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Messages - Awe

#1
Well, I'm uninstalled recent windows update KB5005033 and this fixed my problem... at least until windows force me to install it again... god damn, I want normal alternative to w10.  :'(
#2
I've encountered taskbar position related problem with Satisfactory earlier, and thats it. A lot of other games work fine(like factorio or slay the spire), also RimWorld was okay at least 2 days ago. I blame recent win10 update, but have no clue what's changed. -_- Also, tried load without mods - same problem - when you trying to alt-tab back to RW it appears for some second fraction and minimize back, so I can open it only when taskbar at bottom, or must use bring to front/switch to option from task manager if taskbar somewhere else. -_-
#3
Subj. Not game breaking thing, but 1k hours using taskbar at top was okay, and now I can't tab from game and back as before.  :'( Maybe it's possible to fix this problem somehow? -_-
#4
General Discussion / Re: Patch note questions
August 30, 2018, 06:07:33 PM
Quote from: 5thHorseman on August 30, 2018, 05:06:10 PM
Yeah I send 1-person carvans all the time. 2 is also quite common. The only time I send more is when there are a lot of non-tribal enemies or I'm moving the entire colony.

And what to do if your only caravaneer got a mental state and ambush? Especially full sheilded melee or big and fast manhunting pack. Its possible. Imho too risky. I dont like too loose pawns and goods because of bad luck. :-\ And i dont loose even single caravan after i start use 2+2 setups.
#5
General Discussion / Re: Patch note questions
August 30, 2018, 05:48:59 PM
Quote from: giltirn on August 30, 2018, 02:48:36 PM
Quote from: Awe on August 30, 2018, 06:52:23 AM
Quote from: Sola on August 30, 2018, 03:04:13 AM
Improved caravaning:
-Admittedly, I never gave caravaning the time of day, due to the learning curve and myriad complaints people seemed to have with it. Is this a noteworthy improvement?  Can I get a quick "Caravans for dummies" seminar?

Caravans for dummies(short version):
Dont go to caravans unprepared and all be fine.

Long version:
1. Dont go caravans alone. 2-3 melees and 2-3 shooters is ok. Must be well equipped. Must have doctor(s).
2. Take meds and some easy drugs with you. Psychoid tea help with fast recreation refilling, smokeleafs help with pain after fights. Both obviously help with mood(beer is also good option for mood).
3. Going for 3 days trip? Take week of food supply. Wounded/ill guys slow you significant.
4. Use pack animals. Even if you pawns can carry all you need. Usually dont - food, medicine is heavy. So having a few excessive pack animals increasing overall caravan speed. Muffalo females most optimal choice - easy to tame, good temp range, gives milk between caravan trips.

You must have gigantic colonies then to be able to spare 4-6 pawns for multiple days. How do you keep your base defended during this time? OTOH small caravans have a small 'visibility' making them less likely to be attacked.

Typical colony for me is ~10-20 pawns. Base defense is not a big problem if i send 1/3 of total population outside. Also im preferring to form caravans right after any attack event and dont go for more than week trips, so caravans have a chance to do their job between attacks. And I stop to send small caravans after one weird manhunting arctic foxes ambush ~15 vs 2 pawns. With ~5 mans you literally never face hard situations - all is easy and safe.
#6
Quality builder is working.
#7
General Discussion / Re: Patch note questions
August 30, 2018, 06:52:23 AM
Quote from: Sola on August 30, 2018, 03:04:13 AM
Improved caravaning:
-Admittedly, I never gave caravaning the time of day, due to the learning curve and myriad complaints people seemed to have with it. Is this a noteworthy improvement?  Can I get a quick "Caravans for dummies" seminar?

Caravans for dummies(short version):
Dont go to caravans unprepared and all be fine.

Long version:
1. Dont go caravans alone. 2-3 melees and 2-3 shooters is ok. Must be well equipped. Must have doctor(s).
2. Take meds and some easy drugs with you. Psychoid tea help with fast recreation refilling, smokeleafs help with pain after fights. Both obviously help with mood(beer is also good option for mood).
3. Going for 3 days trip? Take week of food supply. Wounded/ill guys slow you significant.
4. Use pack animals. Even if you pawns can carry all you need. Usually dont - food, medicine is heavy. So having a few excessive pack animals increasing overall caravan speed. Muffalo females most optimal choice - easy to tame, good temp range, gives milk between caravan trips.
#8
General Discussion / Re: Deep drilling is not enought
August 30, 2018, 06:18:47 AM
I just stop to drill for plasteel after this nerf. Its easier to grow something to sell and buy it from traders or scan with LRMS.
#9
General Discussion / Re: rip predators
August 30, 2018, 06:14:25 AM
Predators die to blood loss from missed parts(like tail) pretty frequent. Because such blood losses doesnt stop without treating and lone animals cant treat themselves.
#10
Releases / Re: [B19] [KV] RimFridge [ModSync RW]
August 30, 2018, 05:48:59 AM
Is it possible to make fridges valid for bills destination? Take to best stockpile is working, but enchanced functionality like delivering to exact fridge or checking fridge for meals count is not available.
#11
Thanks.
#12
Quote from: vampiresoap on August 27, 2018, 08:20:24 AM
Your solution to this problem is just..."throw in more doctors!"

Uhm...how about we just perfect the logic of one single doctor first, eh?

Np. Its funny when peoples prefer to dream and suffer instead of using simple but not perfect solutions.
#13
Quote from: vampiresoap on August 26, 2018, 08:24:28 AM
Good advice, but when your doctor has "sensory mechanite" or something and he goes to "rest". You'd know what I'm talking about. It doesn't even matter if you turned on self tending or the doctor is supposed to be working. Nothing matters because he will just go straight towards that hospital bed and ignore the dying colonist you just rescued. He won't even heal himself. Nope, he's just gonna lay there waiting for another doctor to take care of things.

Its again your fault. You just dont understand work priorities. Patient work is before doctoring. So if you set 11111 to first jobs in the list, like 99% of players do, then pawn do exactly you order to him. Wounded/infected? Patienting to 1? Go to bed. Doctoring to 1? He go to heal someone but only after he got some tending. Want another behavior - set doctoring to 1, patient to 2.

And anyway all this because of 1 doctor. My last run is 16 pawns and half of them can doctor. In such case i never fall into situation where i dont have at least someone who can doctor. This is long lasting colony(on screenshot), but if you want to play safe you must train backups for any crucial job asap. And doctoring is definitely that one.

[attachment deleted due to age]
#14
Problem with doctor microing easily solvable with vanilla tools. 2-3 doctors at different shifts can patch patients 24/7. If colony cant afford more than 1 doctor... well, its a small colony and microing must not be a problem.

PS Like mentioned few posts above - use work hours if you want pawns to do job. During this hours pawns dont sleep and dont do joy activity(still can eat).

PPS Also, avoid using doctors in fights. Healthy(without manupilation/sigh/consciousness problems), rested and feeded doctor DO his work and dont go to eat due to starvation, dont break in middle of operation due to mood problems, and dont drop to ground because he run with sniper rifle from centipedes previous 24 hours.

[attachment deleted due to age]
#15
Quote from: DeadByBruise on August 24, 2018, 09:02:50 PM
The building order changed, so now my builder first builds all of the furniture inside before repairing my defenses, this is quite annoying. Maybe allow us to define a zone that the builder always should prioritize? This way we could put our defensive area in this zone and if something needs to be repaired or rebuild in this zone, he will do it before anything else.

Here is a mod named WorkTab. It allow you to set priorities to any subwork. Dont know why it still not incorporated - peoples complain about work orders all the time im playing RimWorld. Definitely must be hidden to not confuse new players by walls of numbers, but at same time must be in vanilla, imho.