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Messages - The Man with No Name

#196
I was using square towers with one sandbag wide openings. In my first raid, however, the attackers approached from the corner direction and I couldn't shoot at them at all because the angle wasn't right. So then I switched to two sandbag wide openings which offered greater arcs of fire.

I've gone through half a dozen different tower designs now and am still experimenting.
#197
Ideas / Re: Combat balance suggestion
April 11, 2017, 01:52:38 PM
Does the game use something like this already? From the Rimworld Wiki page on the Heavy SMG:

QuoteAs it's restricted to not far above the 'short' range threshold, the heavy SMG is a decent weapon to equip those with poor (less than 95%) shooting accuracy, while still performing somewhat decently.

So would the difference in effectiveness between a pawn with good shooting ability and one with poor shooting ability be greater if using a highly accurate weapon like a sniper rifle than with an inaccurate one like machine pistol or SMG?

I give my colonists missile weapons according to the weapon's accuracy, with the best shooters getting sniper rifles and the worst getting machine pistol or SMG.
#198
General Discussion / Re: "Hide" stockpile?
April 11, 2017, 11:51:19 AM
Thanks. So not a very notable button then.  ;D
#199
Ideas / Re: Make rich soil more visible
April 11, 2017, 10:57:12 AM
Yeah, an autofill would be useful.
#200
Ideas / Re: Make rich soil more visible
April 11, 2017, 10:42:18 AM
Actually, could potentially expand it to being an overlay showing growing capability of all tiles. So squares with no growing capability, like stone or mud, would have no symbol, regular soil another symbol, like a dot, and rich soil squares another, like a plus sign.
#201
Ideas / Make rich soil more visible
April 11, 2017, 10:20:39 AM
Not a biggie, but when zoning growing zones, it can be hard to make out exactly which squares are rich soil squares.

So it would be useful if there was some added visual indicator only visible when the growing zone zoner was selected, like a dot, plus sign or other symbol as an overlay on rich soil squares.
#202
Quote from: Hans Lemurson on April 10, 2017, 02:22:45 PM
Usually what I've seen them doing is being efficient by carrying building materials to all the wall tiles in range of their target, then they will begin the construction that they had been ordered to do.

They will haul materials and lay foundations for more than one square at a time, but will do the actual constructing one square at a time.
#203
General Discussion / "Hide" stockpile?
April 11, 2017, 10:11:51 AM
What does the "Hide" stockpile option do?

I had thought it might mean that colonists ignore the stockpile and not haul stuff to it, but it appears to have no effect in this regard.
#204
I'm not sure the "Meeting Place" option affects whether colonists will eat at a table. I think I disabled it in the bedroom's table, but colonists would still go in to eat sometimes. I'll just remove the bedroom table.

I missed the "Party Spot" tile (which is in the Misc list), so I'll place one in the Rec Room. So no table needed there.
#205
Putting a table and dining chair in someone's bedroom leads to other people coming in there to eat, waking up the bedroom owner.

Parties only in happen in my dining room. The only table in my Rec Room is the chess table.

If I put a small table in the Rec Room, with armchairs around it, would people come in there to eat food? Do people only eat at tables if there are dining chairs, or would so do so with stools and armchairs?
#206
Ideas / Re: No Through Access/Access Only
April 10, 2017, 06:46:00 PM
Yes, it could work as as zones that could be painted on the map.

Stockpile rooms are another example. They can often be big rooms with multiple doors, full of ugly things that the colonists walk through instead of using adjacent corridors.
#207
Ideas / No Through Access/Access Only
April 10, 2017, 04:52:24 PM
So you build a second entrance to your freezer - one connected to the kitchen and one another one nearest your crops. Now the colonists use the freezer as a corridor for getting around the base. A 'Forbid' sign on the door does not do the task as then growers and hunters can't go through it.

So the solution is a 'No Through Access' or 'Access Only' setting, probably applied onto doors. Colonists would only use that door and enter the room if one of their tasks required it, such as hauling stuff in there or out (such as in cooking or eating) or other tasks like construction and so on. Once the task was completed in that room, colonists could then leave by any door.
#208
Restricting colonists to an area might work, but is a very cumbersome way of doing it.

It's similar with other tasks. Ordering a colonist to plant crops in an empty growing area, they will plant one square and then go back to the growing area they were previously working on.

Actually, for construction, you tend to have to order a colonist to prioritize twice. Firstly they will haul the materials and lay the foundations and then they will go back to their previous construction work, requiring ordering them again to prioritize finishing the job, which they will do only one square of before requiring re-ordering.

So perhaps the solution is to make colonists continue to work on assigned prioritized projects within a one square (or perhaps higher - 3?) radius of where they've been prioritized. So a hypothetical 1 x infinity wall they would keep working on forever and requiring only a single order for them to carry it out.
#209
Sometimes colonists won't do the work where you want them to.

For example, you want them to construct a wall in one place, but they want to work on building another wall elsewhere. You order them to work on the wall where you want it. They will do one square and then go and work on the other wall elsewhere, requiring re-ordering them to build the wall you want for every square.

So perhaps they will do work orders in the order they were placed? Why not have them work on the job closest in proximity to where they are, so if there's some work you want prioritized you can move them close to it and leave them to get on with it?