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Messages - GiantSpaceHamster

#136
General Discussion / Re: Pack animals not showing?
March 27, 2017, 04:40:41 PM
If you're just worried about which animal is carrying what, I believe the caravan split screen lets you choose what gear goes where...so that should not be an issue.
#137
Quote from: b0rsuk on March 25, 2017, 11:09:37 AM
Handgrenade exploit

If you have a perimeter wall set up and entrance gates, when a raid comes you can order a colonist or two to spam a chokepoint with grenades. This works especially well with EMP grenades and molotov cocktails, because these deal little or no damage to stone walls.

You can use the same exploit to open ancient danger rooms easily. Breach a single point, spam the breach with EMP grenades, lure mechanoids out with a shielded person.

How is this an exploit and not just strategy?
#138
General Discussion / Re: Pack animals not showing?
March 27, 2017, 03:54:00 PM
Quote from: Ruisuki on March 27, 2017, 10:29:46 AM
Quote from: b0rsuk on March 27, 2017, 10:13:22 AM
I think they're grouped by age and sex. Do you need to differentiate between them ?
Yes i want to take specific animals with me to another colony.

Just to clarify, you're saying that there are differences (aside from just the name) between animals that are grouped together in the caravan list? Is it that one of the animals is bonded to a colonist and you want to pick that one out to send with that colonist in a new caravan? That's the one scenario I can think of where you might have trouble.

While not ideal, you could make a whole bunch of caravans, one for each of the ones in the group, then identify which new caravan has the one you want, and merge the rest back.
#139
General Discussion / Re: Rescuing Animals
March 27, 2017, 03:16:32 PM
Really the thread topic is more about toxic fallout that rescuing animals (in case you want to update it).

Another useful note about toxic fallout: Note that the description in-game says you just need to be under a roof to avoid the effects. This means you don't need to try and build a massive enclosed structure, just roof over the paths between buildings. Similarly, if you have not made a covered pen for animals, you can quickly throw up a few supports and an animal zone underneath and roof it and your animals will be safe from the toxic fallout underneath even without fully enclosed walls.

TLDR: Roof alone is enough to protect from toxic fallout, you don't need to be inside a walled room.
#140
When a prisoner goes berzerk, if you can build a wall in front of the door before they break through they will stop trying to break out. Just remove the wall when their mental break is over.

[attachment deleted by admin due to age]
#141
Quote from: crossed on March 22, 2017, 05:48:25 AM
It would be nice to have a 'visit' option besides settling, so when you leave the visited zone it would reset, or completely re-generated if you came back later, or something..

I'm playing ice sheet and I do hunting / gathering trips occasionally south of me on the tundra (even if I don't need food, just for the funz :) ), it would be much better to be able to do those trips on random zones instead of having to settle (and abandon) permanently.

There's a camping mod for this
#142
General Discussion / Re: Cotton is better than drugs
March 21, 2017, 06:17:59 PM
Quote from: PetWolverine on March 21, 2017, 06:03:44 PM
Quote from: b0rsuk on March 21, 2017, 04:49:00 PM
There's no Cotton Fascination, so it's definitely safer.

Mental break: Cotton binge
Lumi spends the next 3 days repeatedly changing clothes, returns to normal starving and exhausted, then goes berserk.

"Lumi has gone berzerk! The final straw was: Couldn't find an outfit she liked"
#143
General Discussion / Re: Cotton is better than drugs
March 21, 2017, 04:52:54 PM
Quote from: b0rsuk on March 21, 2017, 04:49:00 PM
We will see. I'm stockpiling my smokeweed joints in my recreation room with overhead mountain. I'm itching to see if bugs will consume it. -30% movement, stoned bugs is something I want to see.

There's no Cotton Fascination, so it's definitely safer.

To be fair though, binging on smokeleaf is WAY more preferable to going berzerk. The mood bonus is totally worth it for colonists in bad shape mood-wise.
#144
General Discussion / Re: Cotton is better than drugs
March 21, 2017, 04:51:20 PM
I also came here to say that a mix is best. Early game (or when you don't have highly skilled crafters) smokeleaf is better, but once you have a good crafter I agree that clothing is prefered since it has a higher utility value and can be sold to anyone. Even mid game if I only have one good crafter I will usually still have a smokeleaf bill set to forever with a max skill limit to prevent my highly skilled crafter from doing it. That gives practice to the lower skilled crafters or just lets me make profitable goods with more than just my skilled crafter.

Balance and adjusting to the situation is key in RimWorld. I am always a bit skeptical of "this is how you should always do something" advice =)

EDIT: Minor wording
#145
Quote from: Iqew on March 20, 2017, 07:14:06 PM
I just got a colonist that's 15 years old. He is the father of a 26 year old woman. Isn't that pretty inconsistent?

Ima post a screen shot later.

You're presumably talking biological age. I suspect the 15 year old was in a stasis chamber for some period of time (not necessarily during your playthrough, but sometime in their past). There should be a second age in parenthesis that is the age including time spent "unaging" in stasis chambers.
#146
While we're on the whole hauling topic, if we're talking real-world inconsistencies, then hauling needs some sort of size/shape based encumbrance system. Carrying 50 lbs of stuff that fits in a backpack for example is much different from carrying a large, awkwardly shaped object of the same weight.

I think this is partially what the stack size is for, but also related to how much of a thing you can put in a tile. Of course right now the data is pretty arbitrary and I'd be surprised if many, if any, current values are used in the released game.
#147
Quote from: AngleWyrm on March 20, 2017, 04:43:36 PM
Fun with Colony Manager
  • Set up a deforestation zone in front of your main fortifications to remove enemy cover
  • Create a manager bill for forestry that uses that zone
  • Create a second forestry bill for the whole map and place it lower on the chores list
End result? They prioritize clearing out the area in front of your turret installation, and then go on to harvest the rest where available.

I recommend against the last step in the above. You risk having colonists unnecessarily chopping down trees instead of doing other tasks. Why would you need to chop the whole map? You're not going to want to store all that wood anyhow and it will degrade if left out in the open.

So I guess my tip is not to set up more jobs than you can handle/monitor or tasks that are so large they may get in the way of other priorities.
#148
There are a couple options. The first is to use EdB Prepare Carefully (mod) to save your colonists before you start the game. You can also use it to customize your starting colonists and gear, but I usually use it just to save the random ones I generate and like in case I don't like the terrain I end up on.

The other thing to be aware of is that, for a given world seed, each tile will always have the same terrain. The location of certain things like geothermal vents will change if you reload the seed in a new game but the terrain itself will always be the same for each tile. So if you find one you really like, remember the world seed and tile coordinates.

EDIT: I suppose I've never tried actually starting a new game with the same seed and checking the same tile coordinates terrain, but within a given game settling a tile, reloading and settling the same tile at a later point in the game gives you the same terrain as described above. I assume this means it's tied to the world seed and coordinates, but I could be mistaken.
#149
It's actually worse than that. Not only are you unable to resettle an abandoned colony, your caravans cannot even enter the tile. This caused me problems once when that tile was the only open space through a mountain so I had to go all the way around.
#150
Quote from: Rah on March 17, 2017, 04:13:59 PM
Quote from: GiantSpaceHamster on March 17, 2017, 04:02:45 PM
The poll restrictions prevent me from answering this poll accurately/completely.

I play on both "Some Challenge" and "Rough" most of the time, but occasionally up it to "Extreme". Always Cassandra.
That's ok, just pick the one you are most comfortable with. The poll would be way too big if I were to include all the different options.

But all the options are there, why restrict it to choosing two? What value does that add?