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Messages - stu89pid

#31
Quote from: pfhorrest on October 27, 2016, 02:29:07 PM
One note - I'm using a 50% stat multiplier on "aiming time" for all of my games, could this be messing something up or causing these results?

Did you interpret 50% aiming as 150% aiming? 100% is normal, less than 100 means they will be worse than normal, and above 100% is better than normal.

Same for the other things; Work speed to 150% is a 50% increase to normal workspeed, workspeed to 50% would mean things take ~twice as long.

#32
General Discussion / Re: Removing a roof
October 28, 2016, 10:40:05 AM
You can force roof removal the same you can can force any work. It is just hard to do because you can't actually see the roof you want them to remove, and they will only remove only remove one small section at a time (A room large enough for a solar will likely take 5-6 right clicks to full remove the roof if forcing).

#33
Quote from: pfhorrest on October 27, 2016, 02:29:07 PM
One note - I'm using a 50% stat multiplier on "aiming time" for all of my games, could this be messing something up or causing these results?
You turned aiming down to 50% so i don't think you need tynan to weigh in here.
#34
I think forcing bonded animals to still follow zone restrictions regardless if they are bonded would be an easy fix.

Everything else in the OP is just Rimworld working as intended if you ask me. The animals went for the food (Why rimworld animals eat devilstrand seems strange but OK I can see it) when the wall got destroyed.

Yes, unbonding animals before each combat is tedious, but you were early in the game you said and this really doesn't take much time at all if you have 5-6 animals only at this point. Honestly, it's not even that annoying in my colony with 25+ animals.
#35
General Discussion / Re: Untreated Illness
October 18, 2016, 02:30:49 PM
The doc will treat the patient, but it is prioritized like any other work and won't necessarily happen the second the patient is eligible for additonal treatment.

I just micromanage this, it barely takes any effort. When a colonist is ready for more medicine, you get a notification saying "colonist needs treatment" so it is just a matter of selecting your doctor, and right clicking on the patient to force treat him at this point.
Some diseases are less harsh and you can get away with less than minimum frequent treatments, but things like the plague you should be treating as soon as possible if you like that colonist.
#36
And there is no set amount you should grow per person. Always plan conservatively, shoot for at least double what you will need in case you hit a blight or other catastrophe.

If you have a short outdoor growing season, I would plant a TON of food as one of your first steps. Once you have bedrooms setup, I would have everyone planting crops, using manual priorities for short term to get your crops started is a good idea.

Two permanent 10x10 plots will keep 2-3 colonits well fed, but if your growing season is limited and your colony size grows, this is likely not enough food. You could plant 3x 15x10 zones and may have had enough to survive.

Also, very early on, you can use the "harvest" button, drag it across a large part of the map, and this will tell your colonists to harvest any berries/agave fruit that will give you some early food and buy you more time. Not all biomes have berries and agave growing though, but I suspect yours will if it has a growing season.

Best of luck
#37
Quote from: Alenerel on October 18, 2016, 02:03:22 PM
Hi,
This is like the 5th time I try and I reach winter without food. I try to get as much pemmican as I can but people end up eating it. How much crops should I plant per people? This time I tried with a 10x10 of rice and 10x10 of corn but mid fall they died, I thought I had until 1 of winter. When do crops start growing again? Half of winter or 1 of spring?

The growing seasons are general time frames, often times you can grow for a few days beyond the defined range, but sometimes it gets colder sooner and crops will start to die. You can click on the world map while in-game if you forgot which growing season your biome had.

That being said, you can click on the details of the plants to see which growing conditions are best for the crop. Just keep an eye on the outdoor temperature and if you see it start to dip to ~10c during the day, it's probably best to harvest what you can rather than risk losing the food.
#38
Quote from: carbon on October 13, 2016, 09:58:11 PM
What I'm trying to get at is:

A) Does anyone actively make use of blind drilling?
B) What would it take to make blind drilling more viable (assuming it isn't already)?
C) Is there a case to be made for separate Drill and Scanner research tracks apart from viable blind drilling?

a. I never have, I don't think it would be worth it either.
b. The entire map could be covered in something that could be mineable. To offset additional resources, it should fluctuate in how much is under each area, from very little to a lot.
c. currently i dont see one
#39
I agree that is frustrating but I don't think this is something the devs should solve. You have some level of agency over your pawns. If I build geothermal plant and a wall surrounding it at the same time, you risk the pawns finishing the walls before the geothermal if you don't micromanage. I think this is OK.

I like to mine a single tile path through a mountain so I can run a power cable through from a nearby geothermal. In real life, it would take a lot of work to mine through a mountain to run electricity. I am ok with having to build a single wall at a time to close off the pathway. It's tedious but rewarding and I think the tradeoff is OK.
#40
Ideas / Re: Change how home zone works
October 12, 2016, 10:09:28 AM
I completely forgot about firefighting in my post!

I agree with you, I would be OK with firefighting and repairing sharing the same zone, but would prefer cleaning to be separate.
#41
Ideas / Change how home zone works
October 11, 2016, 10:56:57 PM
As far as I can remember, the home zone primarily defines where colonists will:
Clean
Repair

I often don't need these to be the same areas and would like to be able to do them separately. My solar generators and exterior walls should get repaired, but don't need to be cleaned.
#42
General Discussion / Re: MAturity of forum users
October 05, 2016, 04:00:53 PM
Quote from: AInc_Stalker on October 05, 2016, 02:50:17 PM
Good Morning all.

My name is Graham , 36 years old with a professional background in high risk security team management. I have run player groups for online games ranging from Arma 3 to the total war series that have included people with a wide array of backgrounds and demographics.

I registered on this forum after many many hours ( Ok like 50 but dam this game is addictive pmsl ) of playing and just recently read a forum post about a currently disabled feature and the potential for suicide and rape.

Now i am not weighing in on the artistic cons and pros of having these experiences in the game.

What i am weighing in on is the sheer maturity of the discussion that i saw on the topic. And for such a direct and thought provoking topic with a history of strong emotional reactions from people when discussed , i am very impressed by the rational discussion and respect shown by the users of this forum on the matter. Especially considering the opposing views.

Positions were well thought out , evidence for a position provided and reasoning explained.

From the " Then 70 deer killed all my colony and wiped out my turrets " to the seriousness of this particular thread ... my respect to you gentlemen and ladies of this forum.

* This is the reason i registered instead of just enjoying the story section of how your colonies all died to rabbits and deer pmsl *
Welcome!
I have seen one or two people who come across as a petulant child posting around here, but 99%+ of the forum users are highly intelligent, helpful, engaging, and polite people and able to discuss complex issues with many different takes with civility.

And even in the handful of threads that were posted by one of the "petulant child" people I described above, the community response is always civil and polite and doesn't stoop to the level of the OP. I have posted several times how impressed I was at the polite and helpful responses posted in threads where people are doing nothing more than whining. This is remarkable to me, in 2016, online, to see this civilized level of discourse. I think it shows that the playerbase for this game is absolutely more mature than most AAA FPS games or most online competitive games.

And kudos to Tynan for bringing this tight knit community together with his great game.

#43
My colonies always have a single pawn that does 90%+ of the hunting so I can level at least one pawn to a high shooting skill.

I was fairly late in a game beginning to construct my ship. I got a particularly nasty infestation (6 hives). Fortunately it was far enough from the main base that I was able to construct some rudimentary walls to prevent the bugs from pouring into my base immediately.

With the newly constructed walls, my colonists were safe for the night and I allowed them to get a good nights rest before the imminent showdown.

Fast forward to the next morning. My main shooter pawn who now has a high quality charge rifle decides this is the day he will start binge eating.

Ok, I have a pretty well stocked fridge at this point so maybe I just push back my bug hunt another day? Still no big deal.

Well my shooter (Named Art) all of the sudden decides the rice, corn, muffalo meat, potatoes, strawberries, elephant meat, and boar meat weren't to his liking. My dear Art unfortunately got the taste for royal jelly.

Art casually walked into the deathtrap that had 4 hives in close proximity. These were the last steps that Art took in this rimworld.

RIP Art. Take solace knowing that Mickey showed up hours after your passing with an incendiary launcher and the colonists of Anytown, USA (Uncharted Star Alpha) prevailed.

PS-Art, we hope you understand why we couldn't honor your wishes to have an open casket funeral.
#44
General Discussion / Re: Legendary sculptures
October 04, 2016, 05:49:52 PM
Quote from: Mehni on October 04, 2016, 10:46:02 AM


As the one that recently updated the Wiki article, here are the calculated numbers. The wiki's visual system is nice and easy to look at but sacrifices some accuracy. This reddit post goes into a bit of the mathematics and links to the excel file with the calculations.

Thank you much for your time and effort then!
One quick question, why does the Wiki use arbitrary box symbols to communicate the inforamtion in this table? The hard numbers you have posted here are much more pleasant to work with for a statistics guy like myself.
#45
Quote from: OFWG on October 04, 2016, 02:21:52 PM
Quote from: Blastoderm on October 04, 2016, 12:34:16 PM
Yeah but to buy goodwill you must have certain amount of goodwill, which is almost impossible to raise from -100. That is the problem for me

In my games there are always 2 factions that get no relations bump from releasing one of their people- spacers, and the pirates (?) that are always pegged at -100. I don't think I've ever had a tribe that I couldn't eventually get above 0 within a few game years without spending any silver.

Interesting, I released quite a few prisoners in my recent colony and never got any faction changes so thanks for bringing this to my attention.