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Messages - eadras

#106
General Discussion / Re: Early-game clothing source?
January 23, 2017, 03:19:35 AM
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.
#107
Ideas / Re: Electric stonecutting table
January 19, 2017, 10:36:52 AM
Yes please.
#108
Quote from: Wanderer_joins on January 19, 2017, 07:23:17 AM
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.
LOL.  That's been my strategy for pirates with rocket launchers.  I haven't seen one with a doomsday launcher yet... awesome.
#109
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
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.
#112
Quote from: wolfmaster on January 14, 2017, 04:49:19 PM
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.
If 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.
#113
General Discussion / Re: Solar vs wind power
January 15, 2017, 12:50:30 AM
Quote from: Shurp on January 14, 2017, 02:41:11 PM
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?)
It 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...  ;D
#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 PM
Quote from: Pathing on January 14, 2017, 11:01:33 AM
I swear that is not my question  ;D
A colonist will choose a path that gives them highest average movement speed.
Do 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.
#116
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 PM
Quote from: Serenity on January 12, 2017, 05:01:37 PM
Quote from: Limdood on January 12, 2017, 04:42:54 PM
stockpiles with oddly arranged roofing to keep them from deteriorating
That's what equipment racks are for
Indeed, 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...
#118
General Discussion / Re: Chickens from Hell
December 08, 2016, 01:05:37 PM
Quote from: ZestyLemons on December 08, 2016, 05:22:26 AM
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.
Yeah, 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.

Most problems like this can be solved with zone or stockpile customization.
#119
Give him two peg legs, harvest his spare organs, and sell him to the next pirate ship.  RimWorld justice!
#120
Quote from: Calahan on November 22, 2016, 03:42:17 AM
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/
Thank you!  The barren wasteland effect was really starting to get me down.   ;D