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Messages - Chibiabos

#331
Quote from: Flying Rockbass on May 09, 2016, 12:31:24 PM
Nice!

Keep on playing, I believe A14 is around the corner, with further improvments!

It was about 6 months between A12 and A13, you think A14 will arrive faster than that?
#333
Quote from: mussi on May 06, 2016, 02:06:53 AM


Most of this things can be left outside but need to be under a roof, just think like if it rains on them they will deteriorate.

Components, leathers, skins, furs, hyperweave, glitterworld medicine and beer can be left unroofed/in the rain.

Wood, cloth, wools, synthread, devilstrand, weapons, artillery shells, apparel, medicine, chocolate, kibble, survival meals, insect jelly and fertilized eggs can be outside but under a roof.

Meats (and corpses I guess) can be unroofed/in the rain but must be frozen.

Equipment racks act as roofed, but you can store only shells, weapons and apparel in them.

Components definitely decay if left out and get rained on, I've seen that happen several times so I wait to deconstruct ship chunks or mine compacted machinery until I've got haulers ready.  Meats and corpses do decay in the rain, losing HP (but meats will tend to lose fresh status first).  Corpses will rot and become dessicated if not frozen, they take a long time but gradually do lose HP.  Cloth (harvested cotton) decays in the rain kinda quickly.
#334
Gardnerbot doesn't seem to be working :/  I bought it, activated it, it launched and is meandering, but isn't harvesting any plants despite there being plenty ready to harvest, and isn't planting, either.  It just wandering about :/
#335
Hmmm ... if you capture such a crippled guest, I presume you get a relations hit with their faction.  But if you capture them, perform the surgery, and release them, is there still a net hit or does the release diplo bonus zero out the hit for capturing a friendly?  I know its no substitute for Tynan and his coding crew fixing this oversight in A14, but considering how long there was between A12 and A13, I expect it'll be awhile before we see A14 so might as well figure out some workaround for these bugs/oversights in the meantime.
#336
It varies by item.  Many things will deteriorate over time outside -- they will lose hit points.

These things NEVER deteriorate outside on their own (but fire, explosions or getting hit by a stray bullet may deteriorate their hit points):

  • Metals (Steel, Plasteel, Uranium, Gold, Silver) and Jade
  • Mechanoid Corpses and AI core
  • Stone Chunks, Slag Chunks and Stone Blocks
  • Power generators and infrastructure (Fueled, Wind, Solar, Geothermal) and Power conduit -- batteries may short circuit and explode/start a fire if left outdoors in the rain, though
  • Trade Beacons
  • Workstations (Stove, stonecutting, research bench, etc.) -- but electrically-powered stations may short out and start a fire if exposed to rain
  • Furniture (stools, chairs, tables, beds, animal sleeping spots/beds, equipment racks, etc.) -- but lamps may short out and start a fire if exposed to rain
  • Security constructs (turrets, sandbags, deadfall traps, mortars -- BUT NOT SHELLS [shells do decay outdoors])
  • All flooring (wood, steel, tile, etc.)
  • All ship parts
  • Walls, doors (regular or power), vents, coolers (but electrical heaters may short circuit and start a fire if exposed to rain), campfires
  • Tool cabinets, graves and sarcophogi
  • Joy constructs (horseshoes pin, chess table, billiards table)
  • Body parts (odd, I know -- but whether bionic or an internal organ, I've not seen any lose HP if left outdoors)

These things deteriorate outside on their own, gradually losing hit points and disappearing if they reach zero:

  • All food (all meals including Kibble and Survival meals), all raw vegetables including hay, all animal products including fertilized eggs, all raw meat, all animal and humanoid corpses (whether fresh, rotten or dessicated -- but they seem to deteriorate very slowly, dessicated corpses can take several years to reach 0 hit points and disappear on their own), hops [not considered a vegetable])
  • Components
  • Wood
  • Cloth (other textiles don't seem to, oddly -- someone correct me here if I'm wrong?)
  • Artillery shells
  • All weapons
  • All apparel
  • All medicine

These things will 'spoil' if not kept frozen:

  • All meals except Survival Meal and Kibble; if they exceed their 'fresh' lifespan they will disappear; they seem to deteriorate faster if left outdoors during a Toxic Fallout event
  • All raw vegetables including hay, all animal products including fertilized eggs, all raw meat, and hops; if they exceed their 'fresh' lifespan they will disappear; they seem to deteriorate faster if left outdoors during a Toxic Fallout event; raw meat tends to have only a few days
  • All fresh or rotten animal and humanoid corpses; if they exceed their lifespan they degrade from fresh to rotten to spoiled (nothing except humanoid and animal corpses seems to have states beyond fresh as of A13); they DEFINITELY deteriorate several times faster than normal if left outdoors during a Toxic Fallout event; even outside of Toxic Fallout, corpses only tend to last a few days as 'fresh' before spoiling to rotten and only a few days as 'rotten' before decaying into Dessicated; rotten corpses may not be butchered but animals that can feed on corpses can feed on them, so consider setting up a special small freezer near your animal bedding area for rotted corpses
  • Herbal Medicine (other medicine do not seem to need refrigeration)

I am clueless as to whether Beer decays or needs refrigeration, as I always keep it indoors and don't have any handy with my current colony to test.  Could someone enlighten me and the OP on whether beer decays if left outdoors or needs refrigeration?  Thanks!
#337
Ideas / Re: Disassemble weapons
May 05, 2016, 10:07:02 PM
Quote from: Divinion on May 05, 2016, 09:14:49 PM
Though you cannot disassemble them for Machinery Components, you can smelt them down for the metal.  (Electric Smelting Research required)

Then you can craft Machinery Components from Steel through another research, forget the exact name for it, but it unlocks a table to do that job.  I believe it's a pretty good set up as is.

Building a single component takes a long time even for a skilled Crafter, even with two tool cabinets.
#338
Ideas / Re: Components too cheap
May 05, 2016, 10:05:28 PM
I have not installed the trade mod (I am running the MAI mods, but they don't affect trade).  I find traders to be too few and far between, exotic goods traders even moreso (I tend to have a lot of clothing built up in between their visits and have to keep expanding my warehouse for storing clothes :/).
#339
I have observed several players on Youtube completely befuddled at not being able to install a pegleg on a prisoner whose leg had been shot off, not realizing that option never appears if you do not have any available wood.

I do not remember having yet had a situation needing me to replace a visitor's leg, so I don't know for sure that it is not a bug, but I would humbly suggest you check to make certain you do have some wood.
#340
Quote from: Negocromn on May 05, 2016, 06:54:04 PM
According to someone that tested this (forgot who), butchering yields ~30% more nutrition than just feeding the corpses. I don't think 30% more is close to being worth all the hauling and all the debuffs, so unless you're playing Ice Sheet or in a situation where you are about to kill your starving animals and absolutely need the extra food I don't see the point.

That's interesting (more meat out than bites from).  Generally I have good times and bad, and can sometimes absorb the temporary (if hefty) mood debuff, or could have a joywire to one cook whom I would micromanage to occasionally butcher humanlike.

Regardless, though, there's not much of a mood debuff for putting the humanlike corpses in a freezer near where your animals sleep to letting them feed -- occasional mood debuffs for 'Observed corpse' but only when going into the freezer to drop off another corpse.  It seems more pragmatically practical and efficient to use corpses to feed animals than burying them.

Of course Tynan might consider this exploitive and make colony animals prone to becoming 'Manhunter' if they eat too many humanlike corpses in a future version, but for now I think its a practical thing to do without much cost -- hauling to a freezer doesn't cost much more than hauling to a grave, and the freezer won't tend to need to be too large so only a couple coolers would be needed (my regular colony freezer often quickly grows into a monster needing 4, 8, 12 or more coolers to keep cold :/)
#341
Ideas / Disassemble weapons
May 05, 2016, 06:59:12 PM
My apologies, I could have sworn I saw a post/suggestion on this already but I can't seem to find it.

With Components being a 'thing' now, sometimes hard to come by, it would be great if more complicated weapons like guns, and things like Shields that also require components, could be disassembled to salvage their components and other base materials.  Even if there's a penalty (you recover less components and other materials than went into making it, as happens with buildings/other constructions), it'd make those low-quality/low-hitpoint-remaining guns you recover from raiders you've knocked out useful, at least -- they don't sell for much and low-rate-of-fire weapons like sniper and survival rifles especially become all but useless when they are low quality since those few shots will rarely land.

Disassembling them for parts (particularly Components) I think makes a lot of sense from both a realism and gameplay perspective -- you need some sort of plunder reward for surviving an onslaught besides a bunch of tattered clothing and tattered weapons which can't be broken down aside from melting down for metal.
#342
Ideas / Re: Uninstall, reinstall heaters
May 05, 2016, 06:49:58 PM
I very much agree, particularly now that Components is a thing I often run out of, I am very frustrated we can't just 'move' things like cook stoves or other things.  I often hold off making electric stoves or electric tailoring stations until I have better rooms built for cooking/production so I know where my walls will wind up, etc., to I can avoid wasting Components by building one only to later Deconstruct and build another one elsewhere.

It might be nice to have workstation quality, too -- could even rebalance this to encourage not making fancy shmancy electric stations stuff at the start until your Constructors have mastered their construction skill, but that's a bit of a tangent.
#343
Ideas / Re: Animal Management Shortcuts Needed.
May 05, 2016, 06:46:19 PM
Quote from: cultist on May 04, 2016, 09:41:50 AM
Kibble is great for smaller animals like cats, terriers and especially chickens. They only need a small amount of food to fill the hunger bar, so feeding them a meal for instance is a waste of nutrition. The other big advantage of kibble is that it never spoils, so you can produce lots of it in advance as long as you have the materials to spare.

For larger animals like muffalo or elephants, you are probably better off feeding them hay directly rather than making food for them. It's a lot like real life actually.

Kibble is actually great all around, but it depends on your labor resources.  IIRC, kibble gives a 25% bonus (I might be remembering it wrong, but for 8 raw ingredients input, I think you get 10 kibble output) in terms of kibble produced versus raw ingredients put into it.  There is a drawback in that it takes labor to produce -- it doesn't take long to produce labor, but that's time your cooks aren't making meals and generally hauling the ingredients to the butcher table to make kibble counts against time those cooks aren't able to cook meals or do other things; another drawback is some animals like Wargs cannot eat kibble at all; Wargs will always need raw meat or corpses (but fortunately rotten corpses are fine).

Kibble requires vegetable food and meat food to produce, but despite the meat requisite, strict herbivores like elephants can eat it, so in addition to the basic food output for food input bonus, in all cases except those like wargs whom cannot eat kibble, it increases overall flexibility in animal feed -- herbivores that can't eat meat can eat kibble half of which is made from meat.

Kibble does need to be kept in a roofed area so it won't spoil, but yeah unlike hay or especially meat, does not need to be refrigerated; it does not spoil aside from decaying for being left in an unroofed/outdoors area, so using kibble also helps out with power efficiency -- the more food that doesn't need to be kept in a freezer, the less you have to expand the freezer and build and power more freezers.

I tend to like using hay and human meat to make kibble, which is a great win -- yeah you still need a cook to butcher humanlike which causes a big mood debuff for that cook unless they have a trait making them immune to that debuff (or has a joywire installed to compensate, or other traits making them less prone to having a mental breakdown despite having hefty mood debuffs), but it gives a practical, pragmatic use for those dead bodies you tend to pile up from fighting off so many raiders.
#344
Ideas / Re: Animal Management Shortcuts Needed.
May 05, 2016, 06:37:01 PM
I agree with the OP, and think I mentioned this already.  Its particularly frustrating when you have a lot of animals and want to check on the status of their training, and whether newborn critters are old enough to train to Haul.

For the moment, the easiest workaround I have is at night when they're all asleep, assuming you have their beds all together and close together.  Then, at least, all the animals are in one close geographical area and you can click on them one at a time without having to hunt each one down one at a time all over the map.

But, yes, I think I already made the suggestion animals should have their own cycling shortcuts so when you click on one, you can cycle through them the way [,] and [.] do for colonists (or maybe use the same shortcuts but merely contextual -- if you have a colony animal clicked on and selected, [,] / [.] will cycle through the animals versus if you have a colonist selected, [,] / [.] will cycle through the colonists instead.
#345
Ideas / Re: A "Do first" priority option
May 05, 2016, 06:30:14 PM
Quote from: Shabazza on May 04, 2016, 12:50:53 PM
As far as I underdtand, most tasks for pawns are not queued.
A pawn does one thing, one "chunk" of work, and then descides what to do next.
That's why he might build 5 pieces of a 20 piece wall and then do other stuff.
So this would have to be changed first, in order to be able to do a proper "do this thing now till it's done". ("e.g. Build that room and it's furniture").

In Prison Architect, many tasks are queued by design. So it's possible to have such a nifty "priorize" button that works better than RimWorlds "Priorize" order.
But yes, I'd also love such a feature in Rimworld. Spamming "priorize...priorize...priorize..." when you want something to be finished quickly is a pain.

Not only that but in Construction, 'deconstruct' for some reason comes before absolutely anything else.