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Messages - Spudra

#1
Ideas / Re: Cleaning robot (with some limitations)
February 25, 2017, 08:03:17 AM
A cleaner and hauler robot would be awesome! :D
#2
General Discussion / Re: Mortars: Useful or not?
January 12, 2017, 04:37:14 PM
My current colony has a incendiary and explosive mortar behind the colony walls. Used it on enemy attacks aswell as on BEAVERS!
When I start attacking other colonies i will probably take a mortar with me.

Quote from: O Negative on January 12, 2017, 04:26:06 PM
I'm not a fan of the forced miss radius size, personally. A good shot should be able to at least get close to their target.

I would like to see slightly more accurate shots, and more practical uses for EMP mortar types for offense.

Just my 2ยข

I also think that the mortar is VERY inaccurate, which is pretty annoying when you miss at least 5 shots on an enemy raid thats waiting to attack. Ofcourse it shouldn't be too accurate, because then it would become too OP. But a bit better accuracy would be nice.

I don't use the emp mortar yet, but will put one up soon, just in case of a mechanoid attack. But i don't see any other use either. Not sure how the emp responds to electronical machines (in the colony) but if it shuts it down (and an colonist should fix/turn it on again) it could be very usefull for offense.

Those are my thoughts about it.

TLDR: I like the mortar a lot, but is a bit too inaccurate. EMP mortar seems usefull for only 1 situation.
#3
I've only tried one person, but she would just go berserk, so after a while i got sick of it so I wanted to down her, but i used a person with a minigun who unloaded a full burst into the one who kept going berserk. RIP
#4
Yes please! :D
#5
Ideas / Re: Smokeleaf cloth
September 20, 2016, 05:53:22 AM
Quote from: Dinoabunai on September 20, 2016, 05:00:29 AM
In real world hemp (cannabis) can be used to produce cloth.
So maybe smokeleaf leaves should also be used for this purpose?

It has indeed been used for a lot, would be nice to see it back in Rimworld aswell (:
#6
I had a lot of trouble with diseases in the (i guess it was called) rainforest biome.
But i havent played that biome a lot, but in the period i played it, it was a real pain in the ass, everybody getting diseases. Haven't had it in the desert nor in the tundra biome (both in Alpha 14)

Maybe somebody who has a bit more experience with the "rainforest"ish biome knows if its too much or not compared to the others?
#7
General Discussion / Re: Wanderers.....
September 12, 2016, 07:21:00 AM
Quote from: Wladiana on September 12, 2016, 07:05:35 AM
Oh why , why cant we see what kind of people they are before we accept them into the colony......

Just when I though i had accepted some dumb people into my colony, you post this..
You sire got one of the most useless colonists i've ever seen xD
#8
General Discussion / Re: Giving drugs to prisoners
September 11, 2016, 03:03:52 PM
Quote from: kot_filemon on September 11, 2016, 02:43:18 PM
Hello all, it's my first post here so I wanted to say Hi to everyone :)

I wanted to ask if it's possible to somehow give drugs to the prisoners? I got bunch of people locked in my prison and I wanted to get them addicted to flake before letting them go - Is there any way to do this?

It can't be done, but i would love to see that, and i've seen other people suggesting it aswell.
But if I do remember correctly, Tynan has said that he liked that idea, but he couldn't put it in the same update (time)

So i REALLY REALLY hope it will be possible soon (:
#9
Quote from: Generalkrunk on September 10, 2016, 08:47:55 AM
Are you playing on jungle? Cuz drug tables are also real good at making medicine, and I highly recommend you make some (and some malaria-block) if you're on jungle.
I do, but there hadnt been a single trader at that time that had the neuro stuff. So i had no way to make it. But I also got hit by a plague and many more things. I have never had that much trouble with deceases in such a short period of time.

I keep stuff clean because i have 1 worker who has cleaning as a priority. But if i hadn't cheated a few diseases away, my colony wouldve been dead really fast.

After a long time a space bulks trader finally had some neuro stuff. (:
#10
Quote from: Generalkrunk on September 09, 2016, 08:09:53 AM
Early game smokeleaf as you can start making joints immediately with no research. Good for tribal starts. But it's more profitable to just pump out statues. The only difference it doesn't really matter what your skills are when producing joints. 

Late game is flake.

If you want to actually profit without wasting a huge amount of time be sure to set up a drug lab in such a way that your cooks have to travel the minimum amount of distance to get raw materials. Treat the drug table like a stove and have a high priority stockpile for raw product and a stockpile for finished product right beside it.

Have one pawn as your main cook (drug cook not food cook) and give them a nice room to work in and a comfy chair. I keep his bedroom attached to the druglab with a small stockpile (one square) of meals beside a table so he can wake up eat, play horseshoes for one hour and then get cooking.

It's pretty efficient but atm it's still better to make scultures if you have a good artist.

Nice advice (: I already have the raw materials and the produced drugs in a room next to the production room(without doors in between) I got it like this: Drug fields-building door to Raw drug materials-no door to production room- no door to produced drugs room-door to rest of colony.

When i get a couple more colonists i will put one in the drug produce area as cook (: I like that idea.
Too bad i lost 2 colonists early on due to malaria, and was about to lose the rest of the colony due to other diseases. I kinda cheated to keep the other 3, but accepted the fate of my other 2 starting colonists. Rest in peace ;-;
#11
Ideas / A colony leader
September 07, 2016, 03:17:07 AM
I would love to see something like a leader in the colony.
When you choose somebody to be a leader, he gets an extra job, which basically lets him boost morale(mood) and/or lowers the mental break threshold of the pawns by "inspiring" them.
Also it may be cool to add a "guard leader" job.
There are probably way more things that can be added to the colony leader job.

Wondering what your opinions are about it (:
#12
General Discussion / Re: "Beavers!"
September 05, 2016, 10:40:58 AM
Which story teller did you use?
I once had beavers, and i instantly targetted them for my hunters. It took a while to have them all taken down, but it was somehow easy, and i got a lot of food/leather form it ^^  But i don't remember how far i was in game.
#13
Quote from: ReZpawner on September 03, 2016, 05:43:00 PM
Since nobody has responded: I'm pretty sure that flake is the most profitable. Costs 7 of what used to be coca leaves (psychoicsomethingsomething?) , and has a trade value of 15.

Thanks! (:
#14
I was wondering whats the most profitable drug you can create, to sell on the market.
I haven't really planted drugs yet, but im planning to do so when possible.

Thanks (:
#15
Quote from: TuttiFrutti159 on August 30, 2016, 03:42:18 PM
It is also recomendable to build two A/C units for one refridgerating room, in case one of them breaks.
Or in case of a heatwave