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Messages - Euzio

General Discussion / Re: Craziest Most F**ked Up Things
December 25, 2018, 08:53:24 PM
Not exactly the craziest but its definitely on the grounds of me having f**ked up.

Had a transport pod crash and a pawn inside who actually had terrific stats. The trouble was, she was almost on the other side of the map, with the only path to get to her on the other side of a marsh (I play with a mod that restricts movement on water) and it was winter (temps hitting over -20 in Boreal forest). She was also bleeding out fast. So I immediately had one of my pawns make the long trek over, created a temporary med bed next to her and treated her wounds. She was suffering from hypothermia by then. After stabilising her wounds, finally made the long trek back to stick her in the Prisoner room so I could proceed with the capture and recruit.

By time she got back though, she had already lost one toe to frostbite and most of her other limbs were frostbitten. But I figured I could save her still since she was already back in base. A couple of hours later though, I got a message saying she died. Was wondering how in the world she could have just keeled over when I looked into the prisoner room and realised I had forgotten to put the Heater back in there! (had taken it out to warm up my kitchen during the Fall) So basically I had locked her in a freezing prisoner room when she was already frostbitten and suffering from hypothermia.... Lost a potentially good pawn and gave my colony a negative mood debuff for the rest of the week...
Well I agree with the aspect that certain species of trees like Birch or Pine should continue growing even in the winter unless the temp dips down during a cold snap.

Regarding the clothing, while in essence I do agree that there should be some semblance of balance between Parkas and Dusters. It is not so much of an issue for me. Though the only reason is because once I get access the muffalo or alpaca wool, it becomes a non-issue. I generally prefer making dusters even in boreal biomes because it provides insulation for both hot and cold with muffalo or alpaca wool.
General Discussion / Re: Muffalo killed by hungry fox
December 11, 2017, 02:59:02 AM
I'm not certain if animals have these options, but can't tamed animals have the option to fight back similar to how we activate them for colonists? If its not in the game I do think at least it should be.
I've probably logged hundreds of hours in this game (before and after steam) and I've yet to build a ship.

I don't see the need to "win" the game by getting off the planet. In the past, I always hit a peak with my colony then I just stop. But now that there is the option of packing up and moving, if I simply get tired of my currently area, and I don't wish to restart, I just start a caravan and move my colony to a new location. Its quite abit of fun in that sense because you can actually choose a nomadic lifestyle as well in which you don't stay in an area for too long.
General Discussion / Re: tornado sucks
December 11, 2017, 02:51:32 AM
I do kinda thing Tornadoes could do with a rework. I've disabled them in my games for now until then.

Tornadoes can't be considered fun now because the random nature and sheer destruction in its path when it spawns is not something which we can mitigate even remotely. It simply steam rolls through and destroys everything without a chance for you to take action. If there is a build up, like a Tornado warning or Tornado season (based on time of the year), we can then choose to prepare appropriately. But if it simply suddenly drops down and proceeds to wreck everything, then its no different from the game just dropping a "destroy everything" command in that area.
General Discussion / Re: Post your best tips
December 07, 2017, 10:11:01 PM
Once you reach the mid-game, get Mortars up asap to fight against siege events. Aim the mortars directly at the raider's own mortar. I have 2 motars set up and they've so far managed to destroy the mortar and kill off the guy building it. Which sparks the raiders to attack directly and become cannon fodder for my turrets.

In early game, to minimise zzzzt events, extend your roof out by 1 or 2 tiles from your wall, build your batteries there (so that it remains sheltered) and have it connected directly to your solar panels or wind turbines. Don't build any conduits. Just have any power consuming machines connect directly to the battery if you can (the connect range can be pretty good).

Enemy corpses can make pretty good food stockpiles for your animals (especially the carnivores).... that and dumping corpses just outside your base (be sure to keep them out of line of sight for your pawns if possible) can actually help prevent wild animals from hunting your pawns....

Installing deadfall traps at your freezer exhaust can help mitigate a little of its defensive weak point.
General Discussion / Re: How do you deal with blight?
December 07, 2017, 09:58:22 PM
Immediately pause, find the plants that are blighted and set them to cut. Then I'll begin selecting as many pawns as I can get and using the shift-click queue function, cut the blighted plants by setting them to cut as many as they can in a row (usually 4). This should stop the blight pretty easily though it can get problematic the bigger your growing zone is.
General Discussion / Re: Corn vs Potatoes
December 06, 2017, 09:52:40 PM
Berries are great as long as you have reliable freezer to store them in. They can be consumed raw so if you really want to, you can actually forgo the need to even cook if you rely solely on them. The minimum growing skill requirement can be abit of a problem if you don't have any good growers though.

Between Corn and Potatoes, in the early game, I'd say potatoes. Fast growth rate does help with your food supply initially. But once you're pretty established, I'd say go with Corn. Slow growth but the high yield more than makes up for it.

General Discussion / Re: B18 Minigun can shot ground !
December 04, 2017, 11:01:01 PM
That is an awesome kill box. Apologies for going off topic, but does that kill box design discourage sappers from digging out other paths? I know that if we place turrets in the zone then sappers would likely dig out another path.
Bugs / [B18] Pawns self interrupting to start another job
December 04, 2017, 10:50:53 PM
Pawns would sometimes self interrupt to do another job that is within that priority queue. I think someone has made a post on this in general discussions with regards to doctoring. I myself have encountered it once so far in which my doctor was tending to a wounded pawn but would suddenly just leave him without completely patching him up and start on another pawn in the next bed.

It seems to be most prevalent in Construction jobs. The pawns would sometimes construct for example a Granite Wall halfway, then suddenly stop and start on another Granite Wall next to it while leaving the previous job unfinished.
Any forest, even in the tropics, are actually pretty flammable. I've experienced how bad it is even in a tropical region in which during the dry season, a tropical jungle can just turn into a full own forest fire in which even if it rained for half a day, would not be sufficient to snuff it out.

In Rimworld, if you wish to secure your base, you can actually construct roads to act as firebreaks. I did it in the past to prevent my geothermals located outside my bases from catching fire. 
General Discussion / Re: 8x7 or 7x7 Bedrooms?
May 22, 2017, 03:07:42 AM
I typically make mine 7x5 and that seems to satisfy my pawns. I prefer making them odd numbers since I usually like to place the doors in the center.
Cass definitely.

She starts out slow and steady but by the late stage, it can get pretty ridiculous what she throws at you. She takes escalation to a new level. Randy is randy, and hence, the escalating effect isn't really felt all that much. Though an unlucky series of events can absolutely cripple you, it doesn't happen all that often... maybe...
I do think it would be alot more beneficial to have. Not asking for them to be loaded with an Assault rifle and a Longsword, but definitely at least a small melee weapon like a shiv or knife. That way they can at least switch out to engage in melee combat when necessary.

Case in point, its kinda hilarious and just dumb when a pawn equipped with like a sniper rifle gets taken out or has to run from a rabbit just because the rabbit got into melee range and he can barely fight back.
Quote from: Canute on May 09, 2017, 03:18:04 AM
I am just more curious what guest attent to the marriage party.
Your pawn from the colony, or the whole pirate faction. :-)

This would be pretty awesome

- Two pirate factions have arrived to witness the marriage between their leaders. They will attend the wedding after preparing for a short while. Oh, and they may take the opportunity to pillage and burn your colony whilst attending the wedding at the same time. Additionally, they won't mind rescuing their leaders as well.