Just throw them right in the barn, with zone setting to prevent animals catching fire or pawns putting them out. Chemfuel stockpiles could also work, but are not free and micro intense to get small stacks. Definitely not practical, but maybe sufficient to bypass flares.
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#152
Ideas / Re: Redoing the Hauling System
January 24, 2017, 12:49:41 PM
Whenever my haulers fail to haul away 2k potatoes I do it manually and change the work priorities (or get animals) so that this won't happen again. Eventually, it will, when the colony gets bigger, but it's definitely nothing I do permanently. The last two runs I didn't build a single turret.
*Maybe I'm just too stupid to play RimWorld more time effective, but I like it.*
*Maybe I'm just too stupid to play RimWorld more time effective, but I like it.*
#153
General Discussion / Re: Plague unbeatable early game?
January 24, 2017, 12:38:08 PM
They are. Well, surgeries are, but that counts, doesn't it? I linked to it 3ish posts above.
That's the reason I like RimExplorer, early early game gets much easier with less pawns to feed, a charge rifle and of course lots of glittermeds.
That's the reason I like RimExplorer, early early game gets much easier with less pawns to feed, a charge rifle and of course lots of glittermeds.
#154
Ideas / Re: Redoing the Hauling System
January 24, 2017, 04:06:06 AM
Crafting Hysteresis is great to pin your cook to the stove, he makes 10 meals and is done for the day instead of cooking 2-3 meals and walks through half your base to do something else.
However, I said Hauling Hysteresis, which is far more important to me. It helps preventing a hauler getting stuck in a supply chain carrying 10 units of raw food to the stove and the meal away unill the cook is done. Applies to all such scenarios.
makkenhoff has a point. 3 haulers can haul huge amounts of stuff in shor time when controlled manually. Automation vs OCD will never be optimal for all players, but I enjoy going at 1x speed more than speeding up.
However, I said Hauling Hysteresis, which is far more important to me. It helps preventing a hauler getting stuck in a supply chain carrying 10 units of raw food to the stove and the meal away unill the cook is done. Applies to all such scenarios.
makkenhoff has a point. 3 haulers can haul huge amounts of stuff in shor time when controlled manually. Automation vs OCD will never be optimal for all players, but I enjoy going at 1x speed more than speeding up.
#155
Ideas / Re: dead man's apparel mood debuff - any good solutions?
January 24, 2017, 03:48:49 AM
The moment I discovered that a textile industry is profitable is the moment my colonies started gushing cash. I don't need the D for motivation.
#156
Ideas / Re: We make bad suggestions and come up with horrible ideas.
January 24, 2017, 02:35:32 AM
When this pawn dies, the next in line will take his place.
#157
Support / Re: Phoebe has no permadeath mode
January 24, 2017, 02:30:57 AMQuote
6. Log File
Posting a log file means uploading the log RimWorld generated. Here's where to find it:
Windows (Steam): C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\output_log.txt
Windows (non-Steam): RimWorld####Win\RimWorld####Win_Data\output_log.txt
Mac (Steam): Users/<UserName>/Library/Logs/Unity/Player.log
Mac (non-Steam): /Users/[your user name]/Library/Logs/Unity/Player.log
Linux (Steam): /home/<UserName>/.config/unity3d/Ludeon Studios/RimWorld/Player.log
Note: You must run RimWorld from the console or the log file will not be created. If you don't run RimWorld from the console, you may find the log at /tmp/rimworld_log
Linux (non-Steam): /home/[your user name]/.config/unity3d/Ludeon Studios/RimWorld/Player.log
Taken from post #1
#158
General Discussion / Re: The most sick experience i ever had in a game.
January 24, 2017, 02:28:11 AM
We can only assume that this girl took over pirate leadership with the intention on defecting later to weaken a major enemy of the colony. Opportunities must be taken.
*One of her ancestors clearly is Cpt. Jack Sparrow.
*One of her ancestors clearly is Cpt. Jack Sparrow.
#159
General Discussion / Re: Sea Ice Community Challenge
January 24, 2017, 02:17:10 AM
While wood is import only and needs micro to set up. How far below/above comfy temperature can animals go without frostbite/heatstroke? I've never seen a health condition so far, even when 20°C off. Snowhares have -70°C btw.
I'm using a geysir to keep my greenhouse + boomrat warm (reduce heating cost), but you don't even have that in Sea Ice. Heating with an incendiary launcher/cocktails?
I'm using a geysir to keep my greenhouse + boomrat warm (reduce heating cost), but you don't even have that in Sea Ice. Heating with an incendiary launcher/cocktails?
#160
General Discussion / Re: Sea Ice Community Challenge
January 23, 2017, 05:20:41 PM
Ah, didn't know that. Was only at -50°C in winter so far, I guess that's not too far from break even.
Is it possible to have animals at such temperatures? Most of them wouldn't survive a solar flare, no?
Is it possible to have animals at such temperatures? Most of them wouldn't survive a solar flare, no?
#161
Ideas / Re: Your Cheapest Ideas
January 23, 2017, 05:15:27 PM
Assigning every worktype (or bench) to a priority is how the game does it in background. However, the average RimWorld user will get overwhelmed by this. That's why they're bundled into 12ish work types. Fluffys WorkTab gives you the full spectrum. I recommend using that if you fancy your OCD that much, because it is unlikely to be implemented in the core game. Small mistakes in the assignment has the potential to ruin your colony. You have been warned. *Just kidding, wanted to use that phrase*
Btw, the descriptions of the work types in the priorities menu are already very good. It explains that the crafting work type is only for dumb labour e.g. Also you can restrict your bills with allowed skill levels. 90% of the thyme this will be enough.
Btw, the descriptions of the work types in the priorities menu are already very good. It explains that the crafting work type is only for dumb labour e.g. Also you can restrict your bills with allowed skill levels. 90% of the thyme this will be enough.
#162
Ideas / Re: We make bad suggestions and come up with horrible ideas.
January 23, 2017, 05:01:03 PM
Football (british english or BE) /= football (american english or AE)
#163
Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
January 23, 2017, 01:41:04 PM
I just had a guy complain about a pawn being kidnapped, but instead of ransom demands firing, the faction leader died and the abducted girl became the new leader. Poor fellow might not get her back.
#164
General Discussion / Re: The most sick experience i ever had in a game.
January 23, 2017, 01:37:36 PM
She is called gifted for a reason I guess. Such stories are the reason why so many people love RimWorld. And while this is a good example, it is by far not the most sick experience here 
Unless you want to cheat, there's little chance of getting her back. Faction leaders (and pawns existing in the world_pawn list) have a chance of participating in raids/caravans. Then there's the "demand ransom" event, but I think that won't work now that she's the leader. If she spawns during a raid, you'd have to capture her, which has a high chance of death, because the random death mechanic instakills 66% (not sure) of every pawn that gets downed.
Cheating simply requires devmode and "spawn faction leader" combined with "force join" or something like that. Or save scuming in case she dies when getting downed.

Unless you want to cheat, there's little chance of getting her back. Faction leaders (and pawns existing in the world_pawn list) have a chance of participating in raids/caravans. Then there's the "demand ransom" event, but I think that won't work now that she's the leader. If she spawns during a raid, you'd have to capture her, which has a high chance of death, because the random death mechanic instakills 66% (not sure) of every pawn that gets downed.
Cheating simply requires devmode and "spawn faction leader" combined with "force join" or something like that. Or save scuming in case she dies when getting downed.
#165
General Discussion / Re: Sea Ice Community Challenge
January 23, 2017, 01:29:07 PM
Well, there's this community challenge where people try to ... oh, wait. 
I don't think there's an advantage in sea ice good enough to outweight the costs. Would be different if mechas would freeze to the floor. Currently doing a permafrost tundra to acclimatise for even colder stuff in the future, I do that for fun. Everybody can do easy.

I don't think there's an advantage in sea ice good enough to outweight the costs. Would be different if mechas would freeze to the floor. Currently doing a permafrost tundra to acclimatise for even colder stuff in the future, I do that for fun. Everybody can do easy.