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Messages - Awe

#16
Quote from: Lancefighter on August 12, 2018, 02:43:12 PM
Either consider the climate when doing your math (30/60 grow days -> need twice as much farm, 20/60 -> 3x as much etc), or set up a greenhouse as soon as you can. an 11x11 exterior greenhouse has 47 growable tiles (49 base from 9x9, -1 for lamp, -1 for heater), which can support three pawns as per the math above.

Something wrong with mats. Greenhouse has exactly 100 growing tiles(9x9-1+5x4). And it definitely can support more than 3 pawns.
#17
Well, i dont know how this happened. Reassign rules again and now all ok.

Suggestion - please add a way to mass assign/reassign rules. Via mass select, or somewhere in the mod windows "apply to all", "apply to all of this kind" or similar to zoning changes. So its be possible to change diet of different animals or dont suffer if you accidently click on reset at your 100 chickens farm.
#18
None of this. I create default rule to animals. Wait until they are go to sleep and watch their wake up. And nothing changed - they are go as usual to closest source of food - rice, simple meals, fine meals or whatever. Ill try to switch some mods, probably compatibility issues. Tnx for response.
#19
Yes. Its from RimFridge.
But besides this meals i have some nutrient and simple meals just on the ground. (in like 50 tiles)
#20
Oh. Dreams come true.

PS Is it really work, or i missed something?

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#21
Cassy/Savage/Cold bog/Flat/342

Just got 120 man pirate trash raid. And im only at 530k wealth with 15 pawns. :-\ Am i really supposed to beat this in a fair fight? :-\

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#22
Subj! Killboxes and trapmazes for pirates soon!  ;D

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#23
General Discussion / Re: Question qbout harvest yield.
August 10, 2018, 01:43:48 PM
Tnx.
#24
General Discussion / Question qbout harvest yield.
August 10, 2018, 01:07:44 PM
Why healthy pawns with 100+ manipulation harvest 5 or 6 rice from fully grown spot? Must be always 6. Or its just a rounded 5,5 at rice yield info?

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#25
Yep, simple greenhouse is very good and achievable goal before first winter. Just a walled 11x11 patch of soil(preferably rich), sunlamp, 3-4 heaters, 1-2 battery, 3 solars, 1 wind turbine. Its like 1k of steel, 30 components and some bricks.
#26
Quote from: Thom Blair III on August 10, 2018, 02:58:37 AM
This is my first play through and I'm trying to figure out how to not grow/hunt/slaughter too much, yet make sure I have enough food for the coming year.  The problem I'm facing is the number of people and animals I have keeps changing. In addition, some animals are carnivores and some can just eat plants. So, does anyone have any insights on how to plan accordingly?

Im not planning anything. Just build a freezer big enough to have time to react on situation changes and preserve excessive calories.

Also you can have pretty flexible source of vegs if you go to roofed year-around hydroponic with rice. Rice at hydro grow fully within 2 rw days so if you grow too much - just switch some hydro tanks to anything else. Or switch back to rice and you have bigger harvest in 2 days.

PS Dont look at forbidden doors and empty hydroponic. Its just after solar flare. Doors forbidden to minimize cold dissipation and rice in hydro harvested because unpowered hydroponic kill plants. (its usually better just cut/harvest everything on solar flares)

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#27
Imho, wealth of base must be calculated only as raw resource. You have 5 bricks? Its a 5$ of useless wealth. You build a wall from it? It must be same 5$, but its already useful as cover. Same with resources for weapon/armor/decorations. You must not be punished so much for building that legendary golden royal bed, or converting 100 plasteel and 5 components into 4k$ gun.

PS Or count as base wealth only stealable and transportable resources like silver or drug stockpiles and ignore wealth from floores and other such things.

Also, about expectations. Its ok if you pawns lose expectation buff from base upgrading. But in same time i think their morale must be stabilized with each loosed level, so mood must degrade significantly slower and/or have some protection from at least harshes of mental breaks, at well supplied base. Now its ridiculous when a guy who sit a week at top mood just loose all this after a short trip outside of his chair.
#28
And whats wrong? 2 ppl = 4 meals/day, 2 muffalos = 8 meals/day, 2 thrumbo = 16 meals/day. Herbivores can be feeded for free if here is a growing season, so if you settle at northern cold biomes - wait for summer.
#29
General Discussion / Re: How to allocate bionics?
August 08, 2018, 08:42:42 AM
Hmm, afaik, bionic spine in vanilla doesnt give any benefits. Just for healing purposes.
#30
Quote from: bbqftw on August 08, 2018, 07:28:26 AM
There is a slight efficiency issue that I'd like to get input on.

Drug consumption itself gains recreation, so there is a bit of a bad feeling if you set drug consumption to occur at any recreation level. It feels like you are missing out on efficiency. That said, often with forced recreation time there won't be that many situations where pawn is simultaneously low mood + low rec to trigger drug consumption (if you set a mood requirement). And ultimately, I'd rather a pawn take drug than risk most mental break.

How do you people deal with this? Rec threshold for drug use or not?

Chem recreation can be ignored - telescope, tv, billiard, poker and free social and solitary is enough to keep any base at full rec. But im currently set beer at 40 mood/80 recreation, tea at 40/60, smokeleaf at 25/100.