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Messages - khearn

#106
Looking on the bright side, at least you'll have nice clear fields of fire when the next raid arrives.
#107
General Discussion / Re: Maximum Hauling Capacity
April 03, 2017, 08:47:02 PM
Don't pick berries a couple of hours' travel away from your base? It sure sounds like you're doing your picking a looong ways out there. If you've picked everything close enough to be practical, then don't continue picking so far away that it becomes impractical. Plant some rice early on, and by the time you've picked all the close berries, you'll have rice to harvest and you can wait for more berries to grow close by.
#108
I'm not the most experienced player, but when I've had wargs, I've set up an animal zone that covers the entire map, except for my freezer (select the freezer, then invert the zone). They'll go out and hunt on their own. As a bonus, anything they kill and don't completely eat is unforbidden, so your haulers will go out and bring it home. Free meat. Even better, if you manage to train your wargs to do hauling, they'll even bring it home sometimes.
#109
Quote from: stu89pid on March 31, 2017, 02:44:24 PM

I am trying to follow what you are saying. Are you just saying that animals can't haul items if they don't have a zone to take them to? Is that not the same for Pawns as well?

I think what he means is this: If an animal decides to do hauling, it will pick an item, then try and find a place to take it. If there is no stockpile configured to take it, then animal will just shrug its shoulders (assuming it has shoulders) and decide to go for a wander for a while instead.

So you set up a stockpile that will take anything, but is set to low priority. So if there is some other higher priority stockpile that will take the item, like a cloth stockpile next to your tailor's bench for example, it will go to that other stockpile instead. But if that cloth stockpile is full, then the animal will at least go ahead and haul to the catchall stockpile instead of wandering.
#110
General Discussion / Re: Tired of useless colonists
March 31, 2017, 06:18:29 PM
Quote from: Shurp on March 31, 2017, 07:21:46 AM
This makes me think we need a mod which provides more interesting ways to get rid of annoying colonists.  Suppose we had an "execution" event, like the marriage event, where the colonists all agree to hang someone that annoys them all?

This game clearly needs magma.

You could always send them out to try and tame/hunt a passing thrumbo. Hmmm, but then the rest of your colony would still have to deal with the thrumbo afterwards. Maybe that's not such a good idea after all...
#111
General Discussion / Re: Clear Area
March 29, 2017, 05:06:41 PM
In Flanders fields the poppies blow...
#112
General Discussion / Re: This game makes you evil
March 29, 2017, 05:00:53 PM
I just started playing Rimworld last week, but I've spent years playing Dwarf Fortress. The above all sounds perfectly reasonable to me. What is this "evil" of which you speak?

I have noticed that I'm generally more careful with my pawns than I am with my dorfs, but that's only because there are fewer of them in Rimworld. When you get a new batch every spring and don't have a storyteller trying to put limits on how many you can have, it's easier to shrug it off if one walks in front of a minecart or needs to be used for ‼SCIENCE‼.