Clothing can be a real challenge early in the game. Especially because new colonists almost always seem to show up "unhappily nude", regardless of the outside temperature. I try to tame some alpacas as soon as possible if I'm in a biome with harsh winters. They produce a lot of wool, and it's warm enough that just a tuque and jacket can keep your colonists warm. Cloth is innately unreliable due to the blight event, as you found out. Leather Tribalwear is surprisingly effective, though.
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#108
General Discussion / Re: Doomsday Rocket - its that good???
January 19, 2017, 10:18:03 AMQuote from: Wanderer_joins on January 19, 2017, 07:23:17 AMLOL. That's been my strategy for pirates with rocket launchers. I haven't seen one with a doomsday launcher yet... awesome.
I use it against tribals:
https://gfycat.com/ScientificDistortedCaecilian
Or when the AI comes with one, use a psychic insanity lance against one of them, ideally against one with a personal shield, and watch the fireworks:
http://imgur.com/a/MMMB3
http://imgur.com/a/do2qD
It's really helpful, and fun.
#109
General Discussion / Re: 96% success chance doctor failing five out of six operations
January 19, 2017, 10:05:37 AM
I'd really like to see crutches added to the base game. It shouldn't be necessary to do a near impossible surgery (installing a peg leg) just to release a prisoner/guest who has lost a leg.
#110
General Discussion / Re: Plague unbeatable early game?
January 19, 2017, 09:55:56 AM
You don't need glitterworld meds or hospital beds to survive, provided you have a good doctor. Every colony should have a good doctor - and you should protect them by keeping them out of battle, and innoculating them with Penoxycline so they don't get sick themselves. Herbal meds may not cut it, though... so buy a decent supply of regular medicine ASAP. Then it's strict bed rest and prompt treatment. Haven't lost a colonist to plague yet using this formula.
#111
General Discussion / Re: Things that could make you quit playing Rimworld
January 16, 2017, 05:45:49 PM
Mood isn't that difficult to manage when things are going well. When pawns start dying, shit goes downhill fast. The only mood issues I find annoying are druggies craving a fix, and the buggy "innocent prisoner died" (when the person wasn't a prisoner, but a random passing npc who stopped in the hospital bed and lay there until they starved to death, as no treatment interactions were available, and arresting them would have made their faction hostile). Super lame.
Surgery and prosthetics do still need an overhaul. Had some hostile tribals captures early game, and I wanted to release them to make the tribe non hostile. One was missing a leg, so I tried to install a peg leg so he could walk off the map. Only had herbal meds, but a 15 skill doc; how hard could it be to strap on a peg leg? First try, failed in a minor way. Second try, failed in a ridiculous way, with massive trauma. Third try, butchered the prisoner. And I just wanted to release the poor fella.
None of these issues would make me stop playing, but they are very annoying and "immersion" breaking.
Surgery and prosthetics do still need an overhaul. Had some hostile tribals captures early game, and I wanted to release them to make the tribe non hostile. One was missing a leg, so I tried to install a peg leg so he could walk off the map. Only had herbal meds, but a 15 skill doc; how hard could it be to strap on a peg leg? First try, failed in a minor way. Second try, failed in a ridiculous way, with massive trauma. Third try, butchered the prisoner. And I just wanted to release the poor fella.
None of these issues would make me stop playing, but they are very annoying and "immersion" breaking.
#112
General Discussion / Re: Has anyone managed to raise a horde of wargs ?
January 15, 2017, 12:58:54 AMQuote from: wolfmaster on January 14, 2017, 04:49:19 PMIf I'm doing a wolf or warg pack, I generally set up a den on the outskirts of my base, with a special exit for them. It's a big time investment to train them to haul, but once they are trained, they will pretty much feed themselves, and then haul the corpse back to a designated area to be harvested for leather and spare meat. Puppies and pregnant females can be brought into a barn for safety. But yeah, they do feed themselves on most maps, if you set it up right.
I have a large pack of wolves. I have sold off most and regrown the pack. They multiply quickly and are very effective fighters. Feeding them is the challenge.
#113
General Discussion / Re: Solar vs wind power
January 15, 2017, 12:50:30 AMQuote from: Shurp on January 14, 2017, 02:41:11 PMIt seems that every Rimworld is actually a large moon orbiting an extremely massive gas giant. This would explain the days-long eclipse phenomenon. As for the frequency of extreme solar flares, the Rimworld's extreme gas giant could be orbiting very close to a red dwarf star, perhaps even as a binary system, if the star is small enough and the planet massive enough. This is the only configuration I can think of off the top of my head to explain both of these phenomenon! But back to solar vs wind...
One thing I don't see anyone calculating is the components and resources needed for the batteries when you use wind power. Shaeis describes the advantage in power produced by wind power. But how much of that power is lost because your batteries are full? It's easier to balance batteries with solar power.
But of course, you have to have wind for when the monster eclipse occurs. (How large is this moon that it blocks the sun out for days? Can you imagine what the tides on Rimworld must be like?)
#114
General Discussion / Re: Solar vs wind power
January 14, 2017, 02:03:40 PM
I use a mix of solar and wind, with fueled generators for backup/emergency. Solar would probably be significantly better than wind, if it weren't for the sun being eclipsed about half the time.
#115
General Discussion / Re: Pathing question
January 14, 2017, 02:00:58 PMQuote from: Pathing on January 14, 2017, 11:01:33 AMDo they, really? My colonists seem to go out of their way to avoid my paved roads, preferring to trod through mud, water, waist deep snow, or anything else that can potentially slow them down. Seriously, they don't seem to care at all about either taking the shortest path between two points, or average movement speed.
I swear that is not my question
A colonist will choose a path that gives them highest average movement speed.
#116
General Discussion / Re: Colony Animals randomly attack manhunters, what's up with that?
January 14, 2017, 08:49:59 AM
I've noticed this in both A15 and A16. Just this morning, my pet wolf hit a manhunter boar 2 or 3 times when it pathed by. The boar didn't retaliate, and the wolf disengaged and lost interest. Not sure if this is working as intended or not.
#117
General Discussion / Re: Mortars: Useful or not?
January 12, 2017, 10:39:32 PMQuote from: Serenity on January 12, 2017, 05:01:37 PMIndeed, I find it baffling that everyone does not place an equipment rack full of shells next to their mortars. It's probably the best use for equipment racks in the game...Quote from: Limdood on January 12, 2017, 04:42:54 PMThat's what equipment racks are for
stockpiles with oddly arranged roofing to keep them from deteriorating
#118
General Discussion / Re: Chickens from Hell
December 08, 2016, 01:05:37 PMQuote from: ZestyLemons on December 08, 2016, 05:22:26 AMYeah, exactly this. Make two separate non-overlapping animal zones, with roosters assigned to one and hens to the other. Move the roosters over to the hen house only when you need a clutch of chicks.
Two living spaces for chickens, one for males and one for females.
Assign one male to female space when you want to get s'more chickens.
Most problems like this can be solved with zone or stockpile customization.
#119
General Discussion / Re: Crack ( Sorry I dont know where to put it ! )
December 05, 2016, 05:24:13 PM
Give him two peg legs, harvest his spare organs, and sell him to the next pirate ship. RimWorld justice!
#120
General Discussion / Re: My map is dead by year 3 - every time!!
November 22, 2016, 09:51:42 PMQuote from: Calahan on November 22, 2016, 03:42:17 AMThank you! The barren wasteland effect was really starting to get me down.
Tynan said he has made some changes to how plants reproduce in A16, which should help with this problem. Here is the link to Tynan's post (on reddit).
Tynan - "I've already re-tuned plant reproduction for A16 so this should be alleviated in future."
https://www.reddit.com/r/RimWorld/comments/5a60jx/so_a_thrumbo_just_selftamed/d9efpg4/