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Messages - tyriaelsoban

#91
Ideas / Re: Better Mental Break for Starvation
May 10, 2017, 12:11:38 AM
Yeah, ive had this happen too... break because im exhausted (forgot to unset work on schedule) wanders around, collapses, gets up after filling the sleep bar 25% on the floor of my common room ... goes back to wandering around for two more days, by the time he "unbreaks" he is on the verge of "Starving (Extreme)" and just about makes it to the fridge to grab a meal and very unlike a starving, or urgently hungry pawn ... dosnt just ram it all down his throat while sitting on the floor.
Nope, he takes the time to wander through the two airlock doors in my freezer to reach the common room dining table ... talk about weird.
The next time he did that, i drafted one of my colonists and got them to knock his butt out by shooting him with an AR.
#92
Ideas / Re: Ate without table
May 10, 2017, 12:07:12 AM
Nutrient paste solves all these problems, they cant reserve items that dont exist. ;)

There is also a food scheme mod avail on the workshop that allows you to force your colonists to eat specified meals, so worst first, best first, raw etc.
#93
Ideas / Re: Redoing the Hauling System
January 19, 2017, 05:46:12 AM
Something else that should also be taken into account is; the haulers tendency to go and grab those 6 blocks of sandstone from way in the middle of bum-fuck-nowhere ('scuse the euphemism) when 5 tiles away there are also 35 blocks of sandstone, but instead of condensing the stacks into 41 and hauling them home, the current system calls for a second hauler to pick up those 35 blocks from the other side of the map ... WHY GOD, WHY WOULD YOU MAKE IT DO THAT?!
It drives me up the wall, because pawn A could haul all 41 units even with a dicky manipulation score and pawn B could go and do something fucking productive, instead of driving me bloody mental!
I mean, i cant even shift click order haul, so if the game does not recognize that pawn A can haul all of it ... ive got to spend 5 mins screwing around with this guy hauling the 6 units while the ai keeps dicking around and sending extra pawns to grab the 35...
#94
Ideas / Re: New power options
January 19, 2017, 05:46:03 AM
There is a fission reactor mod for rimworld on the workshop, rimushima or something like that ... but i believe Dubwise56 is still working on recoding it for alpha 16.

If you feel like going backwards in tech ... Medieval times also has a plugin for coal mining, but you never run out of coal as long as you have a guy mining it ... so thats a bit op for power, the fireplaces are a bit naff and cant stave off even minus 40 all that well for a 5x5 room.

Chemfuel should be a generator thing (if it is not already) because, seriously? who the hell burns timber to make electricity?
#95
General Discussion / Re: Plague unbeatable early game?
January 19, 2017, 05:28:34 AM
The last time i was able to survive plague as tribal with herbal meds was A15, cass dropped a raid on me while everyone was still taking their bedrest.
After the fighting died down i had two standing colonists left (everyone else was either bleeding out, or unconscious from extreme pain), one of them proved to be a bit of a battleaxe and went on to haul each and every one of the others to bed, while the colonist with sanguine and steadfast went on a sad wander ... not kidding, steadfast/sanguine one had a mental break as soon as the bar touched the minor threshold while this guy with pessimist and fast walker went on to treat everyones sicknesses and staunch bloodloss and then pass out from exhaustion infront of a stove cooking his dinner ...

Anyway, this world ive been playing randy/intense with Vindar's Medieval Times and i had a rage moment because the AI infected 6 of of my 7 people with plague, now ive survived a tribal raid of size 30 (with a colony value of 40k) - all of my medics went down with it and it forced me to reload, with early tech i have yet to survive plague even with good tending skills and mid-level meds, medical bay is difficult because ive had to spend all my money on food on the count of living on frozen tundra - money also difficult because randy likes toxic fallout and i have no timber left, so glad i went and grabbed the coal mining mod ... at least my guys wont freeze to death ...
#96
I used it to survive a 50 man tribal raid in A13 ... nothing quite like pasting half a raid with one shot ...
#97
Bugs / Pemmican vs Berries and similar foods
January 12, 2017, 08:11:42 AM
I've been playing alot of tribe start maps lately noticed an annoying trait of pawns, it seems that pemmican and berries share the same priority when a villager chooses stockpiled food to consume, in some cases, even though the pemmican is closer i will see a villager go and consume berries from the stockpile instead, none of the villagers in my current save have that stupid "eats raw food" trait (ascetic?) but its highly irritating having to micromanage every meal a villager has when you're gunning to make the best use of all your stocks in order to survive winter on the tundra.
#98
General Discussion / Re: Sea Ice Community Challenge
January 06, 2017, 09:31:18 AM
Attempt 10, Day 14.
Traders, traders everywhere ... no seriously, firstly visited by a pirate trader and then before they even leave orbit, a bulk goods trader shows up ... talk about lucky, right? minor frostbites dont hold me back and the pirate sells me an awful camelhair parka ... but its -112C worth of tolerance, so i cant complain...
My attempts to save runners have not met with success and thus far several raids have come close to making melee range with engie, who has proved to be quite the crack shot ... though a go-juice problem may be on the horizon, hopefully cass decides to be nice to me because all i have is 2 units.
And i havnt even had to make bits of corpses yet ... im just waiting for vengeful cass to come back...
#99
General Discussion / Re: Sea Ice Community Challenge
January 06, 2017, 06:43:58 AM
So attempts 4 & 5 met with a sticky end ...
In attempt 4, day 54, i should of just let them all die of hypothermia because engie got into weapons range and then proceeded to spend 60 seconds puking on the spot, just puking, she gets hit once in that time and goes bezerk, tries to close to melee range and is downed, game over.

Attempt 5 day 20, oh i hate scythers ... charge rifles are bad enough, but being told i have a 0.53% chance of being hit and my guy is shooting at a 45% hit chance with no enemy cover, there is a reason i call charge guns "bulls*it rifles" ... while i killed them both, engie inherited an infection in her lung and since infections untended progress faster than the sleeping pawn, i decided i wasnt going to waste my time.
#100
General Discussion / Re: Sea Ice Community Challenge
January 06, 2017, 04:44:50 AM
Round 4: Day 54, poor Engie has been alone up here for about 2 weeks since her savior died of hypothermia (after graciously tending engie's gunshot wounds from a raid that happened the day before) ... with sensory mechanites and persistent bezerker rages so i havnt exactly been doing alot, shes either been asleep or raging most of the time because she also lost her brother last season, i have been eating dead bodies since day 30, on the upside she has a thermal tolerance of -148, so no hypothermia for me.
Mana from heaven comes today in the form of a pirate siege, food, materials and other stuff ... assuming i can get out there without engie having another break and passing out in the field, i might actually get somewhere now - i seriously cannot believe how lucky ive been ... she snapped out of several breaks just in time to defend her shack and burgeoning stash of fo... i mean bodies.
#101
General Discussion / Re: Sea Ice Community Challenge
January 06, 2017, 01:03:58 AM
i came up with a similar layout to the one using a nutrient paste dispenser as the lower wall, but because rimworld was a dick i had to remove it seeing as how it used most of my steel, i couldnt finish everything i needed.
so ive got 40 steel and all the items needed for a trader, but obviously, no traders ...
Im playing with the trader spot mod, because im not dealing with traders sitting in my base eating my food lol
#102
Outdated / Re: [A16] MarsX v3.0.1 - Musky Edition
January 04, 2017, 02:47:06 AM
Quote from: BlueWinds on January 03, 2017, 11:29:26 PM

2 - Smelter
6 - 2x 4x4 Solar Panels
4 - Treadmill
3 - Basin, Shower, Terlet
4 - MIST
18 - 3x Suit Stations
1 - Air Outlet
1 - CO2 Scrubber
2 - 2x Heaters
5 - Irrigation pump
= 46 components.


So lets break this down - ill explain why at the bottom.

2 - Smelter - essential additional materials.
6 - 2x 4x4 Solar Panels - essential even if you have the RTG.
4 - Treadmill - nope, see below.
3 - Basin, Shower, Terlet - essential happiness.
4 - MIST - essential, B/S/T wont work without them
18 - 3x Suit Stations - Essential, but three is overkill.
1 - Air Outlet - Essential
1 - CO2 Scrubber - Not currently necessary.
2 - 2x Heaters - Essential, cold = bad.
5 - Irrigation pump - depends on personal opinion.
= 46 components.
New total = 30, pending second eva suit station then its 24, if the fix for the plant pots is in effect, then 25.


In order;

Treadmill - is something ive NEVER needed, my guys do so much hairing around that their fitness has not dropped below 95%.

Suit Stations - Ive made it work with one EVA suit storage, there is so much work to do with a stone cutters station that it needs to be manned 24/7 (or at least one guy has to spend their entire work-shift). and as long as they dont spend more than two days in suit, its perfectly ok for a pawn to sleep in the suit.
Since everyone in my settlement works shifts, so with the three people i have at maximum 2-3 hours of a day where someone isnt working due to joy/sleep constraints, so this means i really only have one suit in active service at a time till after the supply drop, so at most, you will need two suit stations.

C02 Scrubber - Daylily/Rose plants in plant pots are still scrubbing co2 out of the air for me, and if youre growing plants in normal soil then this is also unimportant, as the plants photosynthesizing will scrub co2 for you, however, i am not sure if this is Dubwise's intention, as these potted plants do still use the moisture in their tile, they take forever to die though even if it runs out.

Irrigation pump - Depending on your difficulty level, you can opt on rough/2 ships to send a resupply with nothing but food and materials, since you dont obtain a second set of crewmen till you send someone back or you build a third ship yourself and a food container lasts three pawns more than two seasons (three and 1/2, i believe), though i also micro the food, my guys were still eating freeze-dried ration packs a week after the supply pod landed - so things like an irrigation pump can also wait and dont forget, with more than two ships, you can always suspend the missions with additional colonists on them.
This, in my opinion makes the irrigation pump unimportant till the supply ship arrives.