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Messages - Boboid

#166
General Discussion / Re: Barricades again...
May 19, 2015, 07:09:57 AM
There's not a lot to talk about before any testing has been done.
It's mostly just going to be speculation.

You're basically saying " If my existing defense was rendered ineffective due to a change it would be a problem " without any of the other information contextualized.

Wait till the A11 raid changes happen, then there will be something to talk about.
#167
General Discussion / Re: Pendrive Support
May 19, 2015, 01:02:31 AM
Rimworld stores its save files in Users->Name->Appdata->LocalLow so while you could *run* Rimworld from a pendrive you wouldn't have access to the same files.

The World and Save files are small, you could easily transfer them from place to place, bit fiddly but certainly doable.
#168
Quote from: Grubfist on May 18, 2015, 03:19:59 AM
That's good to know, thanks. Now if only they weren't half the size of most of my rooms....

Well fortunately they act like walls for the sake of insulation so you can save some space if you stick them in a 2 thick wall, you can save additional space in the room you want the dispensing end to be in if you place it flush with the wall itself meaning it doesn't protrude into a walkable area.

They're also so incredibly efficient that you only ever really need one. Even a dispenser with its dispensing end inside a prison marked area can be accessed by standard colonists.
#169
Quote from: Grubfist on May 18, 2015, 03:15:29 AM
How does the paste dispenser even work? I've considered making one before, but I have no idea where the hopper goes.
Anywhere adjacent to it.

If you wanted to have the arse end of your dispenser inside your freezer and the dispensing end inside your prison, you could quite easily do that by only having hoppers on the freezer side for example.
#170
Quote from: skullywag on May 18, 2015, 02:44:01 AM
Until crops are nerfed ill never have a food problem that warrants an npd. Well I havent yet anyway. Its seems overly trivial to build stockpiles of thousands of food In a very short space of time.

It's not a question of a food problem - it's a question of efficiency. The mood modifiers for work speed are (very nearly) binary on the negative end and small on the positive end.

Either your colonists are breaking down and you need better living conditions, or they aren't and the NPD is a massive time saver.
It's a side effect of the work speed penalties for low mood being small to prevent negative feedback loops whereby you can't break a negative mood cycle because your work-per-colonist decreases below their own sustainment threshold.
#171
Quote from: skullywag on May 18, 2015, 02:34:03 AM
Havent built an npd in.....i actually dont know....since the cook stove was introduced i think.
I haven't cooked a meal since the mood penalty for NPD was halved :P

Least useful or at least last-to-be-researched-100%-of-the-time would have to be - Cryptosleep casket, Mortars, Brewing, Coloured Lights, Carpets.
#172
Ideas / Re: Rimworld Alpha 11 FRIENDSHIPS
May 18, 2015, 01:28:40 AM
Quote from: StorymasterQ on May 17, 2015, 09:18:07 PM
Quote from: Tynan on May 17, 2015, 07:09:06 PM
...Ludeon development is very flexible and changes direction often...

Must have had a lot of lubrication.

Meme you say...
#173
General Discussion / Re: RimWorld change log
May 15, 2015, 01:24:43 AM
Quote from: Jstank on May 14, 2015, 09:24:54 PM
can we not call them IED's and simply call them land mines. I don't want to feel like a terrorist. :(

They're not landmines. They're Improvised Explosive Devices.
They've existed for as long as humans have had access to explosives.

Trying to think of a good way to say this without being called an asshole for it..

If calling them "landmines" or even " Improvised Explosive Devices" is sufficient obfuscation to trick you into forgetting that you're blowing people up, you're not thinking about things in a complex manner.
#174
Try using actual grenades rather than EMPs and small arms.

Emps are quite effective at resetting enemy attack timers and generally making them less lethal. They're a very effective force multiplier but they're not a complete solution.
Frag Grenades however do exceptionally large amounts of BLUNT damage which is particularly important vs Centipedes as they have 70% sharp resistance, but only 20% blunt resistance.

1 colonist with Frag Grendes and 1 colonist with EMP grenades is often enough to kill a single centipede with only 1 or 2 centipede shots fired.
The Inferno cannon will invariably fire more often as it has a shorter warmup time, but it's hardly the most deadly.
You can on (On average) get about 5-6 free frag grenades ( per standard colonist ) from the first stun rotation from emp grenades.

It's also CRITICAL to remember that currently Frag Grenades are capable of damaging the WEAPONS of the centipedes, often destroying them long before the centipede itself is dead.
Centipedes without weapons will try to melee instead but by this point they're so mutilated by damage that they'll barely be able to crawl.
It should take about 7 grenades to destroy their weapons, maybe 10-12 to kill the centipede itself depending on the damage distribution. It's hardly a 2 day affair.


Edit: There's no significant increase to stun uptime when using multiple colonists with EMP grenades, stick to 1 or 2 and assign them to different targets or areas to maximize their large splash radius.

Most of the suggestion solutions I've seen in this thread pretty much exist in the form of Frags, I think it's mostly a case of it not occurring to people or failed execution and to be fair, that's a perfectly reasonable.
#175
Releases / Re: [MOD] (Alpha 10) Glitter Tech v1.0
May 14, 2015, 12:36:32 AM
Quote from: Sam_ on May 14, 2015, 12:17:57 AM
McKeown_Prometheus.jpg]http://www.top10films.co.uk/img/Med-Pod_James-McKeown_Prometheus.jpg[/url]
Does that look comfy?

That depends, how sedated am I?
I can speak from first hand experience - with enough sedation hardwood floors become roughly as comfy as clouds.
#176
General Discussion / Re: RimWorld change log
May 13, 2015, 05:06:25 PM
Quote from: Kegereneku on May 13, 2015, 03:51:17 PM
(before being processed into food as the standard procedure seem to be)

Don't forget clothing. Always clothing. And chairs..
I'd turn them into barricades/structures/armour/weapons but you unfortunately can't use bones for anything.

To be clear though there's nothing wrong with cannibalism.. apart from Prion diseases. And the inconvenience of human skeletal structure when it comes to butchery :P
#177
General Discussion / Re: RimWorld change log
May 12, 2015, 12:39:10 AM
Quote from: Jstank on May 11, 2015, 09:05:32 PM
Oh shit. There goes the kill box!

Next up RaidStrategyDef - Bearded Lady.
Happens only when you're about to leave the planet in your ship, comes in, kicks your colonists out of their cryo tubes, and steals your bloody ship :P
#178
General Discussion / Re: RimWorld change log
May 09, 2015, 07:49:52 PM
Looking forward to the AI changes, the sapper Ai hopefully means that your average raider won't spontaneously decide that wall segments are high priority targets when the path gets to be a certain length.

Nothing more frustrating than a centipede headbutting his way through a wall in some random place miles away during an attack while the rest of his buddies attack the front.
I typically don't notice them until they've killed somebody :/

Have I mentioned how much I dislike centipede melee efficacy? :P
#179
Outdated / Re: [MOD](Alpha 10) Less mechanoids
May 09, 2015, 07:19:41 PM
Quote from: Ykara on May 09, 2015, 05:08:57 PM
and why are the mechanoids so terrible pilots?

Dunno man, have you seen how unintelligent mechs tend to be?
It's kind of surprising that they get OUT of orbit.

Is mechanoids a mass-noun? Is it Less or Fewer? I can never remember.
#180
General Discussion / Re: Colonist breakdowns?
May 09, 2015, 07:17:39 PM
Only one kind of colonist breakdown is violent. I typically beat them into submission with fists or logs, once incapacitated they function like normal.. well after you patch them up.
All other kinds can generally be ignored as they'll resolve themselves.