Post a cool tip you know about!

Started by Limdood, February 09, 2017, 11:55:07 PM

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stu89pid

Quote from: Greep on March 18, 2017, 09:59:13 PM
Not quite a tip, but a fun fact.  Animals don't haul, and just wander around instead, if they're about to haul something that doesn't have an open stockpile for it.  So once you have enough haulers to haul everything you can just set a low priority/accept all stockpile off to the side so they can haul rocks or whatever garbage they're trying to move but can't. When they're finished, suddenly you've got 20 boars actually doing things!

I am trying to follow what you are saying. Are you just saying that animals can't haul items if they don't have a zone to take them to? Is that not the same for Pawns as well?

khearn

Quote from: stu89pid on March 31, 2017, 02:44:24 PM

I am trying to follow what you are saying. Are you just saying that animals can't haul items if they don't have a zone to take them to? Is that not the same for Pawns as well?

I think what he means is this: If an animal decides to do hauling, it will pick an item, then try and find a place to take it. If there is no stockpile configured to take it, then animal will just shrug its shoulders (assuming it has shoulders) and decide to go for a wander for a while instead.

So you set up a stockpile that will take anything, but is set to low priority. So if there is some other higher priority stockpile that will take the item, like a cloth stockpile next to your tailor's bench for example, it will go to that other stockpile instead. But if that cloth stockpile is full, then the animal will at least go ahead and haul to the catchall stockpile instead of wandering.

Edixo

Traditional fort designs work very, very well.

Make a 60x60 wall embrasure with a door in each corner, then make defenses on the outside of each corner. Plenty of space to build in.

You can even make it self sustainable if you build around a good spot of rich soil.
Nothing says "Home Security" like 50 turrets

AngleWyrm


Woodshop

If you have Hatti's Quality Builder mod, you can set up a wood-working shop to skill up in crafting.

Zone an area for your students to practice their crafting skills, put some plant pots in it, and then set the desired quality to legendary. They'll build it, disassemble it and build it again all day long.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

dkmoo

Accepted a pawn chased by pirate/tribals that turned out to be useless? Just say "no thank you" and return him back to his chasers. simply draft the pawn and turn him around to fight the mob. He'll be quickly recaptured and the mob will leave your base alone and exit.

You'll get a few messages from them demanding ransom but you can just ignore it.

No mood rebuff


GiantSpaceHamster

Quote from: dkmoo on April 03, 2017, 06:28:14 PM
Accepted a pawn chased by pirate/tribals that turned out to be useless? Just say "no thank you" and return him back to his chasers. simply draft the pawn and turn him around to fight the mob. He'll be quickly recaptured and the mob will leave your base alone and exit.

You'll get a few messages from them demanding ransom but you can just ignore it.

No mood rebuff

Don't forget to make him drop all his gear first! Wouldn't want to waste it =)

dkmoo

Quote from: GiantSpaceHamster on April 03, 2017, 06:38:01 PM
Quote from: dkmoo on April 03, 2017, 06:28:14 PM
Accepted a pawn chased by pirate/tribals that turned out to be useless? Just say "no thank you" and return him back to his chasers. simply draft the pawn and turn him around to fight the mob. He'll be quickly recaptured and the mob will leave your base alone and exit.

You'll get a few messages from them demanding ransom but you can just ignore it.

No mood rebuff

Don't forget to make him drop all his gear first! Wouldn't want to waste it =)

Yeah I did that in the beginning but realized the naked pawn dies too easily when fighting the mob and I get hit with debuff. Now I just leave it on, they rarely carry anything good anyway.

Kerbin Dallas Multipass

Quote from: dkmoo on April 03, 2017, 06:28:14 PM
Accepted a pawn chased by pirate/tribals that turned out to be useless? Just say "no thank you" and return him back to his chasers. simply draft the pawn and turn him around to fight the mob. He'll be quickly recaptured and the mob will leave your base alone and exit.

You'll get a few messages from them demanding ransom but you can just ignore it.

No mood rebuff

Don't I end up with a lot of "incapable of violence" colonists if I do that too often?

Greep

Incapable of violence can be drafted, they just can't fight. So draft them and send them to the front to pick their nose :P
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Edixo

If you get a manhunter pack that you can't fend off, don't attack them and make your pawns stay inside until the pack falls asleep from exhaustion. When they wake up, they're back to normal.
Nothing says "Home Security" like 50 turrets

Greep

Speaking of animals.  Best way to hunt high health animal herds and alphabeaver swarms:  Simple hit each of them once or twice with a gun.  Eventually, they will either die of blood loss or infection.  Pick up corpse.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

giannikampa

Animals marked for hunting are unforbidden by default on death, no matter what killed them. So if you don't plan to hunt for any reason (read "give hunt job to nobody") mark all the animals in the map for hunt, this way haulers will go for collecting them dead eventually with no effort in killing them.
And as always.. sorry for my bad english

AngleWyrm




   Hunting boomalopes in the rain
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

zeidrich

This is a series that fit together.

#1 - Daylilies planted in interior soil are a great way to create an impressive room early in the game.

Impressiveness is affected by Beauty, Wealth and Space of a room.  Space is calculated by the number of tiles you can stand on, and by a smaller factor of the number of tiles you can move across but not stand on.

If you make plant pots or shoddy art, you reduce the space of the room. However, if you plant daylilies in a growing zone, you keep all of that space.  Daylilies in soil are huge beauty, +23.

#2 - Soil doesn't get dirty.  Let's say you don't know about #1, and you build a room in the dirt, the dirt floor gives you -2 or so beauty.  You decide that it's early game but you want to make it nicer, so you replace the floor with wood giving it all neutral beauty.  Now people start tracking dirt in from outside, and until you get someone to clean it, you've got giant piles of -13 beauty dirt around, and with everyone being busy and nobody getting to clean, it starts to get uglier and uglier until it's so dirty that it looked nicer when it was just a dirt floor.

#3 - Rooms share benefits.  If you create an early-game barracks that's nice and big and filled with daylilies, everyone will get like a +4 for being assigned to a very impressive barracks, and it will take you basically no resources.  Now instead of creating another room, put a table and chairs in it, and put a horseshoe pin in it, and now all of a sudden everyone is going to be walking around with a constant +5 for eating in a very impressive dining room, and a +5 for relaxing in a very impressive rec room, and a frequent +15 for having been in a beautiful environment.

This really streamlines the process of getting started and keeping people happy.  You don't need to worry about personal bedrooms until you get enough spare time to start building good quality art.  It's not good forever, and the maintenance of the flowers does take pawn time away, but this will also build up their growing skill quickly.  But you get a new colonist, and all you need to do is throw down another sleeping spot or bed in the flowers.  Even just a sleeping spot assigned to them is going to give them a +4 immediately at least until you can build a bed.

Shurp

So the best way to keep colonists happy is to build a Viking longhouse with flowers growing inside?  This sounds more like Dwarf Fortress than Rimworld...
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.