New to the game, few questions

Started by NecroFlex, July 24, 2017, 09:09:42 PM

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NecroFlex

Hello, i'm new to the game, tho watched quite a few YT videos, played the game quite a bit the last few days but there are like 2-3 things that still boggle my mind, will number my questions for easier answering :) (yes i do read the wiki aswell to get a hold of some things)

1. Already towards the end game where you build your ship (i guess that's the ''end game''), researched more or less everything except ship parts, will do it later, but atm i want to know, i build 3 transport launchers and pods, i had a mission to deliver 1300 corn to a colony that was 11 days walk away, so the usage of the pods was logical. I decided to just let 1 guy go, added enough food for the walk back and the corn, clicked accept and he started loading, ofc it was slow but the issue was, he wouldn't stop, for nothing, he was joy deprived, tired, hungry...yet kept loading the pod, i could force him to eat but not to sleep or get some joy back, so he was at major/extreme brake risk all the time.
I couldn't get any other colonist to help load so he was on his own and even when he entered the pod, it was still not finished loading, but since he was in it, noone was loading the damned thing. Was this a bug or something else? If it's just how the game is, is there a mod that could help make that easier? Cause it's annoying as hell.

2. I have a farm plot a bit further from the main colony (tho not that far overall, my mortars minimum range is half way to the plot, so it's like 60-70...something away) but i don't see my farmers go there often and when they do, i have to force my colonists to pick it up cause it will otherwise rot since noone picks it up (cleaning and hauling are at 1, seems to be the best atm, tho could be wrong), too far away?

3. it said in the helper that colonists don't shoot eachother if someone is infront of them cause they shoot over their shoulder (rip ears) but i still saw my colonists get shot, be it right behind one another or far away (not counting miniguns and such), i'm guessing that's normal? Is the helper wrong in that part then?

Atm those are the questions that jump to my head, thanks for all the help in advance :)

EDIT: one more question that poped up
4. can the ''Zzzt'' aka the short in the wires be lowered or something? Does it have to do with terrain or is it random?

SpaceDorf

#1
Quote from: NecroFlex on July 24, 2017, 09:09:42 PM

1...yet kept loading the pod, i could force him to eat but not to sleep or get some joy back, so he was at major/extreme brake risk all the time.
I couldn't get any other colonist to help load so he was on his own and even when he entered the pod, it was still not finished loading, but since he was in it, noone was loading the damned thing. Was this a bug or something else? If it's just how the game is, is there a mod that could help make that easier? Cause it's annoying as hell.


Yep, thats a caravan or Pod Bug .. and there are mods out there that solve the solution. As work arround only load the food, and when you are done loading order the pawn to load or board .. that way multiple pawns will load the pods.

Quote from: NecroFlex on July 24, 2017, 09:09:42 PM

2. I have a farm plot a bit further from the main colony (tho not that far overall, my mortars minimum range is half way to the plot, so it's like 60-70...something away) but i don't see my farmers go there often and when they do, i have to force my colonists to pick it up cause it will otherwise rot since noone picks it up (cleaning and hauling are at 1, seems to be the best atm, tho could be wrong), too far away?
to far away possibly or not enough haulers to do the job, or pawns otherwise occupied ..
do the have jobs that superseed hauling ? ( set to 1 ? )
Designate some pure haulers for harvest, train animals like dogs, pigs, boars to haul stuff for you  ..

Quote from: NecroFlex on July 24, 2017, 09:09:42 PM

3. it said in the helper that colonists don't shoot eachother if someone is infront of them cause they shoot over their shoulder (rip ears) but i still saw my colonists get shot, be it right behind one another or far away (not counting miniguns and such), i'm guessing that's normal? Is the helper wrong in that part then?

yeap .. friendly fire is a permanent issue within RW.
Never position Pawns behind each other .. or only if the are in a V formation.
for hunting use short ranged, high damage weapons like shotguns and pistols ..
less space for pawns to wander in between. for pest control in your base Micromanage.


Quote from: NecroFlex on July 24, 2017, 09:09:42 PM
4. can the ''Zzzt'' aka the short in the wires be lowered or something? Does it have to do with terrain or is it random?

It is random, but may have to do with to much current running through single wires.
have parallel paths and don't leave powered workbenches in the rain ( they zzzt by default when it starts raining )
Parallel wires have the benefit of keeping your Network up, even if some of them burn.

I also have the gut feeling that wires put in walls are less likely to burn than free wires .. but I have no proof for this.

5.) And if you get the feeling a function or tool is missing in Rimworld .. go to the mods forum..it  is very likely there is allready a mod for it ..

EDIT :
6.) Welcome to the game and the forums.
Despite of being ruthless, psychotic cannibals we are quite friendly and welcoming here.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

NecroFlex

1. Thanks for the tip! I'll try and find the mod, but if i can't, can you be so kind to post the link to it? Ty!

2. I set cleaning/hauling to 1 cause noone was doing it and now they do it when they have time, i have 2 dedicated cleaners and haulers, one of them being just bad at everything else and one being a doc. I'll try to set the cleaning down to 2 if that'll help. Also all my animals have hauling trained (well all that can have it).

3. soooo, no sniper rifles to hunt? What about the shooting skill? What's best to have on people with high skill for shooting and what's best for people who are bad at it? Atm i have good shooters with snipers and bad shooters with machine guns and miniguns.

4. ahh, that could be it, i only have 1 wire running from the batteries, will add more :)

5. That's what i'm here for, tho don't wanna change the game too much, might later tho, atm i'm just seeing if there are mods that fix some things or make something a bit easier to do/understand.

6. thanks :D

SpaceDorf

1.) Hell if I know which one that was :P

2.) Priorities go from Left to Right, One to Four, If you want them to haul before the do something else, you have to set everything else Left of Hauling lower ( higher number ) than 1.
You can also set Restricted Zones for Your Animals which is a small way of saying them where to go and what to haul.
Set the Zone for food, your field and where the crops should go .. you can leave empty spaces in between, those will be crossed to get in other areas of a zone. ... also remember this if you want someone not to go anywhere ..

3.) Nope .. sniper rifle is stupid and can kill anyone who walks in between by accident ..
For Hunting Pistols and Shotsguns .. Pistols because of the fire rate and high toHit Rate Shotguns because of the High Damage and low range.
For Combat you choose right. What you should also look out for are the "Trigger Happy" Trait and "Careful Shooter"
CS is overpowered with Sniper and Bolt Action, while TH is perfect for Shotguns, Grenades and Miniguns. Also Minigun is a perfect close range weapon ..

5.) As mods go .. look first for HugsLib and ModlistBackup .. HugsLib is required by most mods now, and
ModListBackup is the Mod Helper Tool for Rimworld .. or there are two new ones .. pardeike wrote one and ModSyncNinja.

6.) Quality of Life Mods, add nothing but gui.

Fluffy's Mod Manager and Tabs ( must have, may look DF'y at first )
AllowTool ( more right click and multi-item options ) must have
More Planning ( more planning tool colors )
WildLifeTab ( see wildlife running around )
Quality Builder -> preset quality for buildings ( gets rebuilt .. )
QoLTweaksPack -> food control
BetterPawnControl -> presets for cloth, area and drug use
SSDamageIndicators -> damage gets shown as numbers
RUNTIMEGC -> Savegame Debug Tool if the game gets slow
New Zone Tools -> uniform growing zone ( fertility detector )
Hunting Warning -> gives a warning when animals hunt your's
HeatMap -> an overlay for indoor temperatures
JtExport -> Export and Copy&Paste wortable bills and stockpile settings
BilliesImprovedCaravanFormation -> title says all, also has a mod for Droppod Loading
Markers -> Markers for enemies
NotificationArchiver -> Finally after about 10 Alphas ..
SaveStorageandOutfitSettings -> the same
ConduitDecunstruct -> button to deconstruct only power conduits
Oblitus Mods -> sensible changes on how animals are displayed

BetterPathfinding and PathAvoid -> make pathfinding better but make my game slower ..

I think I even missed some .. but those are all gui addons .. no actuall content ..
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

NecroFlex

1. Ahh, well just asked, but will keep an eye on it, thanks :)

2. Ohhh...that makes so much more sense now, good to know!

3. The thing is, the guys that i use for hunting ofc have the best shooting, if i put shotguns on them for hunting and someone comes to raid they'll be useless (getting a lot of raids that instantly start attacking, so little time to give them another weapon).
What about any incindiary launchers and is there any good skill to have for using the mortar?
Also brawlers, i usually have them in the back to help if someone is injured or if they get too close, can they be used somehow else? (I made them plasteel longswords and one of them operates the mortar)

5. Awesome, thanks :)

6. Looks good, will check them out. Problem is that the game can get really laggy at points, i have an 8 core xeon and a 980ti and with a big colony i can sometimes barely keep 30fps and there's no quality option (also running at 4K doesn't help, would lower it but my monitor hates that for some reason and sometimes just stops working with the game if it's lower, haven't found any fix yet)

SpaceDorf

6.) oooooh you pooor bastard, my 10 year old Intel Quadcore with 4gig ram and 22inch screen outperform you for sue ..

3.) I use hunting to train shooting and send the worst shooters. Especially Trigger Happy Pawns which never spawn with passion in shooting .. thats why the shotgun is so awesome for them, first hit cripples most targets and they can finish it savely .. misses don't aggro the animals and they can train ..

That is what I use melee for. Or as Plugs when I use Doors as Embrasures when they carry shields.
They are also very good as backstabbers. Use a narrow passage that the enemy has to cross under your fire,
have a melee pawn or two wait in hiding and attack the enemy when they come through ..
forces them into melee and they stop shooting back, friendly fire may be an issue though.
If you want to capture enemies use plasteel maces or jade clubs for melee, for the kill longswords are great,
for interruption gladii are better, because they are faster.

I don't like incidiary launchers because they burn loot .. on the other hand burning enemies don't shoot back ..
Mortar uses no skill I know of .. best to use your non-violent pawns for them  ::) because the wont hit anyway
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

NecroFlex

6. Hey those are still good, still have my old one and use it for older games from time to time, Q9550 which was OCed to 3.5GHz, tho have it on 3GHz since it doesn't need all that speed now. Back to the point, i did drop the resolution down to 1440p, FPS is still low but it's a bit smoother going across the surface.

3. huh, never thought of that, will do that, got a few shooties in my stash just waiting to be used :D
Thankfully i don't have any none violent colonists but have a few brawlers so yay.

ax15r

Quote from: SpaceDorf on July 25, 2017, 07:53:27 AM
Quote from: NecroFlex on July 24, 2017, 09:09:42 PM

1...yet kept loading the pod, i could force him to eat but not to sleep or get some joy back, so he was at major/extreme brake risk all the time.
I couldn't get any other colonist to help load so he was on his own and even when he entered the pod, it was still not finished loading, but since he was in it, noone was loading the damned thing. Was this a bug or something else? If it's just how the game is, is there a mod that could help make that easier? Cause it's annoying as hell.


Yep, thats a caravan or Pod Bug .. and there are mods out there that solve the solution. As work arround only load the food, and when you are done loading order the pawn to load or board .. that way multiple pawns will load the pods.

Quote from: NecroFlex on July 24, 2017, 09:09:42 PM

2. I have a farm plot a bit further from the main colony (tho not that far overall, my mortars minimum range is half way to the plot, so it's like 60-70...something away) but i don't see my farmers go there often and when they do, i have to force my colonists to pick it up cause it will otherwise rot since noone picks it up (cleaning and hauling are at 1, seems to be the best atm, tho could be wrong), too far away?
to far away possibly or not enough haulers to do the job, or pawns otherwise occupied ..
do the have jobs that superseed hauling ? ( set to 1 ? )
Designate some pure haulers for harvest, train animals like dogs, pigs, boars to haul stuff for you  ..

Quote from: NecroFlex on July 24, 2017, 09:09:42 PM

3. it said in the helper that colonists don't shoot eachother if someone is infront of them cause they shoot over their shoulder (rip ears) but i still saw my colonists get shot, be it right behind one another or far away (not counting miniguns and such), i'm guessing that's normal? Is the helper wrong in that part then?

yeap .. friendly fire is a permanent issue within RW.
Never position Pawns behind each other .. or only if the are in a V formation.
for hunting use short ranged, high damage weapons like shotguns and pistols ..
less space for pawns to wander in between. for pest control in your base Micromanage.


Quote from: NecroFlex on July 24, 2017, 09:09:42 PM
4. can the ''Zzzt'' aka the short in the wires be lowered or something? Does it have to do with terrain or is it random?

It is random, but may have to do with to much current running through single wires.
have parallel paths and don't leave powered workbenches in the rain ( they zzzt by default when it starts raining )
Parallel wires have the benefit of keeping your Network up, even if some of them burn.

I also have the gut feeling that wires put in walls are less likely to burn than free wires .. but I have no proof for this.

5.) And if you get the feeling a function or tool is missing in Rimworld .. go to the mods forum..it  is very likely there is allready a mod for it ..

EDIT :
6.) Welcome to the game and the forums.
Despite of being ruthless, psychotic cannibals we are quite friendly and welcoming here.
that is some kind of bug where they load ONLY the pod in wich theyre going. if youre using using a second pod, assign a colonist to it then press the "fire group" -or something like that- button rigth before he enters/finishes loading, it will show a screen asking if youre sure since that colonist i not loaded yet, and press accept. (tip: paus the game when he loads the last item then do it)