You can't deal with almost any events like that. Until you dealt with it you have to pay attention. For example if there is raid you can't just put your pawns in good places, unpause and go make a tea. I assumed that, at least.
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#1
General Discussion / Re: Mildew: how to set priority to cutting infected crops
June 06, 2019, 10:57:51 AM #2
General Discussion / Re: New Player! Guides and Questions
June 06, 2019, 10:54:23 AM
There are all non-obvious mechanics there. If you have some specific mechanic in mind that you have problem with - just ask, many people here can answer. I learned almost all from rimworld wiki.
#3
General Discussion / Re: Meta maths: how big should.my farm be?
June 04, 2019, 11:05:29 AM
1. Plant an extra. Blights, toxic fallouts and other stuff can happen.
2. If you see that you underplanted - start hunting safe animals (with 0% chance on revenge).
3. If it's not enough you can "manually" feed colonists (it's not too tedious if there are not many of them). For that set them on "nothing" food restriction and when they are near-zero hunger you order them to eat. That way they need ~40% less food.
2. If you see that you underplanted - start hunting safe animals (with 0% chance on revenge).
3. If it's not enough you can "manually" feed colonists (it's not too tedious if there are not many of them). For that set them on "nothing" food restriction and when they are near-zero hunger you order them to eat. That way they need ~40% less food.
#4
General Discussion / Re: Mildew: how to set priority to cutting infected crops
June 04, 2019, 09:51:12 AM
Cmong guys, it's easy question.
Just mark all blighted crops to cut (not harvest) and set priorities of cut plant to 1 (and other tasks with bigger priority).
Just mark all blighted crops to cut (not harvest) and set priorities of cut plant to 1 (and other tasks with bigger priority).
#5
General Discussion / Re: Does smoothing walls/floors to improve rooms cause wealth more then Sculptures?
June 04, 2019, 09:49:28 AM
Don't smooth walls or floors. 1 good or excellent sculpture per working room is enough to get impressive bonus buff and it's optimal choice.
#6
General Discussion / Re: New Player! Guides and Questions
June 04, 2019, 09:46:41 AM
I can recommend my guide for max difficulty - https://ludeon.com/forums/index.php?topic=46290. It can be useful on lower difficulties too.
#7
General Discussion / Re: Dealing with ship launch since 1.0 and base defence
April 27, 2019, 08:04:25 AM
First of all. Before activating reactor prepare all you need (bricks and so on) for 15-day siege and get rid of all unneeded stuff. That's crucial. No stockpile of bionics.
Secondly, always wear you armor. It can survive 15 days of use.
Thirdly, have a good stockpile of go-juice. It really helps. Don't be afraid of addiction, just be ready for heart attack.
Secondly, always wear you armor. It can survive 15 days of use.
Thirdly, have a good stockpile of go-juice. It really helps. Don't be afraid of addiction, just be ready for heart attack.
#8
General Discussion / Re: Your favorite basic scenario tweaks - and why
April 27, 2019, 07:52:51 AM
I have the whole thread about my way of playing: https://ludeon.com/forums/index.php?topic=46290.0
In short:
I start with 1 pawn.
I make all his skills at zero and no interests or traits.
He starts naked with no items.
Difficulty is merciless with no save/load, of course.
I disable all good and neutral events (I only leave trade caravan to guarantee myself advanced components in future). Full list in post in my signature.
I forbid myself to get other pawns.
I forbid myself to use current wealth mechanic regarding health of items and bulidings.
It took me roughly 11 years to launch the ship. It would be sooner if tribal research of ship wasn't so slow or if I had better pawn.
In short:
I start with 1 pawn.
I make all his skills at zero and no interests or traits.
He starts naked with no items.
Difficulty is merciless with no save/load, of course.
I disable all good and neutral events (I only leave trade caravan to guarantee myself advanced components in future). Full list in post in my signature.
I forbid myself to get other pawns.
I forbid myself to use current wealth mechanic regarding health of items and bulidings.
It took me roughly 11 years to launch the ship. It would be sooner if tribal research of ship wasn't so slow or if I had better pawn.
#9
General Discussion / Re: How I play Rimworld in "Will I Survive?" mode
April 27, 2019, 07:45:45 AM
I tried to make most hard game for myself, so I did this:
I start with 1 pawn.
I make all his skills at zero and no interests or traits.
He starts naked with no items.
Difficulty is merciless with no save/load, of course.
I disable all good and neutral events (I only leave trade caravan to guarantee myself advanced components in future). Full list in post in my signature.
I forbid myself to get other pawns.
I forbid myself to use current wealth mechanic regarding health of items and bulidings.
It took me roughly 11 years to launch the ship. It would be sooner if tribal research of ship wasn't so slow or if I had better pawn.
I start with 1 pawn.
I make all his skills at zero and no interests or traits.
He starts naked with no items.
Difficulty is merciless with no save/load, of course.
I disable all good and neutral events (I only leave trade caravan to guarantee myself advanced components in future). Full list in post in my signature.
I forbid myself to get other pawns.
I forbid myself to use current wealth mechanic regarding health of items and bulidings.
It took me roughly 11 years to launch the ship. It would be sooner if tribal research of ship wasn't so slow or if I had better pawn.
#10
General Discussion / Re: Does the "Social" skill help pawns socialize?
January 21, 2019, 04:27:40 AM
1. Yes.
2. Yes.
3. No.
4. Not directly (only through pawns opinion).
5. Not directly (only through insults/deep talks).
2. Yes.
3. No.
4. Not directly (only through pawns opinion).
5. Not directly (only through insults/deep talks).
#11
General Discussion / Re: Merciless Wealth management.
November 25, 2018, 04:11:02 AMQuote from: ashaffee on November 17, 2018, 09:28:21 PM
My statement gave more so options on all the things you can do to make it easier by the level of skill they are. I did say I don't min max (as in wealth management to extremes) in my games. I do a little but not by much. Overall it is just having a plan.
Of course there is more. Most of it I covered in my merciless guide, did you check it? When I finish my last run I will update for more cool tricks.
@Gadfly
Only way to own 500 golden statues is to damage them (which for devs seems like a legit strategy). Personally I not only use that mechanic for buildings, I don't even use it for items (I play as if health affects their utility).
#12
Releases / Re: [1.0] Realistic degradation/quality systems
November 19, 2018, 07:12:17 PM
I was playing with this mod for a while and it causes some problems with npc pawns. For example caravans leave immediately when temperature is low because their apparel is not new.
Is it possible to somehow make this mod work only for colony pawns?
Is it possible to somehow make this mod work only for colony pawns?
#13
Bugs / 1.0.2059 Temperature penalty do not apply to simple research bench
November 19, 2018, 05:07:02 PM
Temperature penalty do not apply to simple research bench. Seems to work for all other benches.
#14
General Discussion / Re: How to get pawns to carry go-juice but not use?
November 19, 2018, 05:03:58 PMQuote from: jpinard on November 19, 2018, 04:39:33 PM
I tried doing that but they won't pick it up and store it.
Then you should use algorithm that was posted by Canute. They pick up reserve when they use drug. So you need to set policy so that they would use it, then switch to 1% mood after they pick it to inventory.
#15
General Discussion / Re: How are people changing clothes for battle?
November 19, 2018, 11:38:33 AM
Hm. May be slow change is the reason why devs disabled utility deterioration of apparel with health?