Post a cool tip you know about!

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

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Thraxon

Big animals can be used as heaters if they are cramped in a room.

2 tip: Animal heaters doesn't give a fuck about solar flare and doesn't eat wood.

Snafu_RW

Try to control temp efficiently in temperate/boreal biomes. Use your cooler output as heaters if possible & appropriate, saving precious components early-game! Kitchens (with their stoves) generate heat; give them a vent as necessary.. ideally to your barracks/bedrooms/workshop area

Obviously this may not work during a cold snap/heatwave depending upon base layout, but for most of the time the temp should be comfortable

Wall in 'overhead mountain' areas to prevent bug spawns. If you need to expand deeper into the mountain, wall it in as soon as you can (an overhead mountain 'discovered area' can be a useful spot to bung waste heat too, provided you have the wall up), plus the walls give no mood penalty (as opposed to the rough rock face)
Dom 8-)

Panzer

#212
Ever wondered about weapon accuracy?

Touch range is considered 1-4 tiles away from your shooter (1 means in melee range)
Short range ends at 15 tiles away
Medium range ends at 29 tiles away
Long range is reached at 45 tiles

Weapon accuracy at touch range is always gonna be static and whats written in the weapon info, after that you get a linear increase/decrease until you reach the next value shown in the info.

The interesting part is, the only weapon to reach the long range multiplier is the sniper rifle, and the only weapons that reach the medium range multiplier are the assault rifle, the minigun, the great bow, the short bow and the bolt-action rifle (excluding special stuff like rocket launchers and mech weaponry you cant acquire).
Every other weapon has a range between mediumish to short, e.g. a poor heavy smg has a range of 18 tiles, thats a bit above the short range multiplier (60%) and that means that gun accuracy is pretty close to its short range multiplier at its max range (54%, if you wondered).

Now, if I had to guess, most killbox fights probably take place at a range of 20 tiles or closer, and non-killbox fights probably at even shorter range, which means when choosing weapons for your pawns take a close look at the short to medium range accuracy, most of your fights will probably take place somewhere in between and low numbers at high ranges might be misleading, because that weapon probably cant even shoot that far.

SpaceDorf

Quote from: Panzer on June 20, 2017, 05:43:48 AM
Ever wondered about weapon accuracy?


To quote myself : Use more shotguns.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
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giannikampa

I always thought long-med-short range accuracy was proportional to base max range of the weapon itself.. elseway why care to tell what the long range accuracy of the shotgun is? I'm confused now
And as always.. sorry for my bad english

Panzer

I thought that as well for a long time, I guess it is just a template output, left as is for programmer's sake, cutting out the unnecessary bits needs a bit of extra code ;D
My gut feeling tells me im right though, and the aiming tip confirms it. These are the stats of a normal pistol:



If the stats are proportional to its own max range, it should have an accuracy of 32% at max range. Now lets give it to a Colonist and see what the tooltip says:



Barry has a 16% chance to hit Tamara at max weapon range, the factors are his mediocre shooting skill of 28% and 58% of the weapon. If you look at the stats table, 58% is between the 71% for short range and the 50% of medium range, making this gun way more accurate than if it were proportional.

AngleWyrm

#216

Quote from: giannikampa on June 20, 2017, 08:43:21 AM
I always thought long-med-short range accuracy was proportional to base max range of the weapon itself.. elseway why care to tell what the long range accuracy of the shotgun is? I'm confused now

Tuning fork
Adds a minor text change to the GUI to clarify this issue
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ProjectXa3

Quote from: Shurp on March 10, 2017, 05:04:12 PM
The image you posted looks almost exactly like the Marine from Doom carrying a chainsaw... with similar results!!!
I didn't even notice the resemblance! Hey, anybody know how to get power armor in green??
"I set fire to my sheet of sailcloth and drape it over the skeletons."
"Okay I'm...I'm going to need you to roll for a personality check for that one."

Names are for the Weak

Do your pawns all suck/are incapable of mining, or need some extra stone blocks? Well, you're in luck! Simply deconstruct the walls of abandoned buildings and remove the floors!

JimJammer89

The best early-game defense I have found is to put a 1 tile pill-box in the center of the colony with 4 doors facing in the 4 cardinal directions, then surround with sandbags. When turrets are researched, put one at each corner, then tie them all to a switch in this pill-box so that they can be turned on and off from within. One colonist can stand inside this box and shoot in any direction with the cover bonus of darkness and sandbags and he/she won't be harmed by the turrets exploding. These are even useful in the mid to late-game for when enemies breach the outer defenses.

But beware! Man-hunting packs of animals (especially wargs) and excessive gun fire (Is there such a thing?) can tear through wood and steel like they're acid-soaked tissue paper. Also, when a man-hunting pack that has to be waited out comes, a colonist trapped inside a box is practically doomed.
Quote from: TitaniumTurtle on August 31, 2015, 11:57:18 AM
Who needs a force field when you can have a chicken field?

Limdood

Quote from: JimJammer89 on June 21, 2017, 04:04:13 PM
The best early-game defense I have found is to put a 1 tile pill-box in the center of the colony with 4 doors facing in the 4 cardinal directions, then surround with sandbags. When turrets are researched, put one at each corner, then tie them all to a switch in this pill-box so that they can be turned on and off from within. One colonist can stand inside this box and shoot in any direction with the cover bonus of darkness and sandbags and he/she won't be harmed by the turrets exploding. These are even useful in the mid to late-game for when enemies breach the outer defenses.

Darkness no longer affects hit accuracy

jamaicancastle

Quote from: giannikampa on June 20, 2017, 08:43:21 AM
I always thought long-med-short range accuracy was proportional to base max range of the weapon itself.. elseway why care to tell what the long range accuracy of the shotgun is? I'm confused now

The longer ranges are used for interpolation. Basically, instead of the accuracy percentage changing in steps - for instance, the short range accuracy at 29 tiles, to the medium at 30 tiles - it changes gradually - so the accuracy at 29 tiles, or 25 tiles or 20 tiles, is blended between the medium and long values smoothly. Thus, the shotgun's medium range accuracy helps determine the accuracy at the edge of its reach, even though it doesn't actually reach 30 tiles.

ProjectXa3

Quote from: Panzer on June 20, 2017, 05:43:48 AM
Ever wondered about weapon accuracy?

Touch range is considered 1-4 tiles away from your shooter (1 means in melee range)
Short range ends at 15 tiles away
Medium range ends at 29 tiles away
Long range is reached at 45 tiles


HOLYFUCKINGSHITTHANKYOU
"I set fire to my sheet of sailcloth and drape it over the skeletons."
"Okay I'm...I'm going to need you to roll for a personality check for that one."

Vlad0mi3r

#223
Quote from: Shurp on May 19, 2017, 11:05:33 PM
Well, you'd think I'd have figured this out sooner, but I just discovered the joy of having a separate dining/rec-room from my kitchen.  Even a lame "somewhat impressive" room gives a +4/+4 dining and rec bonus.  Admittedly this means your pawns have to spend some time walking through the door between the kitchen and dining room, but they're definitely happier when they're not dining next to a giant frozen muffalo carcass.

Once you have built the separate rooms so Kitchen/Dining areas you can set the doors to hold open you still get the separate room boost without the door slowdown.

Turret defended hostile bases:
When you get an hostile base with possible rewards event that is defended by turrets make sure you take a personal shield melee pawn along. There will be at least one pawn from the hostile team and let your snipers/long rangers take care of them.

Each turret has its own battery and solar generator but they are spaced out around the camp. Send your brawler, melee, shielded pawn to attack the conduit that the closest turret is connected to not the turret but the connection to conduit point. Armed with a plassteal long sword this will take about 3 hits to destroy. No exploding turret and it won't reconnect.

Take cover behind the battery while the shield recovers and then move on to the next one, always hitting the conduit connection point. Then once you have taken them all out not only has no one been cut up and hurt but you have 4 turrets, batteries and solar panels you can deconstruct for components.

My last turret base I got more value out of the components than the stash.
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

AngleWyrm

Lockable Doors will prevent the Agency from joining cult surmons.
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