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I just started playing the game. At landfall I don't know how to build stone walls. Is that a thing I can research?
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# ¿ Aug 13, 2020 19:13 |
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# ¿ Apr 19, 2024 10:52 |
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Aha! Didn't know I could do that. What tab is that under? Is convincing prisoners to join the group my only early-game way of adding pawns?
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# ¿ Aug 13, 2020 19:23 |
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Do pawns reproduce?
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# ¿ Aug 13, 2020 20:39 |
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Sometimes a guy really, really needs a pedicure. So, okay, how does a beginner deal with mad animals? Just hiding until they get over it doesn't seem to work.
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# ¿ Aug 13, 2020 22:53 |
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Is there a way to make Rimworld tell you how many squares are in a zone? e: Wow, you know what makes a great raider trap? When one of the entrances into your home area leads through a spider cave. Arsenic Lupin fucked around with this message at 18:41 on Aug 14, 2020 |
# ¿ Aug 14, 2020 18:29 |
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Coolguye posted:When you're creating a game you can define the size of it in squares, each full map will have that many. My problem is that I've built a room with a zone, it has irregular boundaries, and I want to know how much space it contains.
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# ¿ Aug 14, 2020 19:22 |
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Zore posted:Unless the zone is really labyrinthine and winding you should be able to just take the biggest rectangular area and find that by multiplying its dimensions then adding the additional ones. What happened is that I had an irregular hole in the edge of a mountain, I hastily walled it in, refrigerated it, and began using it for refrigerating food. Sounds like my best alternative is just to chip it out to be regular.
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# ¿ Aug 14, 2020 19:52 |
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I thought there was a maximum size for a freezer past which one cooler isn't enough. Halp! I have a downed pod victim, but I can't find the affordance for rescuing them. Right-clicking the body doesn't work, and I don't see anything on their bio tab. e: Changing my spare bed to a medbed did the trick. Arsenic Lupin fucked around with this message at 20:35 on Aug 14, 2020 |
# ¿ Aug 14, 2020 20:31 |
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Once I have a base with fields, bedrooms/kitchens/freezer/research & craft room, and I'm well-stocked on food & ingredients, what should I expand to? Should I be setting up caravans, or are there standard things I don't know about I should be working on?
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# ¿ Aug 15, 2020 00:06 |
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I meant really short-term. Like, it's summer Year 1, I'm stocking up on food and warm clothing, what else should I be doing?
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# ¿ Aug 15, 2020 00:54 |
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This hour's Valuable Lesson: the combination of an asthmatic doctor and two pawns who cannot do Doctor is doubleplus ungood.
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# ¿ Aug 15, 2020 19:57 |
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My base just got a dry lightning storm followed by wildfires. Too soon, dude.
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# ¿ Aug 20, 2020 02:04 |
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Leal posted:Is your sky also orange and ash constantly falling everywhere? Yes to the first, but I use f.lux.
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# ¿ Aug 20, 2020 15:38 |
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Which 1.2 video?
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# ¿ Aug 20, 2020 21:06 |
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Does your barn full of cows produce milk?
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# ¿ Aug 25, 2020 20:05 |
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What's you guys' preferred method of spacing out housing in the early game? Duplexes? Individual cottages? Single buildings with room dividers?
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# ¿ Aug 28, 2020 17:45 |
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So the build order is barracks/food complex, barriers, a structure with a room per pawn?
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# ¿ Aug 28, 2020 18:40 |
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Is there any way to keep wild animals out of my fricking freezer?
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# ¿ Aug 29, 2020 17:39 |
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Piell posted:If they're going in through a door (without smashing it) they probably aren't actually wild (or you're leaving the door open for an extended time period). Check your animals tab, something probably tamed itself. That mechanism is a pain far, far more often than it's useful. I had a family of six terriers move in, followed by three Labs who promptly had puppies. I tried letting them starve to death, but the pawn who had high animals kept feeding the little bastards. e: I've been making my first structures out of abandoned ruins that have steles in them, sometimes moving out of the center to get there. Is there a disadvantage of this? Arsenic Lupin fucked around with this message at 18:36 on Aug 29, 2020 |
# ¿ Aug 29, 2020 18:25 |
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From the standard three-cryopod start, what order do y'all usually research technology in?
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# ¿ Aug 30, 2020 05:05 |
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Gadzuko posted:The best way to hunt is to periodically draft everyone in the colony capable of holding a gun and massacre all the wildlife that will fit in your freezer. There are a few animals that never fight back that you can auto hunt but for the most part it's not worth it to try hunting that way. How do you set up priorities so that this happens? e: Also, how much of and what crops do you plant in the first two quadrums? My current colony started out with nobody having >5 construction, which meant no coolers. Not making THAT mistake again. Arsenic Lupin fucked around with this message at 22:49 on Aug 31, 2020 |
# ¿ Aug 31, 2020 22:29 |
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So, outside my current base visitors keep having gunfights. I am good with this, because I harvest the supplies of the dead and patch up the living and send them on their way, but what would cause this? Did I just pick a territory situated just right between enemies?
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# ¿ Aug 31, 2020 23:16 |
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I have a pawn wandering around with no left leg, but I can't install apeg leg in her Health bills. However, earlier I had a pawn with a major infection, and I could install a peg leg on him under his health bills. Can you install a peg leg only before amputation?
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# ¿ Sep 2, 2020 19:56 |
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HelloSailorSign posted:Do you have the 1 wood needed to do the operation? Bingo to both of you; I'm out of wood. Thanks.
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# ¿ Sep 2, 2020 21:05 |
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Replace Stuff -- do not play Rimworld without it! Automates the tear-it-down put-something-else-in cycle so you can just put a door in a wall, walk away, and rest assured that the dupes won't have left that gaping hole there because you forgot to come in and put back the new thing. ZITools: Trying to figure out where that tiny weapon your character dropped on account of being nearly dead is? Pop up the search window and put in its name. Also handy for when you're starving to death and want to figure out where the animals are. You have to get this one from Github. https://github.com/MaxZiCode/ZiTools Avoid Friendly Fire: What it says on the tin. No Forced Slowdown: Tired of waiting for real-world minutes because somebody's attacking from the bottom left of the screen? Here's your fix. Heavier-handed: EdB Prepare Carefully -- keeps you from rerolling initial pawns for an hour. You can set it to enforce having no more character points than the pawn originally had. I use it light-handedly; I reroll only the drawbacks field until it's at the same points but isn't a pyro/etc. I don't manually set anything.
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# ¿ Sep 3, 2020 18:27 |
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Can anybody help debug why a prisoner would be sleeping on the ground and not in the bed marked for prisoners?
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# ¿ Sep 4, 2020 18:52 |
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Nope, they're missing a single toe.
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# ¿ Sep 4, 2020 19:01 |
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Yip. The only thing any of the colonists can do is strip them.
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# ¿ Sep 4, 2020 19:07 |
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HelloSailorSign posted:Is the bed marked for medical? Is there any reason ever to break into what looks like an ancient ruin? Do they always contain mechanoids?
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# ¿ Sep 4, 2020 19:47 |
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Does there exist a mod that lets you specify that a zone can only contain objects at N% functionality or less? I want to create a trash storage area full of ruined clothes waiting to be resold and ruined weapons waiting to be reforged.
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# ¿ Sep 6, 2020 06:56 |
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winterwerefox posted:You can set durability minimums and maximums in stockpiles. I typically have a tainted, a tattered, and a low quality pile and set em on fire regularly. You can also make a one person caravan with some pack animals, and just dump all your garbage on the world map. I am untrue to the spirit of Rimworld because once a game is obviously on the spiral to death (e.g. pawns have the wrong skills to make it through winter, and it's fall) I quit and move on. Yesterday, in the spirit of adventure, I left a game with three pawns bleeding out, including the Man in Black, to see how long it would take to end. It took too drat long, so I mercifully deleted the save. Does anybody know a good tutorial on setting up base defenses? I always mess that up and wind up either confronting enemies outside the base (bad) or getting everybody killed inside the base ( also bad).
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# ¿ Sep 6, 2020 17:40 |
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HelloSailorSign posted:Rimworld base defense is about maximizing your own forces while minimizing the enemy’s as much as possible. Any design that tunnels enemies to one spot accomplishes this. The idea of having a town ringed with small clusters of sand bags like you might think a RL colony would do is wrong. How do I keep my dupes from going through the switchbacks and triggering traps?
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# ¿ Sep 6, 2020 18:09 |
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Katt posted:Your pawns know where the traps are and so step over them. Heh. ONI player accidentally exposes her hand. And I didn't know pawns recognized traps! e: Coolguy, I'm having a lot of trouble visualizing that; do you mind posting a screenshot?
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# ¿ Sep 6, 2020 18:42 |
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silentsnack posted:If you end up making a ton of areas you might want RIMMSQol which lets you make separate zones that are only relevant for humans or animals or both, and just disable all of the features you don't want. I read that as RIMMSQL and was frankly terrified of the modders.
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# ¿ Sep 6, 2020 19:39 |
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QuarkJets posted:I also like building traps out in certain wilderness paths; if you know what paths raiders are taking you can take out a few of them by just putting traps in the right spots. I once got a major pathway to my base running through an ant cavern. It was awesome.
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# ¿ Sep 6, 2020 23:00 |
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CapnAndy posted:Is there a mod that makes inventory items and weapons... not... suck? Like, instead of pixel-hunting every loving square of the map to find where my guy randomly dropped his weapon when he got sick, I'd just... have a list of what clothes and weapons I had in storage, and maybe it'd be easy to assign them to guys? I approve of your username very much. I use ZiTools for all my "pixel hunting sucks" needs. Not only will it help you find all the tools some dying idiot dropped, it will help you find edible corpses that the predators didn't finish, invaders you've lost track of, and all the living animals on the map. The last one is especially important in late winter when you're reduced to eating raccoons. You'll have to get it from Github; it's not on Steam. https://github.com/MaxZiCode/ZiTools/releases
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# ¿ Sep 7, 2020 18:20 |
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CapnAndy posted:Thank you! May I ask why, though? It is a reference, but it's an oblique one I don't expect people to get.
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# ¿ Sep 11, 2020 18:15 |
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Is there a way to move a prisoner from one cell to another?
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# ¿ Sep 11, 2020 23:32 |
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Is there a mod that zooms to a pawn's location when you click its icon?
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# ¿ Sep 14, 2020 04:42 |
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# ¿ Apr 19, 2024 10:52 |
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In the vanilla (well, including Royalty) game, pawns do get a major mood boost for "recreation needs completely satisfied". e: In my current save, I inadvertently picked a mountainous boreal tile with river; I usually go with hills. It's interesting to see how I have to play to make the most of the arable land. Sadly, both my good miners got killed early on.
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# ¿ Sep 17, 2020 22:02 |