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Messages - ArguedPiano

#256
I believe your warden will take them to the closest spot outside of your walls. Your kill box would be considered outside as it probably has an open path in it.

As PieTau suggested, you could try placing your prison closer to an alternative exit to your base.
#257
General Discussion / Re: Not making progress
October 23, 2016, 03:45:00 PM
That is very reasonable for three hours of play. As Canute said your base is fairly large. I think the problem may be you are trying to expand faster than what is feasible.

This game is very much managing your resources (time is a resource) to survive. That's it. Survive.

It's a gradual process that takes time. I admit the starting game is also my least favorite part, but once you have a few more colonists, production tends to pick up.

Don't overwork your pawns. Start small and build gradually.

Research does indeed suck as tribals but you can negate the effect by building multiple research benches and having two or three pawns research simultaneously. 
#258
The differences are purely with the icon, probably to make the world map more visually appealing. Each 'Mountainous' map have the same map generation properties.
#259
Ideas / Re: Choose type of food for your prisoners
October 22, 2016, 04:42:24 PM
I work-around I have found is to place a paste dispencer in the room. Unless they are incapacitated the prisoners should feed themselves.

I have not attempted creating a high priority stockpile for food in the room. It may be worth a try.
#260
General Discussion / Re: Decedence of Knowledge
October 22, 2016, 11:32:28 AM
That is correct. The deterioration starts (and also ends), when the skill level reaches 10 for any skill. This was intentionally coded into the game for a more challenging and pleasurable experience (I would assume).

That is why pawn specialization is so important in the later game.
#261
Off-Topic / Re: The Music thread
October 22, 2016, 10:33:15 AM
How about some Atlantic Canadian Folk Rock by Great Big Sea?

End Of The World

Run Run Away

#262
It's a great song that fits well into the game. Any plans to create more in the future?
#263
Quote from: UnlimitedHugs on October 22, 2016, 12:15:02 AM
Hey folks, please send me your "RimWorld/RimWorldWin_Data/output_log.txt" file after the error happens, so I can figure out what broke.

GitHub seems to be working fine for me, but here's the old 2.1.0 version build.

Yesterday whatever version you had out would crash on loading (i.e would reset all mods even if it was the only mod being loaded) but the newest version 2.3.2 is working fine for me now.
Thank you! This is one of the mods I dislike playing without!
#264
General Discussion / Re: Prosthetics efficiency
October 21, 2016, 06:16:49 PM
If you're interested in using a Mod, Fluffy's Medical Tab ( https://ludeon.com/forums/index.php?topic=16120.0 ) lays out in an easy to read way all of these stats. Missing a hand you would see manipulation at something like 50%. After the prosthetic arm is installed you may see it at 80% or something like that.

I find it very useful. It may help you better see what's going on here.
#265
Bugs / Re: Very stupid hauling behavior
October 21, 2016, 06:18:33 AM
Quote from: Wes on October 20, 2016, 01:00:57 PM
...limit the ingredient radius of stations. If the radius is 10 tiles and the rice is 40 tiles away, the cook will haul the rice to a stockpile instead...

Will they though? It is my understanding that if there is no materials in the radius then the pawns will not work on the bill.

With nothing to cook they will move on to the next prioritized work group which may be construction, mining, or crafting, ect...

Quote from: 14m1337 on October 20, 2016, 08:23:27 AM
I tend to say that this behavior is working as intended and not a bug. maybe it's stupid behavior, but not a bug.
the "hauling" you describe is part of the "cooking" job: "get as much of the material as you need for your recipe, then cook it"
I think 14m1337 has explained this behaviour exactly.
#266
Off-Topic / Re: The Music thread
October 20, 2016, 08:29:15 PM
I like this idea!

Time is Running Out - The Muse
https://www.youtube.com/watch?v=QfwEUzzDtzo
#267
General Discussion / Re: What do i use medicine for?
October 20, 2016, 06:14:32 PM
I find Medicine in short supply and expensive to buy so I tend to conserve it as much as possible mainly to build hospital beds later on.

The only time I use it is:
1) For surgeries (any of them as a catastrophic fail could be fatal)
2) Serious diseases such as the plague.

And that's about it.

I have never had a pawn die from infection or a minor disease with consistent treatment using no medication. So to me there is no point in wasting precious Medicine UNLESS there is a real chance your pawn may die.

I do on the other hand grow heal root as soon as I can and use that beautiful stuff for everything under the moon!
#268
General Discussion / Re: Stupid Crazy Colonists
October 20, 2016, 05:45:50 AM
Quote from: jmababa on October 20, 2016, 04:10:35 AM
there's reason tailoring station you don't need leather to make clothes you can use cotton a cheap way of making clothes

But where are you going to get this cotton at the start of the game? Chances are you wouldn't have had time to grow it before the first wanderer joins, which is like the second or third (game) day.
#269
There is a mod by theubie that does just this:

https://ludeon.com/forums/index.php?topic=25579.0
#270
General Discussion / Re: Best Way to protect your base?
October 17, 2016, 05:39:43 PM
I don't use turrets myself. Generally rely on Door Cheese (somewhat like guerrilla tactics).

In my first picture you can see two layers of walls set up with sandbags. Most of the time they don't make it past the outer wall but it does happen so I have something to fall back to. I got the idea to build this was by watching disnof on Twitch.
I shoot as many as possible, then retreat my shooters before the melee guys get too close to them. Then send my own melee pawns to kill the ones who are attacking the doors and are also injured.
Bob and weave until enough of them are dead or they break through.

The second picture shows something I set up to take out a psychic ship that had landed. The pillars and sandbag combo provides a ton of cover and kept my colonists relatively safe throughout the fight. Inferno Cannons were the worst here but they suck to deal with no matter the situation

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