RimWorld 310 Hours In, And I Just Learned That Vomiting Makes Pawns Hungrier |
- 310 Hours In, And I Just Learned That Vomiting Makes Pawns Hungrier
- Y'all with your hilarious art pieces and I just get this
- I love the new romance dialogs
- Go-Juiced
- With the addition of bridges I demand something else water based: Otters!
- If I made a town/city style base...
- Understandable
- What is this, Australia?
- Right now, really? What is this, a wedding issue of X Men?
- Multiple bases
- Anyone have nice looking storage rooms / areas? (Attractive to the User)
- Speedrun: Human Leather Hat [1:40.517, uncontested WR]
- The Sniper and the Barbarian (B18 vs v1.0)
- Frankie landed naked and alone. 15 years later, he no longer really wants to leave.
- [comic] Little doodle I made in paint to commemorate a minor break.
- Apparently my guest decided it was a good idea to release my prisoner.
- The best tips I could think of
- Slavery?
- Started next to a ruin with a Lancer and managed to kill it without taking any damage
- Year 3 Naked Brutality Base
- In 1.0 melee is crazy powerful
- Will people auto-wear clothing?
310 Hours In, And I Just Learned That Vomiting Makes Pawns Hungrier Posted: 08 Jul 2018 04:19 PM PDT |
Y'all with your hilarious art pieces and I just get this Posted: 08 Jul 2018 11:50 PM PDT |
I love the new romance dialogs Posted: 08 Jul 2018 05:13 AM PDT |
Posted: 08 Jul 2018 06:25 PM PDT |
With the addition of bridges I demand something else water based: Otters! Posted: 08 Jul 2018 04:08 PM PDT all i want is to be able to make highly insulated otter fur jackets and to have an army of otters to send on the attack [link] [comments] |
If I made a town/city style base... Posted: 08 Jul 2018 10:25 PM PDT I think it would be split up into (and this will involve plenty of roleplaying here):
This isn't exactly meant to be a goal to have while playing, since its VERY impractical. I actually might end up making it in Dev Mode for the heck of it. It'd also be an open base where all of these locations are independent buildings and you need to travel outside (don't worry, I'd disable Toxic Fallout if I tried doing this), but all of it will be enclosed in a barrier wall. My point in writing this post is to ask what else you think could be added to this list. (Ideas based on Vanilla content are preferred. Please mention if an idea you could add will involve a mod) [link] [comments] |
Posted: 08 Jul 2018 01:43 AM PDT |
Posted: 08 Jul 2018 11:53 AM PDT |
Right now, really? What is this, a wedding issue of X Men? Posted: 08 Jul 2018 07:45 AM PDT |
Posted: 08 Jul 2018 10:07 PM PDT So I never bothered to try doing this up until now, but I decided to start a new game and run two bases simultaneously. The thought was I'd have one base on flat ground to build on, and another in the mountains to act as a mining outpost. I'd ferry food to the mining outpost, and materials back to the main base. Haven't started the mining outpost yet. Has anyone ever tried to do this? Do the raids scale with your whole factions wealth? Thoughts. [link] [comments] |
Anyone have nice looking storage rooms / areas? (Attractive to the User) Posted: 08 Jul 2018 07:49 PM PDT I'm just wondering if anyone has a design they like for their storage areas in a large base? I have mostly huge storage rooms, open with junk strewn everywhere, and it's just so annoying to look at. I have thought about organizing it by designating zones for each storage type so I have neat looking areas for each item, but if I don't estimate properly the amount of space needed for that item, I run out of space for it and have other areas with open space, it's not efficient. Any ideas? Pics welcome!! [link] [comments] |
Speedrun: Human Leather Hat [1:40.517, uncontested WR] Posted: 08 Jul 2018 02:21 PM PDT |
The Sniper and the Barbarian (B18 vs v1.0) Posted: 08 Jul 2018 06:50 PM PDT B18: The Barbarian charges the Sniper from a long distance. The Sniper begins shooting at the Barbarian. The Sniper misses a couple of shots, but eventually hits and kills the Barbarian well before he gets too close. The Barbarian's armor did only a little to stop the Sniper's shot (which makes sense considering that the Sniper has a very powerful gun). The Sniper is undrafted, his work completed, and he goes inside for some dinner. v1.0: The Barbarian charges the Sniper from a long distance. The Sniper begins shooting at the Barbarian. The Sniper misses a couple of shots, but eventually hits the Barbarian with 3 shots. All 3 of these shots are magically absorbed by the Barbarian's armor. The Sniper sits there, horrified, as the seemingly unstoppable Barbarian dives at him, cuts his head clean off, and wees on his corpse. v1.0's changes to the armor system make weapons, like the sniper rifle, almost useless because they cannot get off enough shots quickly enough on armored opponents to do any damage (unless they are lucky). v1.0 is the age of sharp pointy sticks and SMGs. May the lord RNGesus have mercy on the souls of those who still use slow-to-fire guns. (devs why) [link] [comments] |
Frankie landed naked and alone. 15 years later, he no longer really wants to leave. Posted: 08 Jul 2018 10:43 AM PDT |
[comic] Little doodle I made in paint to commemorate a minor break. Posted: 08 Jul 2018 01:01 PM PDT |
Apparently my guest decided it was a good idea to release my prisoner. Posted: 08 Jul 2018 08:44 PM PDT |
The best tips I could think of Posted: 09 Jul 2018 01:21 AM PDT Those are tips that either I had to learn myself the hard way, that I found somewhere and helped me the most or just any that could be useful to someone,. It will certainly help new players but more experienced ones may find them usefull as well. I try to explain the best why they are as they are so you can adapt it to your situations. Rimworld is a very random game and no playthrough is the same as the other. This is my way to reciprocrate the community that for so long helped me with their own tips! Thank you so much Make it so your dogs don't eat your prepared meals Create two stockpiles for your foodstuff. Make the first one more important than the second (Critical and Prefered, for example) and make the first one NOT take meat, if you want your dogs to only eat meat for example, otherwise your dogs will starve. Then forbid your dogs from going to the first stockpile. That way your pawns will first try to place prepared meals where your dogs won't go, but they will still place meat where your dogs do reach. But beware: If you have too many dogs and the meat is in your freezer, the dogs may get in and out of your kitchen so much, to eat or just wandering around, keeping the door open, that your freezer will not have enough cooling power and your food will start to rot. Maybe make a double door freezer then, or a single square of meat stockpile just by the freezer door with higher importance than the one inside the freezer. In the later case, you will need a pawn with haul as a top priority to constantly replace the meat, otherwise the dogs will starve Have one pawn being your main cook and hunter By having a single pawn doing both the hunt and cook task, and having the cook as a more important task than hunting, your colonist will only hunt if there's nothing to butcher and will only butcher if there's nothing to cook. This way, you can safely mark as many wild animals to hunt without having to worry if you are hunting more than you need or micromanage the hunt task. Automatically chop fully grown trees Mark a area with trees as a growing zone, but forbid sowing. By doing this, the pawns won't try to cut all grass in the zone, but will harvest anything fully grown, including trees and bushes. Hide the zone so it don't bother you too much. Anyone can craft I don't know how long it's been like this but only now, after hundreds of game hours, I noticed that anything assigned as Crafting, cutting stones into block or making chemfuel, for example, isn't actually crafting labour. It's neither affected by crafting skill in any way, nor it improves the Crafting skill. It's mostly based on Global Work Speed and sometimes on other skills like Cooking. Have your pawn with best Crafting doing the Tailor and Smithing tasks as those scale with Crafting skill, but anything in Crafting actually can be done by anyone else. Organized schedules are a lot more efficient Pawns needs for sleep and recreation vary each day, and even more between each pawn. One day they may go to bed as soon as they needed, the other they may get really tired just after deciding to build something in the other side of the map, and then eat something before going to bed. So a extremely strict schedule doesn't work very well, needs will need to be micromanaged and they will waste time or accumulate needs. If you leave them with Anything scheduled all day, they may want to mine something you ordered them to really far from base, hit the stone a couple of times then decide they want to go back home to play chess. Even worse, they will find a joy activity if they are below 30%, no matter what. If they woke up at 31%, they will find a job, start to do it and imediately stop. Not to mention that they will rarely have their joy at 100% as often they get their activity interrupted by something and above 30% they will now look for a job, not enjoying +10 Recreation Fully Satisfied mood bonus. There's no reason for the colonists not be kept with their recreation high, as the maintenance per day to keep a pawn at 100% and to keep a pawn at 50% are the same. A efficient schedule may vary, depending on how good is your beds, your recreation furniture and your pawn speciality, but somethings aways help and forcing pawns to do stuff in the right moment does too. https://i.redd.it/d8ay4o7mzu811.png The above is an example you can follow if you still have no clue what to do there. Pawns are set to work 6am~6pm. They will work for 12 hours straight, stopping only to eat. Then they have one Anything hour. So if they are not yet completely tired, they work a while longer. If they are tired they will go to bed because they are tired. This give them a little wiggle room. Then they are set to Sleep 7pm~10pm, just 3 hours. This is just to force anyone still awake to go to sleep and not get too much out of schedule, as the following hours are Recreation and pawns keep sleeping until fully rested during Recreation time, so more or less Sleep time wouldn't make much difference. They are set at Recreation time 10pm~4am. They will sleep as much as they can then there will be a few hours for them to fill their recreation needs. The ideal is that by the end of those hours their recreation bar are nearly completely filled, as if it's full they will work a little bit then go back to entertain themselves and keep doing that until Rest time is over. Pawns that worked a while later than 6pm will also have time to sleep a little more to catch up. Then there's Anything 4am~6am. Pawns will finish their recreation activity until completely pleased (unless they stop to eat) and will start working again non stop until 6pm again even if their Recreation drops a little before 6am. Don't use Home Area as a restrition area Often you will be attacked by a bunch of manhunter Muffalos and will want to hide your pawns until they go away by restricting them to the Home Area. And when it's too late, you will see a pawn that was trying to repair a door outside your base getting rekt by the muffalos. Create a zone called Safety or something and use it as a panic button instead of Home Area. You won't risk your pawns going outside while it's dangerous neither forfeit repairing your walls. Making your base in a small island can be quite more fun I don't have colonists to spare for weeks, the amount of time that one trip to a mission in the overworld a caravan might take, not to mention the return home. So I usually don't mind about caravans, which is such a cool and complex feature. Then I started a new game and created a colony in a island, at first look boring with only one settlement close by (which I only cared about for aesthetics, as I never interact with them anyway) but with cool beaches and caves and mountains and tropical rainforest. Then I noticed a round trip to the settlement would only take 1,5 days! Also, every overworld event was confined in that little island, so I started bounty hunting and treasure hunting! I took every mission that showed up to me, got to see the random events that can happen with your caravan while it's out and started actually using a very nice feature that I was too lazy to use. While still not completely disregarding my base (sometimes I would get a Psychic Ship Part drop while my best warriors were out attacking a outpost or something like that, but manageable. Barricading entrances waiting for them to come back and save my other colonists actually worked!) I don't think this breaks the game either, the rewards scale with wealthy I think, and are just some single use gadgets or a shitty survivor for you to rescue, plus you have to recover yourself from each mission as they are often dangerous. Also managing caravans is quite fun, you have to care if they won't get sick in the way or mad because they hate eachother. [link] [comments] |
Posted: 09 Jul 2018 01:18 AM PDT Can you force prisoners to mine or something like that? New to the game, I have always wanted to make a gulag:p [link] [comments] |
Started next to a ruin with a Lancer and managed to kill it without taking any damage Posted: 08 Jul 2018 07:17 PM PDT |
Posted: 09 Jul 2018 12:38 AM PDT |
In 1.0 melee is crazy powerful Posted: 08 Jul 2018 11:35 AM PDT If a shooter is engaged in melee they can no longer shoot. Point blank minigunners are no longer a thing. This means that the best way to deal with Mechanoids is to spread them out and melee rush them with shield belts and power armour. Do it just right and they'll shoot each-other more than your pawns. [link] [comments] |
Will people auto-wear clothing? Posted: 08 Jul 2018 08:06 PM PDT Ive been making Dusters and theyve been sitting in my storage area. It says "force to wear" when i use a colonist on it. If i leave a stock pile of clothing, will they auto wear them for the current weather/climate? [link] [comments] |
You are subscribed to email updates from RimWorld, a sci-fi colony sim from Ludeon Studios. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
Post a Comment