RimWorld Next patch will be 1.0 confirmed by Tynan!


Next patch will be 1.0 confirmed by Tynan!

Posted: 14 Jan 2018 08:10 PM PST

I feel bad for her

Posted: 14 Jan 2018 11:39 AM PST

Packaged Survival Meal Production Is Redundant - Balance Analysis + Feedback

Posted: 14 Jan 2018 09:33 AM PST

So in Alpha 17, the production of Packaged Survival Meals became a reality in the base game. Great, right? After all, packaged survival meals weighed less than standard meals, had a fairly decent amount of nutrition and would never spoil. These characteristics alone seem like a great sell so far, but they come at a significant cost.

A single packaged survival meal takes 1,400 ticks (23 seconds) of work to make, along with 0.5 meat nutrition and 0.5 vegetarian nutrition - that's 10 meat or 2 eggs and 10 of any fruit/vegetable. On top of that: a level 8 cook is required to even be able to produce packaged survival meals, and a 2,000 point research that requires nutrient paste to be researched, which in turn requres electricity. A single packaged survival meal that has 0.9 nutrition; the same amount as a simple meal.

It's not the above setbacks alone though that's the packaged survival meal's biggest problem in terms of overall feasibility though. Pemmican is the problem.

A batch of 16 pieces of pemmican takes 700 ticks (12 seconds) of work to make, along with 0.25 meat nutrition (excluding animal products) and 0.25 vegetarian nutrition - 5 meat and 5 of any fruit/vegetable. There is no skill level restriction to producing pemmican, and the research required takes a mere 500 points without any prerequisites. A single piece of pemmican has a nutrition of 0.05; a batch has a total nutrition of 0.8.

While it could be argued that packaged survival meals never spoil while pemmican takes all of 80 in-game days to spoil, remember that your colony has the capacity to freeze food using electricity, so storing pemmican isn't going to be an issue when it comes to spoilage. On top of that, your average trade caravan journey's probably only going to be around 5-10 days, in which time the pemmican will most likely have been consumed. The only other advantage that packaged survival meals have over pemmican is that they are far more space-efficient: a full stack of 75 pemmican is 3.75 nutrition, compared to a stack of 10 packaged survival meals sporting 9 nutrition which substantially cuts down on loading time. A human has a baseline daily nutrition consumption of 1.6.

"So why argue that packaged survival meals are redundant when you clearly listed two advantages," you might be thinking. While those advantages are definitely present, they won't really be distinct by the time you are at the point in the game where you have sufficient manpower to comfortably caravan. Now to list the ugly side of the comparison between packaged survival meals and pemmican:

  • With 10 pieces of meat and 10 vegetables, you can produce a single packaged survival meal which has 0.9 nutrition. With the same amount of ingredients and time (setup-dependent), you can produce 32 pemmican which has a total of 1.6 nutrition - enough to feed a person for a day.

  • A single packaged survival meal weighs 0.4 Kg, but 0.9 nutrition's worth of pemmican (18) only weighs 0.324 Kg - that's 19% lighter. That allows for 23.4% more food (pemmican) to be carried, or more trade goods or something similar.

  • You need four times as much research investment to even be able to produce packaged survival meals compared to being able to produce pemmican - that's for an Industrial era colony; it only gets worse in the packaged survival meal's favour for tribes since tribes start with pemmican already researched. That, combined with a packaged survival meal's cooking skill requirement makes packaged survival meals much less accessible than pemmican.

  • An adult colonist eats when they've only got roughly 0.3 nutrition left in their body, so they need 0.7 nutrition to satisfy their hunger. If they eat a packaged survival meal, around 22% of that meal's nutriton will be wasted. With pemmican though, there will be absolutely no nutrition wasted. This problem becomes more prominent with teenage colonists since they eat with around 0.255 nutrition in their body, which means that around 33.9% of a packaged survival meal's nutrition will be wasted - pemmican will be wasted in this case too, but only 0.8% of it is.

I personally think that this is quite a major balance issue, and perhaps some tweaks should be made to make packaged survival meals more appealing - lowering the production cost from 0.5/0.5 to 0.3/0.3 meat/veg nutrition would be a great start. I've tried to give all sides to the argument and it'd be great to see more thoughts on this matter!

[Edit: Typo fix]

submitted by /u/XeoNovaDan
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She must have made someone VERY angry

Posted: 14 Jan 2018 01:09 PM PST

Same thing.

Posted: 14 Jan 2018 04:44 PM PST

The origin of toxic fallout : Resolve

Posted: 14 Jan 2018 01:57 PM PST

Endless cycle

Posted: 14 Jan 2018 01:41 PM PST

New start :)

Posted: 14 Jan 2018 02:01 PM PST

It took 9 years but we finally finished it

Posted: 14 Jan 2018 04:51 PM PST

First colony ever. Today I gave them their ending.

Posted: 14 Jan 2018 05:59 PM PST

Small Rabbit Mountains looks like the outline of a small rabbit

Posted: 14 Jan 2018 12:58 PM PST

What your Hospitality guests leave you when they want you to know they had a blast

Posted: 14 Jan 2018 02:12 PM PST

"Mistakes were made" -- Raid drop pod navigator

Posted: 14 Jan 2018 01:03 PM PST

They can only detect one thing: Fear.

Posted: 14 Jan 2018 09:14 AM PST

Decided to get my very own Mech Tortoise! Not as cute as Gysik's though.

Posted: 14 Jan 2018 04:19 AM PST

No Eyes, Bionic eyes

Posted: 14 Jan 2018 05:50 PM PST

I just discovered the boon that is transport pods for saving caravans

Posted: 14 Jan 2018 04:39 PM PST

Returning from making a deal (82 healroot for a one-use research AI), a sole colonist travelling on an ancient highway saw a nearby stash a native tribe told me about.

A short trek across the mountains still left enough food and was a shortcut that added little time, so why not? I've barely explored the caravan system, so I went for it and sent her there.

Well, 5 guys ambushed her and her llama. Ouch. She shoots one up, but is taken down by the melee. They try running off with her, but meanwhile back at the ranch, Porter races for a transport pod with a handful of healroot. Another pod was loading, but they're taking too long.

Porter crashes the party, literally, longsword in hand. Everyone scatters and flees the scene, despite outnumbering him, but the llama is still there, kicking and headbutting the guy carrying the colonist.

One slice, and it's game over. That llama is getting a promotion.

In fact, I think that might be a (somewhat expensive) way to handle ambushes. Apparently, when they think they've won, they flee the scene. You could easily send a crappy colonist on a one-way trip. Let them win, then drop-pod in to collect the loot. You wouldn't even need to fight.

submitted by /u/Vuelhering
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Hybrid Medical/Prisoner Area (Modded)

Posted: 14 Jan 2018 08:01 PM PST

Help with sappers

Posted: 14 Jan 2018 10:53 PM PST

I'm on year five of my colony, I can deal with most raids no problem but the sappers are able to get through the defenses and either steal my people or my supplies. I've already lost an AI persona core and at least a half dozen colonists. My defenses include:

  • Two tile thick slate walls around my entire base
  • An open tunnel filled with steel deadfall traps
  • Six turrets with firefoam poppers at the end of this tunnel
  • A mortar

None of these help at all with the sappers, since frag grenades or them just mining through the walls gets them inside before I can get my soldiers outside.

send help

submitted by /u/MrCrimbles
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Ice Fortress of 'We're freezing our butts off'

Posted: 14 Jan 2018 06:56 AM PST

"Phillip has been eaten by a pig." What?

Posted: 15 Jan 2018 01:16 AM PST

I just got that alert, but I don't know who Phillip is. I know it wasn't a colonist, because my colonists are all women. The only named animals I have are timber wolves (who get one automatically) and muffalos (who were named after nuzzling). Is it actually possible for a pig to hunt and eat a newborn timber wolf puppy? Because that's all I can think of, but I'm more than a bit freaked out if that's the case.

submitted by /u/ancolie
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Just had my first poison ship and i accidentally clicked off the bit telling me about it, sooo what do i do about it?

Posted: 14 Jan 2018 08:52 AM PST

Mistakes were made

Posted: 15 Jan 2018 12:59 AM PST

Is there any mod that can let you set up more advanced logistics between storage spots?

Posted: 15 Jan 2018 12:38 AM PST

For example setting up a spot for a singular item that requires a minimum of X and if the amount of said item drops below X it will automatically haul more of said item to the spot from another storage spot of your choice, it'd be very useful for making things more efficient with higher pop colonists and etc...

submitted by /u/RobinVerhulstZ
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