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Messages - eadras

#121
Quote from: ReZpawner on November 17, 2016, 03:07:15 AM
Drag-select is the only way to do the mining. As for the trees, you can select "cut plant" rather than chop trees in order to cut down all plants (grown trees, young trees, as well as other plants). Again, drag-select is the only real way to do it.

...Unless I completely misunderstood your questions.
Those drag-select tools are under the "orders" menu.  Top left button.
#122
General Discussion / Re: Asexuality
November 11, 2016, 06:54:08 PM
I've noticed this in some of my past games, too.  I assumed it was a result of some obscure bug, but I couldn't narrow it down enough to make a useful bug report.
#123
Video games can actually be an effective learning tool for kids.  I think education will be more interactive and engaging in the future.
#124
General Discussion / Re: A16 Hype
November 04, 2016, 05:22:05 PM
This is so exciting!
#125
I made the mistake walling up a poison ship and surrounding it with IEDs, thinking it would make a nice trap for pirates to stumble into.  It just sat there, and eventually my crops began to disappear.  It took me a minute to figure out it was the poison ship; walls don't stop the spread of the poison.  Volcanic winter will slow plant growth, but not cause the plants to instantly die as the poison does.  Learning Rimworld the hard way is half the fun...
#126
It works well, saving food and your warden's time.  Just make sure to uncheck the "gets food" option at the top of the prisoner tab.  You have to have a prison barracks instead of cells, since the prisoners will be locked in their cells and unable to access the nutrient dispenser.  Usually I throw a table and some chairs in there, to help offset the penalties from the paste and the shared bedroom.  I only feed them real meals if I want them to join ASAP, or if they are sick in bed.
#127
Keeping spare charged batteries can save your ass during a prolonged eclipse.  This is true in any colony, but especially in an extreme biome such as an ice sheet.  Solar flares are another story... there is hardly any way to cope with them.  I guess you buy wood from traders and stockpile it, then make campfires when the inevitable happens, and hope it lasts.

I haven't made a serious ice sheet attempt yet, but I think you've convinced me to give it a go  8)
#128
Good question.  I've actually seen them crash through the roof and into my dining room.  Luckily the roof was the only thing that was damaged  :o
#129
Quote from: ShadowTani on September 02, 2016, 06:23:49 AM
It's possible he plays on Randy. Unless things have changed only Cassandra and Phoebe softcaps you at 10 pawns. However, Randy is to the storytellers as Ludeonicrous is for the map sizes, so experimental in some aspects, this being one of them. In short, yes, the game is definitively not really designed with large 40+ pawn colonies in mind.
My recent 22 pawn game was Cassandra Challenge on a large tundra map.   I was surprised that the colony got that big, which is why I questioned the "soft cap" mechanic. 
#130
I'm not sure how the "soft cap" actually works.  I had 22 pawns in my final A14 game before I moved on to A15.  Could have had more, too, but I stopped recruiting pirates.  The 22nd colonist was a wanderer joining, too, which I had never seen happen past 10 colonists before.  Add in 50ish domesticated animals, and you have nearly 80 little buggers moving around, and the game definitely lags at triple speed.

As to the question of your RAM speed, or the transfer of data between RAM and CPU, being the bottleneck, that seems unlikely.  The fact that your CPU is never passing 20% utilization is due to a lack of quad core optimization.  Effectively, because the game is configured to run on a single core, it can only utilize 1/4 of your CPU capacity.  I haven't followed Tynan's blog personally, but from others quoting him, I gather he has this issue in his sights.
#131
General Discussion / Re: How to prevent food poisoning?
September 02, 2016, 03:23:01 AM
Quote from: cultist on September 02, 2016, 02:32:20 AM
Quote from: ThiIsMe007 on September 01, 2016, 04:21:25 PM
Environment (for food storage) doesn't seem to matter however.

I was under the impression that the cleanliness of the room where the cook stove/campfire is placed also affect food poison chance. Is this wrong?
That would be a realistic factor, but I don't think it's implemented at this time.

For Monzer: food poisoning drastically reduces the sick pawn's movement speed (50% I believe?), which greatly impacts their productivity, apart from the frequent stops to vomit.  Vomiting also causes nutrition to be lost.
#132
Yeah I don't think the GPU will be the bottleneck for most systems, but rather the CPU.  Specifically since it hasn't been optimized for quad cores yet.  That should definitely help the game run smoother with high pawn density.
#133
Ideas / Re: Make sappers only attack your colony
September 01, 2016, 03:09:42 PM
I once had a tribal pawn open an ancient danger room on his way off the map.  So it's not just a sapper issue.
#134
Ideas / Re: Visitors and Traders why not helping ?
August 31, 2016, 02:01:20 PM
There are no kindly neighbors in Rimworld!  It would be cool to see a chance at a friendly rescue added.  It would kind of go against the grain of the rest of the game design, though.  I mean, everything about the game is trying to kill you, why would it suddenly do an about-face once it finally has you where it wants you?
#135
Quote from: keylocke on August 31, 2016, 11:59:09 AM
i also think the : longer game = larger raids.. is a dead end.

-the factions system really ought to be more developed so that factions can get annihilated and new factions may arise.
-maybe these factions are migrants from your colony starting their own faction via launching the spaceship. (or whatever)
-apply faction distance from your base (nearby factions visit more often, factions from afar take longer to arrive)
-some trade can be biome specific. ie : you can trade for desert flora/fauna from a faction living in a desert biome (maybe buy exotic seeds or animals)
-largely increase the number of factions so that you don't feel like the center of the universe.
-getting caught in the crossfire between two factions will increase combat traffic from both sides. (you can remain neutral or join an ally)
-etc..

----

for me, this should've been the next step, plus kids + water/hygiene. (i would've liked seeing these developed first before drugs system.. but whatever)

otherwise the world map just feels like it doesn't live up to it's full potential.
This is absolutely the direction I'd like to see taken.  There is so much potential in the faction interactions, and it could really bring the Rimworlds to life in a way no other development path could.
As to the OP's suggestion, I've already observed Phoebe using dynamic event combos to target my established colony's food supply.  Cassandra will also do this to a lesser extent, although unlike Phoebe, she never seems to give up on scaling up the raids and throwing them at you.