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Topics - The Man with No Name

#21
Ideas / Set ownership of certain items
May 02, 2017, 06:27:33 PM
Set ownership of certain items, perhaps limited to apparel and weapons. So if you wanted your favourite colonist to always get to wear his Superb 100% Kevlar Helmet or Legendary Iguana Cowboy hat, and not have someone else take it during the automatic colonists' clothing change transitions, then one could do so. Other colonists could haul, but would be forbidden from equipping, these items.

Could also take it further and link it in with the equipment rack, or similar wardrobe/cupboard furniture item, so there are places where these items could be specified to be stored.
#22
Ideas / Bongos & Lava Lamp
May 01, 2017, 08:45:30 PM
For colonists' recreation time. Artist's impression of how they might look:

#23
Ideas / Boxing Challenge
May 01, 2017, 05:00:52 PM
A band of travelling huckster pugilists are passing by. They offer your colonists a challenge, for money, that their champion bruiser can defeat your colony's finest brawler in an impromptu boxing match (hand-to-hand, no weapons). Would work like social fighting.
#24
How much attention do you pay to the "quality" of the pawns that you capture and try and recruit?

In my current game, I've tried to recruit almost everybody - perhaps 9 out of 10 opportunities that arise. Sometimes I won't bother if they have 99% recruitment difficulty or major issues, such as luciferium addiction. Everybody that joins the base finds a role and something to do.

This does lead to some disadvantages. My three best constructionalists, for example, all have the "Lazy" trait and complete things 35% slower. The biggest "annoyance", though, is that only about a third of my colonists are any good with a gun. The rest all have so much better melee stats than shooting, supplemented with orange flame bonuses, that it seems imprudent to use them as shooters rather than fighters.

How different would my game have been if I'd taken the opposite approach and been very selective in who I'd tried to recruit? Only those with good and useful stats and lacking in negative ones. Would it have been easier or harder?
#25
Bugs / Not sharing Medicine from same stack?
May 01, 2017, 12:59:44 AM
I ordered two colonists to treat two injured people with Medicine packs, of which there was a single stack nearby with enough for both of them. Instead of both retrieving Medicine from the same stack, one retrieved from the stack and the other went to retrieve some Medicine that somebody had dropped some distance away.

So it may be that if a colonist is retrieving Medicine from a one-square stack, it is "reserved" and cannot be used by another colonist with the same task (unlike, say, meals, which lots of colonists can take from a stack at the same time).

I could only get the colonist to take the Medicine from the nearby pile by drafting him and making him wait until the other colonist had taken some Medicine from it.

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EDIT: I just noticed a similar issue in food preparation. Two cooks were cooking fine meals. I was down to one final stack of vegetables. Instead of getting vegetables from this stack, one of the cooks left the base and went all the way into the woods to pick up some berries as the fine meal's vegetable source.

So maybe this is a known issue, or even designed that way, although it doesn't make much sense.
#26
I've already mentioned this issue on this page in another thread. Since it's happened again, I'm posting it in this sub-forum.

Issue: Colonists continue to fire after the "Allow Firing" toggle has been turned off, as in this screenshot.



I haven't been able to pin down exactly what causes it. My latest guess is that perhaps it happens in instances where a target has been manually selected while a pawn is drafted. Subsequent turning off of the "Allow Firing" toggle does not stop them firing. As I say, that's just an untested hypothesis.
#27
RimWorld for the prisoner recruitment scenes.

They still amuse me, even after hundreds of viewings...  ;D
#28
I have some tamed livestock now, such as cows, turkeys and chickens. Will they be okay outdoors in the winter? If not, does that mean that they need to be in a roofed area, perhaps with a heater? Would a heated sleeping area be enough, or should they be protected from the elements all of the time in winter?
#29
General Discussion / Impossible to recruit "chief"?
April 28, 2017, 10:22:15 AM
I have a prisoner I've been trying to recruit for years with no success. She has 99% recruitment difficulty and my recruiting efforts have not gone above 1.7% chance of success.

Even with this low success rate, I feel that with the number of recruitment attempts I've made I should have succeeded by now.

She was captured from a tribal raid and her character type is described as "chief". Is was wondering whether there is some block that makes it impossible to recruit chiefs, despite what the recruitment percentage odds say?
#30
Which types of textiles work best for different types of clothes? To simplify things for discussion, I've grouped textiles into the following categories:

- Leathers (there's some variation between leathers, as discussed in my leathers thread)
- Wools (including Camelhair)
- Hyperweave/Devilstrand/Synthread (I've grouped these three together, although they have differing strengths and weaknesses)
- Cloth

Here are the main clothing items:

- Pants

- Jacket
- Duster
- Parka

- T-Shirt
- Buttoned Shirt

- Cowboy Hat
- Tuque
#31
My leather stockpile got to the overflowing stage a long time ago, and is growing faster than I can tailor stuff with. So I've decided it would probably be best to bulk-sell a lot of it to a trader. I've been looking at the Wiki info on Leathers and have created this list from the stats there. Green is good and red is bad.

Armor - Sharp Factor/Armor - Blunt Factor

Thrumbofur: 3/3.5
Rhinohide: 2.5/2

(All other leathers: 1.5/1.5)

Armor - Heat Factor

Pigskin: 3.85
Thrumbofur: 3.2
Cowskin: 2.9

(All other leathers: 1.7)

Insulation - Cold Factor & Heat Factor

Thrumbofur: 1.35
Arctic wolfskin: 1.25
Lynxskin: 1.15

Pigskin: 1.1
Alpacahide
Chinchilla fur
Snowhare leather
Warg fur
Yorkie skin


Arctic foxskin: 1
Bearskin
Carribou leather
Dromedary leather
Elkhide
Fennec foxskin
Husky fur
Megasloth leather
Muffalo leather
Polarbearskin
Red foxskin
Timber wolfskin


Hare leather: 0.95

Boomalope leather: 0.9
Catskin
Cougarskin
Deerhide
Goathide
Labrador fur
Pantherskin


Squirrelskin: 0.85

Beaverskin: 0.8
Cowskin

Capybaraskin: 0.75
Gazelle leather
Monkeyhide


Boomrat leather: 0.7
Human leather
Raccoon leather
Rat leather


Rhinohide: 0.65
Elephant skin

Cassowary leather: 0.5
Cobraskin
Emu leather
Iguana skin
Ostrich leather
Tortoise leather
Turkey leather


Market Value Factor

Pigskin: 1.45

(All other leathers: 1.3, except)

Cowskin: 1.1

So, shall I start by getting rid of everything in red on the "Insulation" list, except for Rhinohide, for its armor properties?
#32
Is there a way of selecting one's primary orbital trade beacon? I built one in a storage room attached to my crematorium, which is outside my base. An orbital trader came and I bought some stuff, but the stuff didn't beam down where it normally does. I couldn't see the stuff anywhere and I thought I'd encountered a game bug. Then I remembered about the location about the other trade beacon and there my stuff was, prosthetic leg and all, decaying outside in the rain.

So it looks like I'm stuck between either having my stuff beam down outdoors outside my key base area or demolishing the crematorium trade beacon, meaning having to haul all dead man's stuff into a stockpile in my base, which is time-consuming.

Is there a way of easily setting the receiving beacon? If not, then the game could do with one. I have four trade beacons and the crematorium one was neither the first or the last I built, so I'm not sure how the computer automatically decides which beacon to beam stuff down to.

EDIT: One way I could do it, I've thought, although slightly complicated, would be to do my deals in two parts. Sell stuff, have someone go and turn off the crematorium orbital trade beacon and then buy stuff. Hopefully, the trader won't beam stuff down to a beacon that's not powered.
#33
Ideas / More lighting/lamps
April 24, 2017, 10:52:02 AM
I'm sure it must have been brought up before, but the game could do with at least two new lamps.

1) Wall lamp

A utilitarian lamp, perhaps most useful for corridors, where standing lamps look a bit odd. Must be fixed to wall.





b) Lampshade lamp/Lamp with shade

The electric lights in the game all have a cold white light, good for workshops and so on, but not very pleasing to the eye. So a lampshade lamp would provide a warmer light, like the wooden torches in the game do, and so would be more suitable for social places like the Rec Room or bedrooms.




#34
To create fine meals, one needs to combine vegetables with animal products.

Thus far in my game, all of my animal products have come from hunting or cargo pods. Now that I have sixteen colonists to feed, I need a lot of animal products.

Since colonists pay no attention to the locations of other colonists when firing weapons and are prone to shooting each other, I fear that using the auto-hunting feature would soon lead to the demise of my colony. Manually hunting is time-consuming and only gets more so as the colony grows in size.

So I guess that means I'm going to have to take a pastoralist approach and start husbanding animals for milk and meat. How productive is the pastoralist approach to food production in this game? Any tips?

I suppose I might also start buying meat from traders, when the opportunities arise.
#35
What's the best weapon to use for downing pawns for capturing, such as escaped prisoners, berserk colonists or raiders, that has the best chance of both winning the fight and also downing the hostile pawn without killing/maiming them? An Awful quality wooden club at 10% condition? Bare fists?
#36
General Discussion / Best use of medicine
April 20, 2017, 07:12:43 PM
There's a bit on the Wiki about this, such as that dry-bandaging (using no medicine) can only heal one injury at once and that using a medicine pack is a waste on minor injuries.

Let's say a colonist has one or two gunshot injuries that needs bandaging, but is in no immediate danger or their death several hours away. Dry-bandaging, and so using up no medicine or herbal medicine, would be slower, but, if time was not crucial, would there be any other drawbacks in dry-bandaging, such as healing time?
#37
General Discussion / Horseshoes direction
April 19, 2017, 01:54:21 PM
I am building a beautiful horseshoes court for my colonists in a new location.

What determines the direction they will play horseshoes in? Will they always play in the same direction?

From what I've seen of their activity at the new location, they are always throwing from north of the stick. They always throw from five squares away, so I am going to place a lavish silver tile beneath their throwing spot.
#38
My star grower, Eridani, insulted another colonist, Rose. This drove Rose into a rage and she started a fight and beat Eridani to death.

How do I deal with this? Should/can Rose be punished?
#39
General Discussion / This could be interesting...
April 18, 2017, 07:46:24 PM
A large manhunter boar pack has appeared at one edge of the map.



Soon afterwards, on the other side of the map, the combat supplier appears.



Who will win? Betting is now open...  :D
#40
General Discussion / Chunks surrounding my towers?
April 18, 2017, 03:02:18 PM
I have towers at the corners of my base for colonists to shoot from. I was thinking of surrounding the towers with chunks, so hostiles attacking the towers would be slowed down, allowing more time to fire at them. The chunks would initially be one-tile thick surrounding and touching the tower, but might increase to two to four tiles thick.

Is this a good idea? Would the chunks affect the accuracy of shooters?