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Messages - Awe

#31
Quote from: Polder on August 08, 2018, 03:34:51 AM
Apologies for the theorizing.

The way I envision these changes as follows:

Manhunter packs no longer yield cookable meat.

Animal breeding and milking is buffed a little, but not so much that it becomes as good as cultivating crops in terms of nutrition per work. Animal protein should represent a food resource that is somewhat more valuable and difficult to acquire.

Just try to build animal farm one time. Im ok with overall concept, but currently game dont have good enough tools to make animal farm worthwhile. Im tried to do chicken farm 2 runs ago and its just a annoyance - too much player micromanagement to control over population and too much pawns work time required to feed animals and gather their products. Imho, in current state only few pack animals(like 2-3 muffalos) worth their keeping. Even a hauling doggos is a whim - its just better to recruit more pawns to do exclusively hauling job.
#32
Quote from: Polder on August 08, 2018, 02:53:39 AM
I think meat should come mainly from animal breeding, milk producing animals, hunting or trading.

Did you try to feed 20+ mans colony via animal breeding or milking?
#33
Quote from: Polder on August 08, 2018, 02:39:05 AM
A pack of manhunting animals gives a lot of meat. Maybe the animals should be poisoned so that the meat is inedible.

Maybe you just leave to rot corpses if you dont need a meat? Pretty simple solution. You dont need to do anything, developers dont need to do anything, all who love manhunters meat delivery dont need to hunt excesively. All happy.

PS My freezer looks so empty, i want bigger manhunting packs.

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#34
General Discussion / Re: How to allocate bionics?
August 08, 2018, 02:35:42 AM
You dont need a wiki. Just check ingame pawns info.

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#35
General Discussion / Re: How to prioritize medicines?
August 08, 2018, 02:31:45 AM
Only manually in vanilla. Not sure about mods. Im usually just sit at herbal meds and switch to better if i see a problems. (like infection and lowered blood filtration stat) And go full blue med at ship launch sequence. Glitterworld meds to rare to use it as default option.
#36
General Discussion / Re: How to allocate bionics?
August 08, 2018, 01:56:09 AM
Quote from: Thom Blair III on August 08, 2018, 01:40:35 AM
But what about power claws? Are they weapons or are they also for crafters?

Not for crafters - claws dont increase manipulation. Its a kinda melee thing, but bionic hands + weapon looks better(at least on paper). Only usage i see is install claws for ranged guys so if they are catched in melee they can drop gun and do some faceclaws to attacker. But catched ranged is so rare... so i just sell claws.
#37
Quote from: Thom Blair III on August 07, 2018, 10:15:29 PM
Having a big bank of battery backups is bad practice in Rimworld? I'm surprised...I thought it was their intended purpose. How are batteries supposed to be used? Is there some reference material for how power should be generated/used? I don't want to get Zzzt punished for misuse.

If you build balanced power supply you just dont need a big battery bank. Some solars to power sunlamps. Geothermals/watermills to power other stuff. With proper setup you can live with 1-2 battery. But having more not that scary. Im mostly stick to 2x8 battery banks(one online and one behind turned switch). Zzzzt not very destructive - just a few tiles of fire, and allow base to work some time even if external geothermals are cutted from main power grid by raids.
#38
General Discussion / Re: How to allocate bionics?
August 08, 2018, 01:13:43 AM
1. Replace fully inoperational parts.
2. Then fix manipulation <100(such pawns fail their tasks pretty frequently). Its a mostly missed fingers, sometimes scars. If problems with both hands, usually enough to replace just one.
3. Fix scars with a bigger pain to get rid of mood debuff.
4. Replace legs for melee guys, because armor is lower their movement speed.
5. Give some hands to main workers(crafters, farmers, cooks, miners), so they can work faster. Farmers also can have legs too. :) Legs for cooks/miners is situational.
6. Replace whatever you want. :)

PS Probably good idea to give hands to crafter(s) who produce bionics as tops priority. But not necessary, because you dont have any time limits.

PPS Forgot about doctor. Give 2 hands for at least one asap. Good manipulation also increase tend quality and surgery success chance.
#39
Quote from: Greep on August 05, 2018, 07:07:39 AM
Just use take to inventory in the drug schedule :D

Seems like they are dont take anything until use condition triggered. Im now just build little drug/food storage near killbox, but definitely want pawns to always carry 1 beer, tea, smokeleaf and wake-up. So probably one more "must have" mod added to my mod-list after 1.0 release.
#40
@Tynan, what changed in building priceing so much? +30% to base wealth after 1.0->0.19 upgrade.

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#41
Quote from: Greep on August 07, 2018, 03:17:22 AM
WOW.  Check out that market value.  Cyborgs are hot.

Sigh. Pawn - 20k, legendary lance - 4k, good power armor set - 5k, some devilstrand clothes - 1k. Total 30k just at one pawn. 10-15 pawns and you fly above 500k like rocket.

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#42
Quote from: mlzovozlm on August 07, 2018, 09:31:40 AM
Quote from: Polder on August 07, 2018, 09:20:50 AM
Relying on nutrient paste as main meal while also producing survival rations for caravans results in a lot of micromanagement since pawns will immediately take a survival ration into their inventory. So I have to watch the survival ration production like a hawk to immediately forbid any that are produced, and often having to persuade the cook to drop the ration he just produced.

Why isn't there a meal schedule like there is for drugs? It would be nice to control what pawns are allowed to eat, and what they are allowed to take into their inventory.

what i often do is to make a stockpile specifically for it, if i need 200 SPM, i put exclusive 20-tile stockpile, the pawns tend to throw produces all over the place, & you need to have haulers/doggies or manually merge them or wait for them to fill the stacks later

any new produce put on a forbidden stack become forbidden, so limit the stockpile zone to force them to put it at the right place, less micro-ing

Why not just exclude(via zoning) stockpile with SPM for anyone except cook and set cooking bill to deliver to that stockpile? Or place SPM stockpile near fine meals, so pawns just prefer fine meals over SPMs. Also never understand that NPD scrooging. At the point when you can spare some pawns from main base to caravan trips you already must have steady food supplies.
#43
Quote from: Greep on August 07, 2018, 04:02:46 AM
In any case I do like using inspirations on power armor.  Putting cyborgs in machine armor is weird and awesome.

Legendary lances are too good to waste inspirations to armors. 45 damage with 67 ap - potential torso one-shots on any humanoids. Excellent power armor is more than enough to have decent protection.  ::)
#44
Quote from: bbqftw on August 05, 2018, 08:22:52 PM
Now for those of you who are actually wealth managing and ethical players, thus cannot afford the raid point boost from haul-doggos, what is your corpse disposal mechanism? I feel like this and ultra wealth control are the true hallmarks differentiating idiots like me and true masters of the game

Stone room + molotov.  :D
Or freezer with sleeping spots for hungry doggos, so they can eat just after wake up. But first option is better because you can burn unwanted weapons too.
#45
Damn allied help. Almost killed my 2 pawn by crushing roof on their head. Is it possible to land such reinforcments a bit more accurately?

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