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Messages - khun_poo

#166
I notice that it is now need your colonist with research priority to operate it. Also, I can select which specify mineral I need to found too. But is it really all there is to it?

According to my memories of my past B18 and some data mining from wiki, Long range mineral scanner pop a 'mineral found' event in about once every 30 days. Build more than one seem to be pointless.

However, in 0.19 the colonist can work on it. The question is, will researching speed, work speed, or multiple scanner faster the process at all? The description in game still the same as B18 though  :-\
#167
My usually stuff I always have on every caravan in any mission is...
- Food,
mostly pemmican. Packaged food is the best though since it give mood buff.
- Sleep bag,
enough for your people. Plus 1 or 2 if you're gonna rescue or captive someone.
- Medicine,
to make sure you won't get infected wound.
- Important drugs,
For addicted and schedule. I usually set drug policy that order every colonist to always carry 3-4 psychoid tea and penoxycyline. So I don't concern too much about it when load caravan unless I'm going on a long journey.

Next is the stuff for the quest, hay for my elephant if I have to travel on winter, shock lance for capturing some super OP raider on the way et cetera.

I think caravan loading time is not that bad. Ever since the update that make caravan animal following the colonist make it a lot better. By the way, I still set all other colonist hauling priority to 1 out of old habit while still in loading stage though :D.
#168
Yeah! I like that option disable too.

I usually train my intern doctor to practicing install peg leg to the prisoner respected donor. They usually make a minor mistake from time to time, no need to tell me every little things. 

:P
#169
Quote from: EvadableMoxie on August 18, 2018, 09:16:49 AM
I've been doing a lot of caravaning in 1.0, and I think a large part of the problem with caravans and mood breaks is the way recreation is handled.

You can get a pawn from 0 to 30% recreation in less than a hour just on a horseshoe pin when they're on a map. Even a dirt poor colony can have 4 recreation types from solitary, social, dexterity and cerebral with just a table, horseshoe pin, and chess table.  So if you settle and make a brand new map you can easily max any pawns recreation in an hour or two, tops.

When they're in a caravan it's hard locked to 8% recreation gain per hour when the caravan is not moving, and no gain when it is. It takes around 6 hours to get a pawn in a caravan at 0 tolerance back up to 30% recreation while the caravan is paused. On paper it should only take 4 hours since you gain 8%, but you don't actually gain 8% per hour. Even when the caravan is not moving, pawns recreation still drains at a constant rate.  So that 8% gain is not an 8% gain because you're losing recreation over time.  If you gain 8% an hour but lose 1% an hour, then you're gaining 7% per hour, not 8. 

On top of that, the only recreation type pawns can get in a caravan is Solitary if they're alone or social if they're not.   This means pawns quickly gain tolerance to that one recreation type, very quickly reducing the hourly gain.  The end result is even if you formed the caravan at 0% tolerance to that type of recreation eventually you'll hit 50% and stop being able to gain recreation at all.  Randy help you if you started the caravan at 30-40% tolerance to begin with.

All of these problems are manageable... but extremely tedious to deal with and involve a lot of micromanagement. Two things that would help would be to make recreation gain on paused caravans good enough to actually hit high levels of recreation if the caravan is paused long enough, and add an option to travel to the edge of a map and then rest, so that players can have their pawns can enter the map rested and without recreation penalties.

You have forget the chemical recreation. Bring psychoid tea, beer, chocolate or smokeleaf along with the appropriate drug schedule to ensure a fun trip for your colonist holidays  ;D
#170
Ideas / Drug policy.
August 04, 2018, 09:29:23 AM
Please add "If tiredness below x" bar in the drug policy tab too. I want my colonist to take drug like wake-up just before they're going to sleep to have the maximum effective.

If their is a mod for this please told me too :).

Thank you for reading
#171
Off-Topic / Re: Count to 9000 before Tynan posts!
August 02, 2018, 06:13:26 AM
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#172
General Discussion / Polygamy in Rimworld.
August 01, 2018, 06:35:51 AM
Is it possible to do polygamy?


My theory craft story is....

- A is married to B.

- B die from whatever fate stuck on. A freeze B corpse in the fridge and lock the door.

- C have unrequited love for A for a long time. After B is dead, C give a shot and woo A.

- C and A become a lover ... proposed ... blah blah .... married.

- A and C go to honeymoon on the nearby bandit outpost. The bandit congratulate on those 2 and give 'Resurrect mech serum' as honeymoon gift.

- A unlock the fridge and resurrect B.

Will A Polygamy and married B + C at the same time?  ::)
#173
+1  :)
#174
General Discussion / Re: A tough wimp? Really?
July 31, 2018, 09:11:55 AM
I once saw a bloodlust + wimp on the raider. They got into social fight before attacking my colony and somehow got knock down. I won't bother capture him though  :D.
#175
General Discussion / Re: Zones
July 29, 2018, 05:46:54 AM
I would expect that though  :-\

Immagine drawing a growing area focus on every tile of rich soil with some plant. Then you realise that the zone is too big just for one plant and want to separate it into 2 kind of plants. Your only option is to shrink it and drew again  :'(.
#176
Ideas / Castration operation.
July 29, 2018, 05:32:33 AM
Right now I have to seperate zone to stop animal to breeding.

The other option is to butcher all the entire male or female entirely. Unfortunately, 1 male and female dog happen to bond with my colonist.

So, I would like to suggest the castration operation that will stop animal from pregnant or mating.

Thank you for reading.  :)
#177
I would like to see trash bin too. The rubbish all over hallway made my janitor went berserk  :-\

btw, please post suggest thead in suggestion forum next time  ;)
#178
Ideas / Re: More details in the battle log
July 26, 2018, 01:43:28 PM
nice! I would love to  :)
#179
yes please !
#180
Ideas / Can we name shelf ?
July 25, 2018, 09:46:38 AM
I noticed that we can name the stockpile area (default hotkey is B). The new bench bill menu allow us to prefer which stockpile we want our colonist to haul their finished stuff to after crafting/cooking. The destination are ....
1. To best stockpile (default setting)
2. Drop on the floor
3. To stockpile number .....
4. 5. 6. etc. is to stockpile number ....

Sadly, the shelf is not on the list. The only way for colonist to haul stuff to determine shelf is to set highest priority of the said shelf to be highest because their is no way to named shelf as it is (or maybe their is a way to name it but I don't know  :-[).

Thank you for reading.  :)