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Messages - cyberian

#46
Quote from: BoogieMan on December 15, 2017, 09:25:22 AM
I usually bump it up one time from the default.

This isn't exactly to scale since I made it in paint in a few minutes. More of an example of a layout than actual sizes of each room, though I do make the work rooms pretty big.
KK THX, I always made everything in multiples of 5x5 so like 5x11 for recroom, dining and freezer. But I think its better if I actually keep workshops bigger.
Do you know if there is any disadvantage if I basically have one giant room with all of the workshops inside? Except Butcher, Cooking and Research I would make extra rooms for those.
#47
General Discussion / Re: Tips for wealth management?
December 15, 2017, 09:21:23 AM
So I found this old thread:
https://ludeon.com/forums/index.php?topic=5327.msg50924#msg50924

where someone suggests you can actually build a walled off vault where you put your expensive items in and these then won't count towards colony wealth anymore. And his screenshot seems to proof that. Anyone knows if that still works in the current version?

Had a x19 Megasloth manhunter pack yesterday that I had to wait out and I am scared now :)
#48
Afaik there is a raid point budget and you can only reduce headcount by reducing that budget through altering the factors that increase it like reducing wealth or changing difficulty.

This guy https://ludeon.com/forums/index.php?topic=4948.msg47794#msg47794
made a short guide on how to change your savegame so you get lower raid value by lowering the <challengeScale> multiplier.
#49
Quote from: BoogieMan on December 14, 2017, 11:07:45 AM
Quote from: cyberian on December 14, 2017, 04:47:44 AM
Quote from: BoogieMan on December 13, 2017, 01:47:10 PM
I almost always utilize mountain colonies.

Starting off with a quick outdoor setup to get by early, I tunnel inwards and end up with a design more or less based on the concept in the attached screenshot. There may be better layouts, but it works well for me on max difficulty and is easy to set up. It can also easily be repeated to increase the size while keeping a smooth symmetry.
Looks nice, what are those tiny rooms for?

The small rooms are bedrooms. Usually 5x5 or 6x6. I try to assign people to rooms near the side of the base that they work on to help reduce time spent walking.
Ah k initially thought that but then your other rooms are massive.
Which map size is this?
#50
That is a really fun story. My peoples also walk around in full plate (MT mod) with -x move because I don't like changing so I might not want to go WU addiction :)

But Wake-Up is actually a nice drug. Its just bad that it requires that Neutroamine thing that you can't produce yourself only trade for.
Btw. does anyone know if tolerance decreases are for each drug seperately? Because then you would actually be able to go one Psychoid Pekoe every two days, one Wakeup every four days and one Beer every four days on all pawns without ever getting any tolerance or addiction. I might have to try that out.
#51
Quote from: BoogieMan on December 13, 2017, 01:47:10 PM
I almost always utilize mountain colonies.

Starting off with a quick outdoor setup to get by early, I tunnel inwards and end up with a design more or less based on the concept in the attached screenshot. There may be better layouts, but it works well for me on max difficulty and is easy to set up. It can also easily be repeated to increase the size while keeping a smooth symmetry.
Looks nice, what are those tiny rooms for?
#52
General Discussion / Re: Tips for wealth management?
December 14, 2017, 04:31:37 AM
Quote from: Hans Lemurson on December 14, 2017, 04:09:26 AM
Leaving animals un-butchered in your freezer is a good way to store a lot of food without driving up your wealth level.
Can confirm also extends storage hugely. In my first game I had 10 Elephants in my freezer. Probably also works good with Megasloths if you don't get Elephant herd migration and easier to hunt solo.
#53
Strange, I am doing tribal run too into year 3+ and had 4 couples () with 12 pawns. I made sure though I had equal number of males and females and recruited noone over 40 or with bad traits.

Maybe you just had bad luck so far?
#54
General Discussion / Re: Tips for wealth management?
December 14, 2017, 03:41:36 AM
So I went through my stocks and made a few observations.

I had giant leather and Muffalo wool stocks. What I did is to blueprint a few animal beds and set them to legendary quality minimum with he quality mod. That should hopefully burn through all the stocks and train my pawns. For Leather I am dismantling all apparel up to superior and crafting again. Of course that causes high quality stuff to be produced but at least my pawns are wearing those then so it has an effect and the rest will be dismantled. I also reduced the number of pawns collecting wool to 1.

THX for all the feedback btw. this is a huge help
@Limdood
But doesn't it also reduce the silver in your stockpile by the same amount?
Unfortunately rimworldwiki does not have item wealth on most items. Does anyone know a list of item values or can I somehow look in a game file or with some dev command?
Instead of burning or deteriorating the stuff directly I am currently burning excess stocks with construct/deconstruct jobs and smelt/dismantle but I guess I might go molotov with some of the stocks where that does not help.
@Dargaron
Agree in my first game I had a way too big corn field with all year growing it was insane the stocks that produced thankfully I am 20/60 Boreal Forest now there its not that bad. Only thing I always need is a giant hay field but the animals eat most of that so the wealth does not stick.
@Canute
Yes in my unmodded game I had only 2 melees too but currently with Medieval Times mod the big medieval faction raids have more melees in them so I have more as well also because there were quite a few prisoners with melee skills I got. But its not that bad as I can use them to man ballista/catapult so they become shooters as well until the enemy has closed. I guess in vanilla you can use excess melees to man mortars.

Even though I have taken some measures my wealth is still rapidly increasing. But I guess its not that bad as I am to 14 pawns now and 20 Muffalos and could handle everything. Also bought first bionic leg and some other expensive things. So I am not really doing a "poor colony" now but I am more thoughtful that I don't have dead stocks but the wealth I own actually goes into my pawns and rooms instead of sitting unused in a stockpile for years. So no excessive hording except for food.
#55
General Discussion / Re: Tips for wealth management?
December 13, 2017, 10:49:23 AM
I think I am already three years in or so don't know exactly so I would have to look.
But yes I progress slowly as I also don't do super efficient hauling setups.

I guess if there is no way around it I will supply a few better weapons to my good guys and give the meatshields medieval stuff. So my original starting crew and the better pawns will get Power Amor with Sniper Rifles and Charge Rifles and the expendable crew will get medieval stuff fullplates+longbows+warhammers and sit more at the front with the Muffalos. I just want to keep some of that awesome medieval flair of the mod.
#56
General Discussion / Re: Tips for wealth management?
December 13, 2017, 08:43:13 AM
Hmmh, I have about 5000 of each Pemmican, Kibble and Hay in Store I guess I should reduce that.
#57
General Discussion / Tips for wealth management?
December 13, 2017, 04:44:13 AM
Hello everyone,

I am into my second game ever with RimWorld.
I am using Medieval Times and Hospitality mods plus a few lesser impact QoL ones and I play on Randy Rough only because I am quite new to the game. One rule I made is no killboxes and my peoples are armed with Longbows and plate armor (MT items). I think I have 10 or 12 pawns now and the fort has been going well but that seems to have lead to much bigger raid sizes. Lately I get 25-30 peoples for the medieval factions the pirates with guns are thankfully lower size. I guess I am pumping out too many good high wealth items. I have lately started breeding Muffalos to help with my defense so I don't get completely overwhelmed and I started disassembling all the armor and weapons that I don't need on my pawns into steel again. I also found a Plasteel reserve that I don't mine out because I can't use it for anything good anyway.

So that what are the worst offenders for wealth in your experience?
Do walls and floors actually increase wealth? I have an all Slate castle with mostly marble floors and a few silver and sterile floors.
I have many stone deadfall traps scattered at all attack directions do they increase wealth much?
Would it help to go with lower quality furniture and maybe give some happiness with drugs to compensate?
Related to that does anyone know if tolerance reduction http://rimworldwiki.com/wiki/Drugs#Addiction_and_Tolerance applies for each drug seperately?
Because then I would go with Psychoid Peko every second day, one beer every four days and one wakeup every four days that should work for one dose of happy every day. So does it clean the tolerance from pekoe on the same day as it reduces the beer or does only one drug get out of the system each day?
Does my Muffalo Herd actually also hurt my wealth substantially?

Also would be glad for all other tips you have for wealth management or dealing with attackers using no killboxes and only legendary longbows at best.
#58
Uncivilized Barbarians :)
I never eat without a table even when your out in the wilds or so you can use something for an improvised table. I probably would go all stone-age if I had to.

That said for my colony I now have to administer Psychoid Pekoe where going drug-free before. Its mainly due to the common combination of marriage breakups, crossbow bolt scars in your face and eating without table.
#59
Btw. how does ammo work? My catapults seem to have fired without having ammo while the murder holes did not (but maby I just used it wrong).
Yet have to craft ammo as I only have 2 crafters who are busy with too many bills.
#60
General Discussion / Re: Closed vs. Open Colonies
December 12, 2017, 04:34:50 AM
I like a castle design:

with the extensions being filled with weapons and turrets and such and having overlapping fire.
I know its way less efficient than a big wall with only one direction where attackers come from but I like it this way and it fits with Medieval Times mod I am using I got many Ballista and Catapults in the towers :)