Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Blue_Dwarf

Pages: 1 ... 16 17 [18] 19 20 ... 73
256
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: April 06, 2019, 11:20:56 pm »
There is a population soft cap where most enemies die rather than fall unconscious, for example. But there are many ways to get more people, even buying as slaves.

The same population cap prevents slaves from being offered.

Is combining the rec room and dining room really important?  I've usually built them separate.
If you combine them in one room, they share the impressiveness stats, and colonists can rec/eat without walking to separate rooms. I schedule recreation right after waking up, so they both eat and relax to get the mood buffs for the next few hours.

Your dining and rec rooms are over 30 tiles away from each other. I don't know what's the search radius is currently, but the colonists might decide not to path to tables or joy items that are beyond that radius.

Are there any other major issues I'm missing?
Your fridge location and access are not very practical. Your meals will be pretty far from the dining area.

Where are you going to point the cooler exhaust end? Into the textile room? That might make it too hot to work if you have any tailoring going on there.

Your colonists will also walk through that fridge to get to the textiles and medical areas, that will let a lot of heat in. You generally want the fridge to only have entrances that involve food storage, not other activities.

257
DF Gameplay Questions / Re: Fort hanging by a thread
« on: March 26, 2019, 08:04:41 pm »
Sounds like a fun that experienced players can now only dream of.

Maybe wait for the next season migrant wave? If you have any food laying around, put some food stockpiles under it so it doesn't rot.

258
DF Gameplay Questions / Re: Ettin behavior
« on: March 18, 2019, 05:07:10 am »
On 'u' -> 'others' it also says that the Ettin is only a 'Uninvited Guest' and the Names always seemed a little bit to gentle like 'Hale Sparkles' I mean that sounds more like a Popstar
The megabeasts that attack you are always called "uninvited guests".

259
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: March 12, 2019, 01:11:52 pm »
I sometimes try to “Go Dark”, but the enemy can still spot my fleet from a fair distance, and I get in trouble with governments for switching off the transponder.
Check your sensor profile. If it's over 600, you can probably be spotted by off-screen ships. You can pause and hover the mouse cursor over any fleet to see their sensor range, that's the range at which they can see you.

You can reduce that range by turning off sustained burn, flying in a nebula or magnetic storms, or stopping in asteroid belts. You can also install the Insulated Engine Assembly mod, I use that early on to smuggle goods. When they can't see you, turn off the transponder or go dark.

260
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: February 27, 2019, 02:02:09 am »
Lesse, holy crap I have 6 pages of mods on the workshop alone?
How long does it take to launch and load a save?

261
DF Gameplay Questions / Re: Next Release
« on: February 08, 2019, 10:26:32 am »
Here, pull this lever, and the next version will be released.

262
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: January 11, 2019, 11:28:09 am »
I got the game, and it's actually a lot of fun to play. The almost complete lack of fleet tactics, strangely, works ok. Ships are kind of like dwarves, doing their own thing, while you are trying to figure out wtf is going on.

263
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: December 30, 2018, 09:28:52 am »
Am I missing something, or are fleet battles a massive clusterfuck you can't really control? As in, neither the interface nor the available commands allow proper management of your fleet.

264
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: November 10, 2018, 12:21:16 pm »
And that's how I learned that the blanket deconstruct designation tool always designates the topmost eligible target in every tile, including deconstructable things that aren't installed. Such as megascreen TVs. I learned that after the fact, when I looked around and didn't find the megascreen TV anywhere.
Oh wow, you get 17 components and 195 steel from that   :o

265
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: November 05, 2018, 04:59:01 pm »
Harvesting early gives you pretty much what it says, 70% grown gives you roughly 70% of the full amount. Plus/minus.

Crops have low yields, so the difference is not so big. At 90%, instead of 11 potatoes you'll get 10. Trees have a slightly higher yield, so you lose more, but usually you didn't plant that tree so meh. It's mostly the work to plant/harvest that's important here, chopping fully grown trees is a more efficient use of your colonist's time.

266
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: November 01, 2018, 02:38:32 am »
To be fair, sun lamps don't give 24-hour benefit anymore due to the aforementioned plant resting cycle.
Nobody said they do, and I don't understand why everyone is mentioning this.

Sun lamps provide a consistent growing environment, and actually grow plants faster than sun. With a sun lamp, the plants grow at 100% between 6:00 and 19:00. Outside plants grow below 100% between 6:00 and 9:00, as well as between 16:00 and 18:00, and stop growing entirely between 18:00 and 19:00.

Unless you are playing at a low difficulty, planting dandelions for grazing is a quite poor strategy, which contributes to all sorts of problems.

267
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: October 31, 2018, 08:19:11 pm »
Where are you getting this information from?
I launched the game and tested it.

Plant growth time is not the same as real growth time, because plants rest at night. Dandelions grow in 2.5 days, but with resting factored in that becomes 4.5 days. Haygrass grows in 7 days, but actually in 13 days. If there are suboptimal growing conditions, like heat/cold or low light, that time increases even more.


Also, why would I use sunlamps on an outdoor farm?
An outdoor farm? That explains this problem you've been having: "Feeding the animals has also been hard.". Instead of setting up proper farming, you are relying on hacks like dandelions.

268
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: October 31, 2018, 04:25:31 pm »
Feeding the animals has also been hard. I discovered that a large field of dandelions is fairly quick to plant, quick to grow, and can hopefully provide ample nutrition for 30+ grazers. That it requires constant replanting should also raise some Plant skills for the growers.
A grown dandelion provides 0.18 nutrition, and grows in 4.5 days. That's 0.04 nutrition per day.

A haygrass tile provides 1.05 nutrition, and grows in 13 days. That's 0.08 nutrition per day. Two times more efficient than dandelions.

That means that you need double farm space for dandelion growth, so if you see my earlier post about farm size, for 30 muffalos that would be 1080 farm tiles (33x33 farm). For haygrass that would be 540 farm tiles (23x23 farm).
Dandelions are also twice as quick to plant, and provide far less nutrition per tile. Given that a lot of smaller grazing animals consume less than a full haygrass tile's 1.05 nutrition per feeding, yet still use up the full tile when they do so, dandelions are a far superior grazing animal foodsource unless you also take the time to wait till the haygrass is fully grown, harvest it, and move it to the animal zone so that it's only consumed in regular 0.05 nutrition pieces.
Haygrass actually gives 21 pieces of 0.05 nutrition, not a single 1.05 feeding. It's the dandelion that gives a flat 0.18 nutrition per plant.

You need to wait for dandelions to grow, same as with haygrass. They cannot be eaten until they are mature.

Dandelions are a lousy animal food. They cannot be harvested or stockpiled, while hay can be gathered for later use. Double farm size means double the amount of sunlamps and power generators, all of which is vulnerable to random events. With dandelions, any time you cannot grow plants will wreck your animals. Instead of a double farm size for dandelions, you could have a double haygrass farm and stockpile all that hay instead.

269
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: October 31, 2018, 03:49:24 pm »
Feeding the animals has also been hard. I discovered that a large field of dandelions is fairly quick to plant, quick to grow, and can hopefully provide ample nutrition for 30+ grazers. That it requires constant replanting should also raise some Plant skills for the growers.
A grown dandelion provides 0.18 nutrition, and grows in 4.5 days. That's 0.04 nutrition per day.

A haygrass tile provides 1.05 nutrition, and grows in 13 days. That's 0.08 nutrition per day. Two times more efficient than dandelions.

That means that you need double farm space for dandelion growth, so if you see my earlier post about farm size, for 30 muffalos that would be 1080 farm tiles (33x33 farm). For haygrass that would be 540 farm tiles (23x23 farm).

270
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: October 29, 2018, 02:26:38 am »
So here's a question, I can see in prepare carefully there is a mechanic for dying clothes.   Is there a way to actually do that ingame or with mods?  Cuz I kinda like the idea of everyone kinda having star trek styled colors in their outfits (even if they are not uniforms per se), but other than their starting clothes I can't keep them color coded, once I upgrade them out of their cheap starting clothes, and it bugs me more than it rightly should.
You can buy dyed cloth from traders, and clothes will inherit the color of that fabric. But cloth is obviously an inferior material, so the only way to get something like colorful power armor is to also buy it.

Pages: 1 ... 16 17 [18] 19 20 ... 73