Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 56 57 [58] 59 60 ... 280

Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 864355 times)

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #855 on: December 18, 2014, 05:21:49 pm »

You can also make cells with an outdoor section IIRC.

My understanding is that Prisoners aren't allowed to leave the prison designated area where their bed is. So in previous versions, I used to just have an outdoor area. But now, that'll make the entire prison count as Outside.
Hm, I'll have to double-check when I get back on, but what I've got set up is so that each cell has the actual cell and a small unroofed yard, with the only door being the one between the yard and the rest of the colony.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #856 on: December 18, 2014, 05:33:53 pm »

You can also make cells with an outdoor section IIRC.

My understanding is that Prisoners aren't allowed to leave the prison designated area where their bed is. So in previous versions, I used to just have an outdoor area. But now, that'll make the entire prison count as Outside.
Hm, I'll have to double-check when I get back on, but what I've got set up is so that each cell has the actual cell and a small unroofed yard, with the only door being the one between the yard and the rest of the colony.
That's still possible, but their bed area will be exposed to the outside temperature, so they're more like to freeze/heatstroke.

You CAN however, leave clothing out, and prisoners will wear it.  If you strip them, and the only clothes nearby are thickly insulating shirts, they'll wear the shirts.  Kinda tricky to make them not re-wear their old clothes, if you strip them in the cell, but possible with some forbidding.

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #857 on: December 18, 2014, 05:35:53 pm »

I wish that one could assign a prisoner area like a home zone, so we can have them with a big central room with sky and tables and similar and a bunch of rooms with their beds...
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Zangi

  • Bay Watcher
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #858 on: December 18, 2014, 05:49:31 pm »

I think you technically can give prisoners a big area, as long as it is behind a door.  You just won't be able to have other doors inside.  (I don't know if prisoners interact with stuff, but they will eat off a chair/table if you give them a food stockpile to grab food from.)
Logged
All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #859 on: December 18, 2014, 05:57:03 pm »

I think you technically can give prisoners a big area, as long as it is behind a door.  You just won't be able to have other doors inside.  (I don't know if prisoners interact with stuff, but they will eat off a chair/table if you give them a food stockpile to grab food from.)
This is already known, but they inevitable either get Cabin Fever or Hypothermia/Heat Stroke.  If they have access to the outside, then they don't have air conditioning.  There's no room barriers you can walk over, so you can't have it insulated in one area and freely walk across to the other area.

Farce

  • Bay Watcher
  • muttermutterbabble
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #860 on: December 18, 2014, 06:14:45 pm »

Alpha 9, Prison Architect update.

I want to be able to use them for labor.  Sweep crap up, plant and harvest my crops, stuff like that.

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #861 on: December 18, 2014, 06:18:01 pm »

That would be nice, particularly as then you can have slaves and all...
Heck, if that was done then there would need to be tiers of prisoners, so you can have some keeping the rest in check while you sit on the door with a minigun. Or eight.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #862 on: December 18, 2014, 06:31:51 pm »

That would be nice, particularly as then you can have slaves and all...
Heck, if that was done then there would need to be tiers of prisoners, so you can have some keeping the rest in check while you sit on the door with a minigun. Or eight.
It's prisoners all the way down.  Not just Prison Architect edition, but Prison Middle Management.  Prisoners overseeing prisoners, more prisoners overseeing those prisoners, and more prisoners overseeing them!  A pyramid scheme of prisoners, and at the top is just one colonist, totally unarmed, eating potatoes off the ground, somehow running an entire prison industrial corporation.

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #863 on: December 18, 2014, 06:33:46 pm »

* Aseaheru points at Girlinhat

Someone give that being a awful gold longsword!
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #864 on: December 18, 2014, 06:37:58 pm »

ON THAT NOTE... Have any suggestions on how to make a lot of money, buy a lot of gold, and produce a lot of frivolous stuff?  Also know of any mods that allow you to produce metal clothing made of stuffs?

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #865 on: December 18, 2014, 07:53:23 pm »

By far the easiest way I've found is to just churn out cloth dusters. The traders that'll take them usually pay $300+ per, and cotton is super-easy to grow. It's an infinite supply of cash, so it's also a good way to get metal once you've mined it out.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

MrWiggles

  • Bay Watcher
  • Doubt Everything
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #866 on: December 18, 2014, 08:51:36 pm »

So how many meals do you need per person per day?
Logged
Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #867 on: December 18, 2014, 09:01:13 pm »

So how many meals do you need per person per day?
1-2, seems to vary slightly.  Different foods also have different filling quality, I believe.  Raw potatoes aren't as filling as simple meals, so they eat more.  I just tell a cook to keep 100 simple meals, and twice my colonist count in better meals.

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #868 on: December 18, 2014, 11:30:50 pm »

Pretty much that. As long as you have a freezer it doesn't matter much whether you keep a large stock of meals... unless your only competent cook is also your best shooter and he catches a few dozen bullets during an attack.

We did rebuild him. We did have the technology.


Also, shooter skill apparently has no noticeable effect on the accuracy of the mortars; a 16-skill shooter wasn't any more accurate than a 3-skill one.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Majestic7

  • Bay Watcher
  • Invokes Yog-Soggoth to bend time
    • View Profile
Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #869 on: December 19, 2014, 02:53:50 am »

Some sort of heavy weapons skill would be nice in the future, I guess. After all using artillery takes entirely different set of skills than using a rifle.

.. and robots, I want robots. Cleanerbots, hauling bots and so forth. Then they go berserk/get hacked by the hostile AI/mechanoids and slaughter your colonists for some dwarven Fun.
Logged
Pages: 1 ... 56 57 [58] 59 60 ... 280