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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 854748 times)

Mephansteras

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2025 on: December 01, 2016, 10:20:13 pm »

If it helps any solar panels don't block them either.

That's good to know, I don't think I've ever tried that.
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Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2026 on: December 01, 2016, 10:47:48 pm »

 Crops dont block wind turbines...
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Tiruin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2027 on: December 01, 2016, 11:07:37 pm »

If it helps any solar panels don't block them either.

That's good to know, I don't think I've ever tried that.
Solar panels/crops also block trees from growing so...that helps clearance for the wind to pass. :3
Fun fact--the mod (I forgot the name, it's like crenellations in walls that allow shooting) allows wind to pass through it if it's only that wall-type, and not vanilla walls. Walls/Roofs block the wind. Mountain roofs block the wind. Thin rock roofs can be deconstructed, so 1 to 2 tiles of stone wall can still mean space for your windmills. Bushes/crops do not block wind. Sandbags don't block wind. Traps and turrets don't block wind. Workshops don't either (that includes the nutripaste thing which looks huge, and the cremator, last I checked?).
« Last Edit: December 01, 2016, 11:19:42 pm by Tiruin »
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Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2028 on: December 02, 2016, 12:35:33 am »

Theres a few mods that add embrasures/crenelations...
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martinuzz

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2029 on: December 02, 2016, 08:21:18 am »

"Rain started a social fight with Dafo. Reason: Killed my father"

She forgot to mention that he killed her mother too. They were both part of the last pirate raid.
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Broseph Stalin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2030 on: December 02, 2016, 09:38:54 am »

"Rain started a social fight with Dafo. Reason: Killed my father"

She forgot to mention that he killed her mother too. They were both part of the last pirate raid.
I get the logic that family is family no matter what but when your 24 colonists unload into a group of raiders it seems weird to blame a specific person.

ChairmanPoo

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2031 on: December 02, 2016, 06:50:26 pm »

"Rain started a social fight with Dafo. Reason: Killed my father"

She forgot to mention that he killed her mother too. They were both part of the last pirate raid.
my name is Raino Montoya. You killed my father. Prepare to die.
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martinuzz

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2032 on: December 03, 2016, 05:21:44 pm »

Back on the topic of hauling animals, I think my current setup is better than the pigs. I now use wolves for hauling everything except meat, meals and booze. They eat kibble. I use megatheriums (thanks to a kind exotic goods trader, taming them is just neigh impossible) for hauling everything except vegetables / plants, meals and booze. They sustain themselves on hay. It does require two designated animal zones to forbid certain stockpiles and farms. The invert button is a good button.

The pure carnivores are really nescessary if you want animals that haul your crops instead of eat them (and eat your healroots and smokeweed as an added bonus). The megatheriums aren't really nescessary, the only thing they haul that carnivores don't is meat. But hey, since I got them anyway, they might as well do something useful except provide wool.
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Friendly and polite reminder for optimists: Hope is a finite resource

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Chiefwaffles

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2033 on: December 03, 2016, 11:44:53 pm »

Another teaser!

This time featuring what's apparently a set of "transport pods". Which seem to load items and possibly colonists and require power from what appear to be charging stations. I'd guess this is a new part of trading with orbiting ships, but considering the scope of the update who knows?

EDIT: Other notes:
It could be fuel-based instead of power-based? Aren't the power bars usually blue? (I haven't played Rimworld especially recently so I can't actually recall)
These could be to transport people between different sites on the map without the travel time.
In addition to above, it could also be used for cool drop-pod raiding?

EDIT 2:
I'm an idiot. It's fuel. There are jerry cans obviously representing fuel nearby and since that's a new thing and everything else, it almost definitely uses fuel.
« Last Edit: December 04, 2016, 12:29:31 am by Chiefwaffles »
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martinuzz

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2034 on: December 04, 2016, 06:55:05 am »

One of my colonists got her ear shot off. Her husband got a negative -15 though in the social screen about her, 'disfigured'.
A few days later he divorced her.

That's ... harsh. He's now flirting with the new recruit. She's all ears.

EDIT: argh. in other news, I ran into another minor hurdle with my hauling animals. Just caught a megatherium eating the plants from my decorative plant pots. Some microing with the zones should fix that. Not sure if I should only forbid the plant pot tiles, or the 8 access tiles around it too.
« Last Edit: December 04, 2016, 07:26:30 am by martinuzz »
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Retropunch

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2035 on: December 04, 2016, 07:12:22 am »

One of my colonists got her ear shot off. Her husband got a negative -15 though in the social screen about her, 'disfigured'.
A few days later he divorced her.

That's ... harsh. He's now flirting with the new recruit. She's all ears.

ba-dum-tish.

I always thought that sort of social modifier was a little bit too rigid. It's good to have that kind of thing, but it should fade/change after a while.
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n9103

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2036 on: December 04, 2016, 08:49:52 am »

From my experience, only the tile the food-like is on needs to be forbid to prevent interactions.
E.g. My dining room often has animals wandering it, but as long as the refrigerator rack isn't in their zone, they don't steal the meals sitting in it.
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Tiruin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2037 on: December 05, 2016, 12:51:19 am »

From my experience, only the tile the food-like is on needs to be forbid to prevent interactions.
E.g. My dining room often has animals wandering it, but as long as the refrigerator rack isn't in their zone, they don't steal the meals sitting in it.
True this :3
ZONING animals is of course the best part--you've to click all the animals there though, and can be expanded or set in the zone menu. Even food side by side is always taken into account, if it's not in the highlighted zone and the animal is assigned to that zone, it won't be approached. Ever.

It's like DF; you've to zone out pathways--they won't get in a room if the door is not included, for example, especially if it's a room next to the outdoors :P
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Yoink

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2038 on: December 05, 2016, 12:55:12 am »

One of my colonists got her ear shot off. Her husband got a negative -15 though in the social screen about her, 'disfigured'.
A few days later he divorced her.

That's ... harsh. He's now flirting with the new recruit. She's all ears.
xD I just about spat coffee all over the screen, nice.
Haven't played for a while but those sort of interactions were always good for a laugh.
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Tiruin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2039 on: December 05, 2016, 12:59:27 am »

One of my colonists got her ear shot off. Her husband got a negative -15 though in the social screen about her, 'disfigured'.
A few days later he divorced her.

That's ... harsh. He's now flirting with the new recruit. She's all ears.
xD I just about spat coffee all over the screen, nice.
Haven't played for a while but those sort of interactions were always good for a laugh.
> {x} had a deep talk with {y}. Nice relationship bonus.
> {x} breaks up with {y} a few seconds later.

Yeah, I like how the numbers add up and detract from each other that way, that we can see their raw values even as placeholders :P

Although I would love in the future that 'Gay' wouldn't be taking up a slot by itself (ie One of the workshop mods moves all sexuality-traits to its own fourth slot), because it's silly that way. XD

Wonder if some of the workshop mods are going to be incorporated--at least in the additional methods (like the advanced surgery mod, etc, to be able to replace different stuff of a colonist that isn't in the vanilla) when the big update rolls around.
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