Menu

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.

Show posts Menu

Messages - FalconBR

#46
General Discussion / Re: Walk-in Freezer
August 01, 2016, 10:24:13 PM
Slept in cold / Heat is if you pawn room is with a temperature not in the range of 14ºC-25ºC, even with all clothing that gives you protection to heat / cold, it doesn´t matter when you sleep, probably they sleep naked.
There are temperature vents next to all bedrooms doors.
http://rimworldwiki.com/wiki/Vent
So the temperature inside the rooms are near the same as the corridor
I also use one vent on the geothermal plants, so it doesn't explode on closed environment.
That was my poor base, now that I am rich, I changed lots of rooms and now the wiring is safe inside walls (less chance of exploding).
I failed several times, don´t be ashamed of learning with your mistakes, that idea of using vents and just regulate the corridor I saw here, I used to place on heater/cooler in each room!
#47
General Discussion / Re: Help with fires
August 01, 2016, 10:09:22 PM
First thing before trying to put down a fire, deconstruct a wall of the room, so the temperature dont get over 500ºC!
If the lower temperature, your fire won´t spread fast and you can fight it easier.
Last game I had a fire on a base inside a montain, you have no way to open a wall and let the heat out! I had firefoam, but they were far away from the affected room, after losing 2 pawns fighting the fire, I discovered you can redeploy the firefoam, but even next to the fire it didn´t blow up!
I discovered you can manually explode the firefoam, but not all fire will be gone! Lost more 2 pawns ending it, and about 10.000 of town wealth.
Also, one week trying to clean the foam from the room!
#48
General Discussion / Re: Pretty cool map
August 01, 2016, 08:54:00 PM
Just make big rooms and x2 corridos, hives are not a problem, just be sure you can lure those insects to an open room and get ready the firing squad!
#49
General Discussion / Re: Walk-in Freezer
August 01, 2016, 08:50:11 PM
Don´t place heaters in all your rooms!
Always do a x2 corridor so you can place some heaters in the middle!
I am heating all my 12 rooms with a single heater!
Place the corridor on the optimal temperature with a heater in the center and get the temperature of the rooms the same as the corridors with the vents!
This is my base before the last expansion:
http://images.akamai.steamusercontent.com/ugc/270597859066183979/4F21B6570BCDB58ED8401D4092A36DE86C1FF98D/
I already build one additional hydrofarm to the left and took down the walls dividing then, so a single heater can heat all plants!
I also build one more heater near the entrance of the hospital and the recreation area and placed some vents on it.
I place my main heater at 19ºC all the others at 18ºC, so they don´t need to work most of times at the desert.
There are some heat wave, but the 3 freezers I got are enough to save everyone from very hot environment, one in the entrance, one to the far right, the other one on the left. All my pawns are using heat protected clothes, so the freezers/heaters are just to avoid the sleep in hot/cold debuffs, so the set the temperature of the freezers to 24 and the heaters to 19 (with the backups with less or more temps).
Also, the heater in the hydroponics is set to 16, plants only get debuffs if the temp get lower then 15.
#50
General Discussion / Re: Walk-in Freezer
August 01, 2016, 08:17:05 PM
I set half my freezers to -2ºC and the other half to -1ºC because I really like to save all the power I can!
And I got 4 freezers on a desert map and they are refrigerating a 15x15 room with no problem at all! 2 of then are normally on low temp, but I am using it inside a montain with double granite walls.
Also, I used to build sterile floors on the kitchen, but someone told me it is useless, so I stopped wasting money, sterile are for medical area only, maybe prisoner area, because the only bonus is to avoid infections, something that don´t happens in fridges!
I always though that food poisoning was something about my fridge cleaning, but I was wrong, it is all about the cooker skill!
#51
General Discussion / Re: Again with the "night owl"
August 01, 2016, 08:08:12 PM
I do have some night owl, I know I should change their schedule time, but I have no idea what is the best time to do it and for how long!
I will make some tests today, But I think it will be better if they sleep from 9-16, because not everyone needs full time rest and they will have anything before and after 2 hours of the sleep time.
#52
I checked the patch notes to see why they remove it, I didn´t find the answer.
But with hydroponics breakdown and solar flare, devilstrand is the worst thing ever to plant on hydroponics!
Even on fertile soil, something I almost don´t have on the desert, it takes too long to grow, so I don´t plant it on fertile soil, and on infertile soil, it takes almost 2 years to grow!
#53
I had -100 relation with a tribe, releasing 6 tribesmen at the same time, made then neutral to me, and some silver, made them friendly to me.
You only get the rep bonus if they walk away from the map, if you release and they don't get to the border, you don't get the reward.
You should execute him or try to sell him to a pirate merchant.
Making him dying from very cold or very hot is worst of execution, you get a big debuff if a prisoner dies in captive without proper execution, I got it when one of the prisoners got beseker an killed several other prisoners before I killed him.
#54
Each electronic have a breakdown chance.
With over 100+ electronics you can guarantee you are going to have breakdowns everyday!

I normally turn off electronics not in use to try to avoid breakdowns, but they also breakdown!

Since day one I buy all components from ALL traders that come selling it, because it is less expensive then buying iron and manufacturing then!

A very huge base would be a repair electronics nightmare, that is why I avoid placing autodoors in bedrooms and other rooms with few access.

But the game normally avoid giving you over 12 colonist, so you don´t need a very huge base, a base for 12 people with 12 rooms, some workplaces, kitchens, 12 turrets and etc is not that repair nightmare you are describing right now!
#55
I am not the developer, but the game normally stack %!
You can try a 60% forced trait on your colonists and a 40% forced trait on global!
This will give to you a 100% trait to your colonists and 40% to global!
But a screenshot would be welcome!
#56
Place on the bug report that it is not only the sandbags, it affects all contruction orders in the siege, with me it was with the mortars!
#57
I just have the same problem with a enemy mortar blueprint!

The siege place the blueprint, I can only enable / disable it, I cannot remove the bluprint, I already tried all!
Tried to use the claim order manually, the deconstruct, but the only option I have is to enable / disable the use of the item!?!?!? This doesn´t do anything!
#59
General Discussion / Re: Selling Scyther Blades
July 27, 2016, 12:46:03 PM
I never sold one!
I also have a jade knife that nobody seen to buy it!
#60
General Discussion / Re: EMP mortars...
July 26, 2016, 05:19:33 PM
I always use emp mortars vs crashed ships!
The stun duration is so big that you can stun half the mechanoids and kill them before they react!
But remember, you can redeploy turrets, I normally redeploy 12 turres around the ship before waking him up! Too bad sometime the emp hit some of the turrets!
But remember, all mechnoids get resistence to emp after the first hit, so it is better to hit them hard with the mortar and get a long stun duration, then hit it with the grenade for a small time duration that it will also give him imunity to it!