Ludeon Forums

Ludeon Forums

  • June 26, 2019, 12:18:55 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Hans Lemurson

Pages: [1] 2 3 ... 35
General Discussion / Re: Rimworld Food Help
« on: June 21, 2019, 06:33:18 PM »
I often store surplus corn in an unrefrigerated granary next to my animal stables so that if their feed ever gets low, I can switch them to a more generous restriction zone that includes the granary should my hay/kibble stores get low for whatever reason, but not give them free reign of the entire 'home' area.

As for prisoners, you need to assign somebody to the "Warden" job, and they will periodically feed meals to your involuntary guests.  Alternately you can install a Nutrient Paste Dispenser in one of the prison walls and let them get their own food.

General Discussion / Crafter no longer rated "Two Thumbs Up"
« on: June 21, 2019, 03:29:50 PM »
After I defeated all the enemies on a mission, I un-drafted everybody and began to bandage them up.  Unfortunately, I had forgotten that one of the fleeing enemies was a Grenadier who had already tossed his bomb, and I neglected to move one of my pawns out of the way.

One explosion later and he's bleeding from his mangled leg and ear (both barely saved by his Devilstrand clothing) and his left thumb is gone.  I get him patched up and everybody home again, and his wounds heal without scar or infection...except for the missing thumb.

He was my only pawn who was "Passionate" about Crafting, and now his manipulation is at 92%    How much of a problem will this be going forwards if he's going to be continuing to produce the weapons, clothing, and armor for my colony? 

He'll work a bit slower (which I understand is an advantage for skill gain) but how much will his quality of work be affected?

General Discussion / Re: Uranium Mini-Turret: Use or Deconstruct?
« on: June 10, 2019, 04:27:31 PM »
It's similar to making a turret out of Plasteel; higher HP but same damage output.  It's not like the Uranium Slug Turret and actually fires it, it's just armored in Uranium.

My question comes because I am aware of the Uranium Bottleneck, but I know that I am far away from actually using Uranium in any capacity, and I have this extra-durable turret in my possession.  If I scrap it, I'll have 45 uranium (and a few components) that will do nothing but sit around in my storage, whereas if I install the turret, then its wealth becomes "self-protecting".  But with that comes the chance of destruction, and hence my dilemma.

General Discussion / Uranium Mini-Turret: Use or Deconstruct?
« on: June 10, 2019, 07:08:24 AM »
I acquired a Mini-Turret made out of Uranium from a pirate quest outpost. 

I have not researched enough to make Turrets myself, so I'm considering adding this to my base defenses.  However, Uranium is rare and expensive, and it would be a terrible shame if the turret were to be destroyed in battle.

Should I use my Uranium Mini-Turret as part of my defenses, or just break it down for parts to keep the Uranium safe?

Good advice, thanks.  I hadn't thought to check the actual wealth numbers for walls, and the base value added by smoothed stone is shocking!  Any way to view floor-wealth, or do you just have to check the colony building-wealth before and after?

I'll make some sculptures and see what their price to beauty ratio is.

I've heard advice that you should avoid smoothing walls and floors in your colony to minimize the total colony wealth in order to stave off worse raids.  However, it is often necessary to provide beauty of SOME sort for your colonists. 

How does the beauty gained by architecture compare to that produced by statues?  If you dig rough rooms or have people live on dirt floors, but provide them with nice artwork, are you ahead of the game with respect to raids?

General Discussion / Re: Communication between Caravan and Colony
« on: May 30, 2019, 04:15:39 AM »
I think it's pretty clear that you're some sort of psychic mind-controlling entity who captures and enslaves the free peoples of the world and bends them to your will.  Is it any wonder that the inhabitants of the world dedicate themselves so fiercely to your destruction?

Given that wanderers will join voluntarily, your psychic emanations must extend some distance away from your hive colony with enough strength to at least affect their subconscious impulses, so it's not implausible that you could maintain a conscious connection with entities who have already merged with the great link.

General Discussion / Re: A solar flare just wiped out your power.
« on: May 30, 2019, 04:05:52 AM »
Heat wave.  Although both can be survived with a sufficient stockpile of wood for campfires/coolers, heat will make your food spoil and Dusters give much less thermal protection than Parkas.

On the other hand, heat will not kill your crops like frost will, but that's not something a Solar Flare would impact unless you're growing temperature-controlled food indoors.  And even then indoor farming is often done in hydroponics, so your plants are likely to die in any case.

General Discussion / Re: Turn off "no power" indicators
« on: May 23, 2019, 05:30:38 AM »
Perhaps you could learn how to do a simple graphical mod yourself and make the no-power image to be something you find less obtrusive.

Generally small mods for very specific things are hard to find, and so making it yourself may be the best option.

General Discussion / Re: Best way to make lots of stone?
« on: May 23, 2019, 05:23:55 AM »
I've read that forming a caravan can let a pawn pick up multiple bulky items so long as they don't exceed the pawn's carrying weight.  I remember using that on a sea-ice challenge to collect slag in bulk, since it was fairly light weight.

At 20kg apiece a pawn should in theory be able to carry 3 chunks, should they not?  That could help fill up a stockpile quickly, especially with the carrying capacity of Animals.

General Discussion / Best way to make lots of stone?
« on: May 23, 2019, 02:51:02 AM »
What's the most effective way of making lots of stone blocks to build your base with?

There are stone chunks lying scattered over the map ready to be turned into bricks, but you quickly exhaust the supply of nearby rock.  How do you gather stone efficiently?

-Do you just go for "quantity" and queue up a bunch of stone cutting tasks and let the pawns walk across half the map for their materials?
-Do you specialize your labor and have some pawns haul stones to your dedicated cutters?
-Do you build a mobile stone-carving station and move around to where the blocks are so that your hauling can be 3-4x as effective?

What methods do you use when you need to get tonnes of stone?  Are there any ways stone hauling can be made more efficient?

yea, would be great to assign colonist to carry nutrition paste meal as spare food like other spare meal could too. It's annoying when playing on big map. colonist that working on the other side of the map will get hungry midway, walk to their job place (eg; mine steel ore on the map's edge), mine just 1 time then walk all the way back to the nutrition paste dispenser so they can eat another meal.  :-\

welp, off topic though  :P
They can and will carry Nutrient Paste meals with them, provided you have some in storage.  The trick is getting a stockpile of nutri-paste meals in the first place, which can be done via a method illustrated in the wiki: (scroll to the bottom)

Stories / Desert Rescue Mission! What could go wrong?
« on: April 23, 2019, 03:59:19 AM »
I am in the desert, in a land with a 30/60 growing season.  I have 4 men and one married woman, and the constant wooing attempts are getting out of hand.  When a rescue mission comes for nearby maiden held captive by evil raccoons, I resolve that a sexy Demolition expert is exactly what my colony needs!

Kyle, my Brawler-Chef and Brock my Archer-Doctor are the perfect candidates for the mission.  They take our only elephant with them as a pack animal because I'm running low on feed (too hot for outdoor crops, not enough components for indoors), and I hope it can graze on the journey.  The trip out goes uneventfully, and when they arrive they are able to take out the raccoon problem.

They got rather scratched up, though, and it takes a while to get settled so that I can begin the rescue of Mel, the lovely maiden (who tbh was a bit chunkier than Kyle was imagining, but you can't be choosy in the desert).  After tending to her wounds I realize to my horror that unlike my pawns who are sporting well-made cotton dusters, Mel is wearing just normal clothes!  She can't take the heat, and is succumbing to heat stroke. 

Kyle attempts to construct a passive cooler in a small cave from the nearby saguaro wood, while Brock treat's Mel's extensive injuries.  Kyle fails at construction and has to gather more wood.  Brock goes berzerk from discomfort, Kyle fails to build the door to the cave, but manages to get it completed in time for Mel to die. 

Well, some rescue mission THIS is.

Brock passes out from the heat, preventing a messy fight, and is taken indoors in the cold to recover.  Kyle, having worked tirelessly all day in the heat while badly wounded finally snaps with a "Slaughterer" break and kills the pack-elephant.  Both manage to sleep through the night, and face the grizzly task of survival in the morning.

Resolving not to let this mission be a total loss, I gather all the Berries and Agave I can, butcher the raccoons and the elephant, and then pack up all the resources to journey home.  I can't take the wood since it would slow me down unacceptably, but elephant meat weighs a lot less than an elephant corpse!

Kyle and Brock make it back home but at the last moment are threatened by Tribesmen who demand the raccoon leather, some meat, and a sleeping roll in exchange for safe passage.  That's a bargain I'm willing to make at this stage.  The two make it back safely to my base in time for a Mechanoid raid.  It's just a single Lancer arriving south-west of my base, so I send my stay-at-home crew to man the south-bunker and wait.

I wait, but the Mechanoid doesn't show up.  It is sitting INSIDE MY NORTH BUNKER lying in wait for my expedition-members to cross the bridge.  I scramble my defenders to run north, sneaking up on the Lancer using a Barn as cover, while I just barely avoid leading Kyle into a trap.  He gets shot at, but I keep him running at max range and he is blessedly unscathed.  I am able to take the distracted Lancer by surprise with a good Melee pawn, and he is quickly beaten down.

Kyle and Brock are sent directly to the Freezer to dump their meat with mere hours until it would have rotted away.  My other colonists have been going hungry in the absence of their usual chef, and I have to restrain them from eating raw meat before he can cook it up.  Eventually everybody is fed and gets to bed without further incident.

In total, I ended up trading a partly trained elephant for a handful of fruit.  Given that I couldn't grow any more hay due to the excessive desert heat, I may have had to slaughter it anyways.  The real lesson is that heat is no joke, and you can't rescue somebody when you have to struggle just to stay alive.  I'm just glad nobody else died.  The one casualty of the mission, the kind and noble soul "Elephant 2", will have her memory honored at the colony's summer barbeque.

Suggestions / Re: Nerf prey.
« on: September 18, 2018, 12:16:22 AM »
I thought predator attacks had a stun effect that lessened the likelyhood of the prey fighting back.  Maybe something got changed with that?

General Discussion / Re: Pawns feeding best meals to sick chickens.
« on: September 09, 2018, 04:50:22 AM »
Chickens used to be so food efficient you could keep them fed on eggs and chicken meat.

Pages: [1] 2 3 ... 35