Don't you find it ridiculous that you can haul a Thrumbo corpse in one go but can't haul 3 tuques at once?

Do you have suggestions on the hauling system? If you do, you're welcome to post them here.