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Messages - stu89pid

#76
General Discussion / Re: Produce until you have...
September 14, 2016, 03:01:45 PM
Quote from: Thias on September 14, 2016, 01:36:49 AM
Hey guys, I have a bit of a problem understanding how those tasks (I play the german translation, so sorry if I dont use the correct english words...) inside the workbenches work.

For example: I want to have 500 marble stone blocks and 500 sandstone blocks on my stockpile at any time. And I have two guys to take care of it and two workshops for them.

In my mind, I would put two orders into both workshops:
Workshop1: task1: produce until you have 500 blocks - use sandstone
Workshop1: task2: produce until you have 500 blocks - use marble

Workshop2: same tasks.

But it does not seem to work that way. (It does not help that I cant read the numbers in the task settings, because they are overlayed by the "+" and "-".) But I have the feeling that the tasks don't know the differenciate between stone blocks made out of different rock types?

So I now set one bench to produce until 500 marble and the other one to 1000 sandstone. This setting will give me a certain number of both types, but it kind of depends on luck how much of both types I get.

That is a bit unsatisfying.  :o
If you are playing vanilla, setting it to "produce until 500 blocks" it will not distinguish between granite and marble, it will stop production when you have a combined total 500 blocks (Granite, marble, limestone, sandstone, slate, I might have missed one).

So, you can't have a "produce until 500 limestone blocks" and "produce until 500 granite blocks" at the same time, it will only allow you to produce until you have 500 total stone blocks.
#77
Ideas / Re: Area priortiziations?
September 09, 2016, 07:51:30 PM
Quote from: Serenity on September 08, 2016, 10:26:18 AM
Right Click on a dirt patch and it should show up. Doesn't just work for literal rooms. Any enclosed area is a "room" for that. Like hallways and even walled off outside areas

EDIT:
Sorry, but it seems like these two options come from the Achtung mod:
https://ludeon.com/forums/index.php?topic=22130.0

I sometimes gets confusing what's in vanilla and not :(
ahh thanks, i was looking all over but still couldnt find the option, ill have to check out that mod for a future playthrough
#78
Ideas / Re: Area priortiziations?
September 07, 2016, 09:13:20 PM
Quote from: Serenity on September 07, 2016, 01:15:11 PM
Yes please

There are two area prioritization I found: You can right click and get "clean this room" and "sow this zone/room". But already there no "harvest this zone/room"
shoot I didn't see those were even option! How do you do clean this room room? I've wasted too much time tidying up my hospitals in times of need.
#79
Quote from: MerlosTheMad on August 12, 2016, 01:19:15 AM
Quote from: ToXeye on August 11, 2016, 01:16:23 PM
Small reminder:

In dwarf fortress the world is simulated before letting the player make his impression on the world. This makes the game huge and slow to start playing, more like a kind of game experiment than a real game. What does the game gain from having such huge computations? The world that the player is going to invade is going to become regenerated. As the player chops down trees en masse... they should come back (but I can't verify this... haven't played DF for long spurts... more short tests than gaming it for real).

So what is the foremost reason the colony loses the forest that it lives in? Alpha beavers, thunder storms, boomalopes/boomrats, winter, sieges, Molotovs, fire starters... and is there ways to replant the forest? Nope... growing zones are the only way to get trees once the forest starts disappearing.

Just putting this here.
Waaaait that can't be right. I swear that wild trees have been regrowing on my last map. Maybe it's a mod feature I overlooked but I swear it's happening.
It's not a mod, my first colony I build many wind turbines without zones around them and was constantly having to cut down trees randomly growing under them after I initially cleared the area. They re-grow slower than growing zones trees (in quantity, not sure about growing speed), but I don't really understand what this thread is about.
#80
Ideas / Area priortiziations?
September 07, 2016, 11:30:34 AM
Hi,
I use the manual priortiziations often and feel they are pretty good at not forcing you to micromanage in this game. But sometimes, you just want to mine an entire room or harvest all your plants, and it would be nice if I could force a colonist to cut down a specified area of trees rather than having to force them to do them one at a time.

It could be done by adding a new button to each colonist. Prioritize area, and they would then prioritize any work they are capable of within that specified zone. If there are multiple jobs within the zone, they would still follow their manual priorities, although this feature would mostly be used to force one time jobs and help to avoid having to modify your manual priorities constantly.

I'm sure this has been suggested before, but I couldn't figure out what someone else might have called it so I am starting a new thread hoping we can introduce area prioritization.
#81
General Discussion / Re: Tynan: Next 3 Major Changes?
September 07, 2016, 11:09:17 AM
Quote from: Franklin on September 06, 2016, 02:14:10 PM
Quote from: Serenity on September 06, 2016, 07:12:20 AMRather than adding more and more systems, I'd prefer fleshing out what's already there. For example the medical and mood system could use some improvement.
For sure. I'd love to see a big balance patch as well.

I'd also love to see a few minor quality-of-life additions that a lack-there-of have made some mods mandatory. Like the Stonecutting Tweak and RT Fuse.
I don't see stonecutting change as necessary. You just go into the order details and can specify which kind of blocks you want them to make, the same way to would disallow someone crafting a sculpture form using up all your steel or gold for example.
#82
General Discussion / Re: Why split human and animal zones?
September 01, 2016, 06:55:04 PM
Quote from: MikeLemmer on September 01, 2016, 06:53:09 PM
I think it's to reduce the number of zones that are displayed in the Assigned and Animals windows. After all, they're listed horizontally there; it'd get quite crowded with 6-8 zones.
Good point, they could change that to a drop down menu instead of the current display to fix this.
#83
General Discussion / Re: Why split human and animal zones?
September 01, 2016, 06:54:27 PM
I think you should put this in the suggestions and I agree.

While most players will want to restrict their animals to different areas than their pawns, there is no need the zones need to be specific for one or the other.
#84
Hi,
I can't comment regarding a15 specifically, but regarding diseases, it sounds like there may be some recommendations we can give you.

1) Treat early and often: I see you commented that in the past, colonists could live over 24 hours before dying from infection. Don't do this! As soon as you are alerted tot he disease, have them go to the medical bed and treat immediately. And then treat them again as early as possible. Getting immunity before dying is how you beat an infection. Treatments are affected by many things (Medicine skill, bed quality, vitals monitor and bed type, type of medicine), so giving the pawn the best available treatment at the time will give you the best odds to keep them alive long enough to develop immunity.
2) Cleanliness: Make sure your hospital rooms have sterile flooring that is kept clean. This is huge in preventing infections and keeping them from spreading. My hospital rooms are all 1 patient/room which also helps, but you can get away with having two or three beds in one room. Having one colonist focused on cleaning and restricted to the "living quarters" can help greatly with this. I wish there was a way to get your pawn to prioritize keeping the medical room clean above all other rooms, but I can't figure out a way to do this without constantly changing their allowed zones.
3) If you fully understand the disease mechanics in the game and STILL feel they are too common and kill too many of your colonists, you are free to customize each game you play and adjust the skills related to medicine (Treatment, infections, etc) more to your liking. Personally, I think turning the diseases down would make the game a bit too easy, but the best part about Rimworld is that everyone can play games the way they enjoy and there is a scneario for everyone.
#85
Quote from: SpaceDorf on August 18, 2016, 06:11:28 PM
Well, I had the same problem, twice now in the same game.

as you can see in my screenshot, I have double constructed walls to the outside, and single constructed walls against the rock.
There are all three roof types ( constructed, thin rock, overhead mountain ) and my cooler totally went on the fritz
once the heatwave hit.
It was so bad that even when it cooled down outside or in the rest of the base, the heat in the kitchen remained up.
( 40°C in the base, between 30°C and 40°C outside and 40°C to 50° in the kitchen )
This kept this way even after the heatwave was over.
I admit I experiment with lots of mod ( 70 atm. ) but when this happened none of the mods where temperature related nor did I have some since I started the game.
I have some now, but nothing happened so far, and since winter is coming it will be a while till next summer.

If it's mountain or roof related, I will gladly employ roofbombs to fix this :D
Thanks for providing a screenshot. I though double walls meant two rings of single walls with walking space between. I wasn't picturing a literal double thinkness wall.
I will try in my mountain base load to recreate the problem and check back in.
#86
What happens if you build a 3rd cooler during the heatwave? Does it hit the temp. mark then? That should address if it's a bug or a capacity issue.