What you dont realize is that you can do this indoors too - the plants wont grow proper but it'll take a good while for them to die. No big deal for a decicated plants pawn to keep up.
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#2
General Discussion / Re: I don't want my colonist to 24/7 wear armour.
September 25, 2020, 10:32:18 PMQuote from: Jibbles on September 24, 2020, 05:49:58 PMWould love to know if there is a mod available that lets pawns instantly switch to armor the moment you press draft and back to normal clothing when doing everyday tasks.
Change dresser does that.
#3
General Discussion / Re: single player game?
May 02, 2020, 08:17:49 PM
the game is single but there is a multiplayer mod. id definitely advise him to buy a copy for both you and him.
#4
General Discussion / Re: "Dirty Cooking Area"--how much space do I need to tile?
April 30, 2020, 01:06:51 PMQuote from: Alenerel on April 28, 2020, 10:24:20 PMQuote from: zizard on April 28, 2020, 06:31:14 PM
Just use a pure dirt floor
This is actually the meta, since it has cleanliness of -1, and food poisoning goes from 0 at -1 to something at -2, and dirt floor cant get dirty by normal means.
However if you want to play "realistic" put stove either in its own small room of 4x4 at least or put it in the main room and have it clean. Really no need to go sterile. I say 4x4 cause in a very small room of 3x3, even a single dirt makes the room very dirty.
The other thing that you should really do is never have the butcher table where you need cleanliness, cause it causes a lot of dirt with the blood. A small trick is to make a 3x1 room with a door in the middle and put the butcher there, and the blood will never spill outwards. However I just put it in my freezer, its easier and I dont need the freezer to be clean.
I want to add to this that small kitchens ironically actually are more suspectible to tracked dirt than large kitchens. Putting the stove in the recreation room might even be easier to be kept clean enough than a dedicated kitchen since a tracked dirt or trashs impact on cleanliness is distributed over the entire room.
#5
General Discussion / Re: How to handle Mech Clusters?
April 20, 2020, 07:22:20 AM
3 guys with smoke grenade launchers and slowly inching close enough so you can fire a doomsday at the problem causer OR absolutely insane amount of shelling (expect to spend 200+ shells because of the nerfs) OR a invisible psycaster with some grenades
Thats it. If you dont have these things then just leave the map or wait for a caravans and raids to whittle them down instead of you doing the same and suffering the casualities. Remember boy, this is storytelling.
Thats it. If you dont have these things then just leave the map or wait for a caravans and raids to whittle them down instead of you doing the same and suffering the casualities. Remember boy, this is storytelling.
#6
General Discussion / Re: Charge Lance Headshot vs. Tough = Decapitation - What am I missing?
April 20, 2020, 07:13:34 AM
Bozo is wrong. Since 1.1 Tough does not migate damage if the hit damages interior parts too, something i can only assume to be a bug. So the charge lance in your scencario actually did 30 damage to the head and then 15 damage to the brain. Which results in decapication.
#7
General Discussion / Re: Raiders teleporting
March 25, 2020, 07:59:27 PM
you mean this? https://clips.twitch.tv/DeterminedDeadCheetahArsonNoSexy and https://imgur.com/a/aA2c7Hf
Not a bug and pretty consistent at that. Learn to manipulate it to your advantage.
https://www.reddit.com/r/RimWorld/comments/agtsbh/how_to_control_your_combat_animals_with_precision/
Not a bug and pretty consistent at that. Learn to manipulate it to your advantage.
https://www.reddit.com/r/RimWorld/comments/agtsbh/how_to_control_your_combat_animals_with_precision/
#8
General Discussion / Re: We need to talk about mental breaks
March 25, 2020, 07:51:41 PMQuote from: AileTheAlien on March 24, 2020, 09:50:55 PMQuote from: Lexa on March 16, 2020, 01:09:54 AMThis seems like a reasonable way to handle it - at least the pawn won't freeze or die in prison. /shrug
sad wander in prison
They'll die. The only time i ever arrest sad wandering people is if they have a disease or infection. They have to be in bed and let my docs tend to them or they die. So i have no choice but beat them to near death to not have them die...
#9
General Discussion / Re: Extensive Feedback on Royalty/1.1
March 24, 2020, 05:14:39 AM
not done reading get but i wanted to touch on this
>Ultimately the problem is clusters are hard before you have the tools to deal with them, and then they are really easy once you do
Thats because both the clusters and the invis stuff is horrifically unbalanced. invis and berserk trivialize pretty much anything and mech clusters literally have only 2 ways of being dealt with: invis psycaster or a mortar spam.
>Ultimately the problem is clusters are hard before you have the tools to deal with them, and then they are really easy once you do
Thats because both the clusters and the invis stuff is horrifically unbalanced. invis and berserk trivialize pretty much anything and mech clusters literally have only 2 ways of being dealt with: invis psycaster or a mortar spam.
#10
General Discussion / Re: We need to talk about mental breaks
March 21, 2020, 03:57:43 PM
Lets not fuss about the details, the problem at hand here is that we have no option besides beating a pawn to near death to calm them down anymore. Even for minor breaks, which now suddenly became much worse than before. Was fine when they'd do that for a bunch of hours, collapsed and then got better but now it goes on for ages.
Might i remind you that a year in rimworld has only 60 days and a pawn wanderound around in sadness for 5 days is equivalent to a whole month being spent doing nothing at fucking all? Its not right.
Might i remind you that a year in rimworld has only 60 days and a pawn wanderound around in sadness for 5 days is equivalent to a whole month being spent doing nothing at fucking all? Its not right.
#11
General Discussion / Re: What exactly is Glitterworld?
March 21, 2020, 02:22:01 PMQuote from: Kent Lang on March 21, 2020, 01:58:16 PMQuote from: Tynan on December 13, 2014, 01:58:04 PMYou might have seen that there's a lot of people making glitterworld mods out there. A couple of them are focused surrounding things like glitterworld weaponry or glitterworld armor, etc.
This made me lol!
And yeah, in Al Reynolds' books, the Glitter Band is a specific set of orbiting habitats around Epsilon Eridani. In RimWorld, a glitterworld is one of many planets which, at various times, have reached peak non-transcendent levels of sociotechnological advancement.
But if Glitterworlds have "reached peak non-transcendent levels of sociotechnological advancement", doesn't that mean that wars and crime is pretty much nonexistent? The way Glitterworld pawns are described nearly all of them seem to live in societies where there's no such thing as missing wants. If you have a degree of socialist worldview, that would pretty much mean that all reasons to commit crime or wage wars are solved, hence no real industry can be created in tools or equipment to hurt others, right?
If that's the case, it would also mean that Glitterworlds are vulnerable to even technologically inferior bandits.
While you do have a point, it really makes me wonder because according the fiction primer the mechanoids were first developed by the glitterworlds. Who then later went murder everything. Maybe not everything is sunshine and roses over there in those glitterworlds?
#12
General Discussion / Re: Thoughts on Royals
March 20, 2020, 10:42:50 PM
Yeah, i feel having your pawns (aside from greedy and jealous) ignore those restrictions seems to me like overdoing it - id prefer if everyone were still following restrictions outside of their passions, except ascetic pawns (who would ignore most of those those).
I dont feel theres any good reason to further worsen greedy and jealous, they're already highly irritating traits (well mostly jealous), but buffing ascetic would be pretty good since ascetics are kind of boring and cannot benefit from quite a few moodbuffs otherwise.
I dont feel theres any good reason to further worsen greedy and jealous, they're already highly irritating traits (well mostly jealous), but buffing ascetic would be pretty good since ascetics are kind of boring and cannot benefit from quite a few moodbuffs otherwise.
#13
General Discussion / Re: Mods that you’d like to see becoming part of the basegame.
March 19, 2020, 06:57:26 PMQuote from: Ukas on March 19, 2020, 09:15:08 AMwhich could be fun to try once, but in long run practically ruin the fun by making things ready for the players.
... dont crank up the mods settings to insanely overpowered levels then? I use that mod and i can tell you every single damn post on reddit for "wow look what cool thing real ruins gave me for free on my starting map" has cranked the settings way up. The only thing i ever get on the default settings are ruined wooden shacks with sometimes a ok bed or two, but mostly awful to poor.
If these setup the shelter for you then im really curious what you got to say about the vanilla ruins, which are generally in a much much better shape and larger. But look real goofy.
#14
General Discussion / Re: Mech clusters subvert the game
March 19, 2020, 06:52:58 PM
By now the main thing im getting irritated with for turrets, esp the bulletspam one is that they have no warmup time. Theres nothing you can do when you instantly get obliterated the moment you poke out from a corner. Is this why the empire sends us pawns they dont mind if they die? So i can suicide them against the first few volleys to give my own pawns time to shoot back?
#15
General Discussion / Re: Why are quest estimates never accurate?
March 18, 2020, 03:16:41 PM
I see, apologies for wasting your time. I just was getting so damn frustated.
QuoteIll bring this up with those two mods creators, thanks!
As a simple example, it's possible the quest estimates are inaccurate because some mods are inflating the threats after the quest is generated, but not feeding that info back into the quest itself. So it reports the vanilla threat, but the mods give you a crazy modified threat.