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Messages - Shurp

#181
General Discussion / Re: Dumb Labor
December 01, 2018, 12:10:06 PM
I had a look at Editable Backstories.  Unfortunately it's incompatible with existing savefiles, so I'd have to start my colony over, and I didn't want to abandon this one. 

Pawns are Capable looks more promising... but is it really safe to add to an existing game?  I guess I probably should remove my mod before installing it.
#182
General Discussion / Re: Seed for new play?
December 01, 2018, 12:01:10 PM
Once you have power (batteries) and build a freezer you can slaughter all the animals on the map, freeze them, and live on sausages for a year while you build everything else.  But until then you can make do killing animals one-by-one and turning them into meals at a campfire.
#183
General Discussion / Dumb Labor
December 01, 2018, 06:44:56 AM
OK, this is just getting stupid.  Only 3 out of 10 pawns in my latest colony can haul.  And then there's this:

Childhood: Scavenger
Pigeon spent her childhood escaping grunt work to go digging through wrecks and ruins for treasures.  Her natural curiosity got her into a lot of trouble, but it also yielded many interesting finds.
Hauling disabled

What???  A scavenger who finds lots of interesting things... but who refuses to haul it back to the village?  "Hey, I found this great stuff, but I'm too lazy to bring it back, why don't you go get it and pay me for it."

I'm seriously considering modding out this stupidity.

-----------------
Edit: update, it wasn't hard to mod out.  To keep it somewhat fair, pawns with "hauling" explicitly prohibited I left in.  But I just edited WorkTypes.xml and removed the ManualDumb workTag from the Hauling WorkTypeDef.  The downside is that now my Glitterworld nerd can haul, but my Ranch owner can too so that's a fair tradeoff.
#184
General Discussion / Re: Infestations too easy?
December 01, 2018, 06:23:48 AM
I haven't seen humanoids push pawns out of the way, but I haven't been playing 1.0 long (I stayed with B18 for a while).  So this may be a new feature.  If so, then yes, the larger bugs should be able to push too.  Maybe the small bugs can't?  But they should be small enough then to sneak by.
#185
General Discussion / Re: Infestations too easy?
November 30, 2018, 08:08:00 PM
Normally bugs that aren't attacking somebody like to chew on the walls and find a way to break out.  It looks like you found an exploit of sorts -- the bugs that could see your melee blockers all lined up and patiently waited to die rather than do something useful.

Maybe this should be reposted in bugs, or perhaps suggestions.  Bugs which can't path to a target because other bugs are blocking should wander off and eat a wall instead.
#186
General Discussion / Re: Difficulty capturing someone
November 30, 2018, 08:04:47 PM
I'm not convinced it's unneeded.  I'm playing a Cassandra Savage game and I keep getting more prisoners than I can feed.  But my base is small -- 7 pawns and 2 prisoners at the moment.  I was at 5 pawns and 3 prisoners earlier, that was a pain.  Remember that as your pop approaches target it becomes harder to catch and recruit pawns.

Recruitment is intentionally hard at higher difficulties... if it seems unfair, you can always try an easier difficulty.  Or just mod as explained above to fix it to the way you want it.

But I agree that the mechanism of achieving this is kludgy.  Is there a cleaner way to make it harder to recruit captives?  What if the better pawns just had a higher chance of 99% recruitment difficulty?
#187
That's my complaint too, it turns every biome into boring.  Maybe if it caused mutant trees and wildlife to show up afterwards it'd be more interesting.  But if you're greenhousing in a cold climate already it's almost irrelevant.

BTW, gas masks?  Is the OP using a mod or does 1.0 have some features I don't know about?
#188
General Discussion / Re: Difficulty capturing someone
November 29, 2018, 05:28:28 PM
Yoshida, you do know that shooting an enemy pawn in the foot is just as likely to kill him as shooting him in the head, right?

Enemy pawns die as soon as they contact the dirt.  It's an intentional mechanic to reduce the number of pawns available to recruit.  Even if you beat him down with pink fluffy pillows he'll still die most of the time. 

If you want to change this behavior, just go into Difficulties.xml (in Core\Defs\Misc\DifficultyDefs) and change <enemyDeathOnDownedChanceFactor> to whatever you want it to be for the difficulty level you're playing at.  It starts at 0.50 on peaceful and goes up to 1.00 on merciless.  (I assume that there are additional modifiers for your population and storyteller that reduce this since pawns don't die 100% of the time on Extreme)
#189
General Discussion / Re: Efficient meat production
November 28, 2018, 06:26:09 PM
The quicker it grows the sooner you have to go out and harvest it.  So if corn takes 4 times longer to grow, and yields 4 times as much food when finished, that's three harvests your pawns can skip.  They just do one monster harvest at the end.  So it definitely saves labor.

The downside is that if a raid burns down your fields at 50% you don't lose much time with the rice, but a lot with the corn.
#190
General Discussion / Re: Quadrum Names
November 28, 2018, 06:22:11 PM
Quote from: dburgdorf on November 28, 2018, 09:48:34 AM
A game map's seasonal temperature variation is indeed based on its latitude. (I know this because I just added the option to "Realistic Planets" to adjust a planet's axial tilt, which increases or decreases the extent of the latitude-based seasonal temperature variations.)

Neat, Rimworld is smarter than I thought.  And it sounds like I should check out that mod.  Does it allow you to create unrealistic worlds with 90' axial tilts or tidal locked so one side is always facing the sun?
#191
So *that* is what a "hideously ugly" pawn looks like?  *shudder*
#192
General Discussion / Re: Quadrum Names
November 28, 2018, 06:53:24 AM
Quote from: 5thHorseman on November 27, 2018, 03:48:12 AM
Well every habitable planet we've found has them so hey.

LOL!

Also most of the uninhabitable planets have them too.  Check out the seasons on Uranus.

<insert random anus joke>

Does Rimworld adjust solar power for seasons?  And does it adjust seasonal intensity for latitude?  Equatorial regions shouldn't have noticeable seasons without extreme axial tilt (>45').
#193
General Discussion / Re: Is my brain bugged or the game?
November 27, 2018, 08:05:32 PM
Try setting the order to drop on floor instead of carry to stockpile?  It should drop right there.  Unless the floor is so cluttered there's no where for it to land?
#194
General Discussion / Re: First month of year
November 27, 2018, 08:03:58 PM
Killboxember
#195
General Discussion / Re: Difficulty capturing someone
November 27, 2018, 08:02:53 PM
If you have a good doctor, don't worry about meds.  Just drop a sleeping spot next to her, designate it medical, and tell your doctor to treat her on the spot.  Even if she gets an infection you can treat that later.

Note that you'll probably have to forbid all your medicine to get your doctor to *not* run back to base to get medicine... or create a "stay put" zone for your doctor and patient to stay in.