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Messages - muffins

#241
General Discussion / Re: Food
February 02, 2015, 09:14:21 PM
Orders > chop wood > click and drag a box over some trees > profit!
#242
General Discussion / Re: Food
February 02, 2015, 08:29:11 PM
Quote from: Morlow on February 02, 2015, 08:04:41 PM
I have a few more random questions so I will use this thread instead of making a bunch of new threads in the forum.

1) When you are mining out rooms in a mountain, is there a maximum room size I shouldn�t go over? 10x10 just like regular rooms?

2) If I want to make a room larger than 10x10 what do I use to support the middle of the room? A single piece of wall?

3) What is a good way to make silver early on, besides killing raiders and selling their stuff? I haven�t found any silver in the hills around me yet.

4) I found some gold in some cryo caskets, and was wondering what is the best use for it? Should I just use it as currency to buy stuff or use it in crafting?
1 & 2 - A roof needs to be supported by a wall, mountain, pillar etc within 10 tiles. If you want a room that is larger you'll need support (pillars, walls, buttresses etc. A single piece of wall will do it.

3 - Craft stuff like melee weapons or clothes to sell to traders. Very early in the game clubs are probably best since they take little material or time to make, and can be made of wood and stone.

The material the items are made of, how much material it took to make it and the quality of the item (depends on crafting skill) all effect the market value. With clothes from low to high value it goes cloth > leather > devilstrand > hyperweave. I usually sell leather goods when I can (leather is usually in short supply), but rely on cotton cloth clothes as the bulk of my sales. Clothes made of Devilstrand I keep for my colonists. With melee weapons gold, silver and plasteel are very valuable but in my opinion it's better to mass produce weapons with more renewable resources (wood maces, stone clubs for example). Once your crafters become very skilled masterwork or superior items made from mere wood/stone fetch some nice money. Plasteel weapons go for a lot, but you might want to save your plasteel for a skilled crafter.

4 - Gold I save up then craft something with it to sell (art, weapons etc) for lots of money.
#243
Quote from: milon on February 02, 2015, 06:43:10 PM
^ And yet, for all their culture, Raygun sleeps in said Grand Dining Hall.  For shame!

Raygun lost 70% of her brain in this incident. The poor thing is so slow now that she risked starving to death just walking from her old bedroom to the dining hall. Less civilised colonies would have just let her die and turn her into food and clothing, dumping what was left of her corpse in a dumping stockpile with the rubbish. Not in my colony! We're civilised and take care of our less fortunate members!

#244
General Discussion / Re: Endless play thoughts?
February 02, 2015, 07:00:22 PM
In DF we have containers (bins (metal), barrels (wood), pots (stone), bags (leather/cloth) etc). They're very cheap to make, take up one tile but can store ten items/stacks so stockpiles can house 10 times the number of items that would be usually the case. You don't need much space for stockpiles if you have lots of containers in them. Hauling is very efficient in DF. Haulers can grab a barrel etc from a stockpile, go off to stick several stacks/items into it then return the barrel to the stockpile. There are also wheelbarrows which speed up hauling speed (useful if you have bins made of lead). So things get cleaned up quickly.

Most metal things can be melted down so goblin weapons etc can be turned into usable bars. Traders will take almost anything so a useful rubbish (rock/metal/whatever) removal method is to make trade goods out of it and sell it to traders. You can even sell whole containers and their contents.
#245
My colonists are far superior creatures to the average grubby pawns that you usually encounter in colonies. My colonists eat their meals off a silver table in a grand dining hall surrounded by fine art. There's no gnawing of raw potatoes while sitting on the ground as in other, lesser colonies.

I've installed the sculpture in the middle of the grand dining hall. My colonists are so accustomed to fine art and fine living that I doubt they even notice it.

#246
General Discussion / Re: Tales system
February 02, 2015, 01:50:47 AM


I have the feeling that I'll be doodling some of the described artwork that crops up in-game after A9 is released  ;D
#247
General Discussion / Re: Food
February 02, 2015, 01:32:25 AM
You can make cooking more efficient by making sure that the raw ingredients and the meal stockpile are close to the stove. Also both butchery and cooking is the same job (cooking), but cooking takes precedence over butchery so if you only have one cook then nothing will get butchered unless you have him take turns cooking/butchering.

Lots of people use nutrient dispensers early on to save labour, then move to cook stoves later on (I myself only use cook stoves).

Pro-tip - save meat for fine or lavish meals. Using meat for plain meals when you have lots of spuds lying around is a waste.

#248
I guess it's similar to all the Roman emperors calling themselves "Caesar". In the ancient history of the RimWorld universe there must have been an artist called "Min" that was so great and talented that the name became synonymous with "great artist". Thus, later generations of artists tended to adopt the name "Min" as a title.

EDIT - Min sculpts non-stop and has (last I checked) 19 in art. This is the first legendary sculpture she has made in the two years she has been sculpting.
#249
"Oh, Min has finished another sculpture. Looks like it's made of plasteel. Lets have a closer look."

Grey Wisdom, a Legendary abstract sculpture in plasteel, created by Minyoung 'Min' Kim in the second year.

The sculpture has 1200 beauty and worth 27000 silver.



Oh ... my ... gawd

Should I sell this? Power armour and weapons are in short supply in my colony and I could do with the money. What happens if I install it?
#250
General Discussion / Re: I read in update logs...
February 01, 2015, 01:23:47 PM
The update notes are for the version of RimWorld that Tynan is working on, not the one that has already been released and that you are playing. We are playing alpha 8 while Tynan is working on alpha 9. All the update notes are for alpha 9.
#251
General Discussion / Re: Don't melee centipedes!
February 01, 2015, 01:20:41 PM
Quote from: skullywag on February 01, 2015, 10:12:49 AM
Melee on centipedes is strange, if you catch them while they are aiming, they constantly reset their aiming everytime you hit them, or aimlocking as i call it. If however you hit them and they havent started that part of their AI loop, youre gonna get reked!

I think this is what happened. I sent the colonists to melee the centipede and they met up right after the centipede fired at a turret.
#252
General Discussion / Don't melee centipedes!
February 01, 2015, 04:20:28 AM
I've not tried to melee centipedes in this current build until just now. It used to be a good strategy to deal with these tanks.

Seven colonists with melee weapons wiped out in seconds! I checked the corpses and there was massive damage to body parts hit. Limbs ripped off and destroyed (in seconds!).

wow ... I hate centipedes even more now.

What's a good strategy against these sheep-of-death now?
#253
General Discussion / Re: Crash ship part destroyer
January 31, 2015, 03:42:07 AM
I would have said that freezing them to death was cruel ... but they're mechanoids, so I hope they suffered  ;D

Does it work the other way with heat?
#254
General Discussion / Re: RimWorld change log
January 31, 2015, 03:26:42 AM
Brewing alcohol, growing plump helmets devil strands underground, tales and art on items and sculptures, smoothing stone, clothing that wears out over time, crafting of clothing, selling crafted goods to visiting traders, seasons and weather ...

What game am I playing again?

;D

I swear RimWorld becomes more amazing with each update and it's already 10/10 in my book. Thankyou Tynan for making such a wonderful game.
#255
Stories / Re: Brandon, Squirrel Slayer!
January 29, 2015, 03:02:32 AM
Quote from: muffins on January 29, 2015, 12:55:00 AMHowever, no-one died and no-one lost body parts.


It seems that I spoke too soon. Our top grower (with 20 skill) who went down in the ventilation shaft must have caught an M16 round to the head in the initial panicked crossfire at the shaft entrance. She can barely walk with just the 30% of brain left in her noggin  :-\