RimWorld My Prison, Titled: F*** Around And Find Out F***o's |
- My Prison, Titled: F*** Around And Find Out F***o's
- Rimworld Thought: This game really answers the question on whether you'd rather fight 1 horse sized duck, or 100 duck sized horses...
- Mercenary named 'Chef' wearing a chef's hat.
- For protecting crashed shuttle the Empire awarded my colonist the title of Freeholder... posthumously.
- These tactically adept ladies and gentlemen just lobbed their artillery components into my prison. The tactical genius is palpable.
- Intriguing offer
- Seems like my visitors get a little 'excited' by my new guest room
- ABANDON ALL HOPE
- Save Our Ship Combat in a Nutshell
- At the request of u/DaBoio2715, my colony!
- Bob Ross would be proud
- This game is unhealthy for me
- Couldn't figure out why a caravan wouldn't leave the map... Looks like one of them decided to take a short "detour"...
- She's only wearing armour...
- RimWorlds best mod?
- Randy really had to help me with the raid by hitting a viking with freaking meteor
- The Knighthood Order's Keep (Survived through my first year! )
- Starting RimWorld today!
- Any mod that removes eltex gear and/or psychic implants from quests rewards?
- Oh no no nononono, I'm afraid you can't enter the premises.
- How to make factions like you
- Food efficiency: hidden "tax" for non-survival meals, making them seriously worse than on paper? And the way to reduce it!
- After my last post here, I wanted to share an actually positive event and a beautiful combo
My Prison, Titled: F*** Around And Find Out F***o's Posted: 29 Sep 2020 10:43 PM PDT |
Posted: 29 Sep 2020 07:39 PM PDT |
Mercenary named 'Chef' wearing a chef's hat. Posted: 29 Sep 2020 11:36 PM PDT |
Posted: 30 Sep 2020 02:31 AM PDT |
Posted: 29 Sep 2020 05:13 PM PDT |
Posted: 30 Sep 2020 05:01 AM PDT |
Seems like my visitors get a little 'excited' by my new guest room Posted: 29 Sep 2020 04:13 PM PDT |
Posted: 29 Sep 2020 10:56 AM PDT |
Save Our Ship Combat in a Nutshell Posted: 29 Sep 2020 05:44 PM PDT |
At the request of u/DaBoio2715, my colony! Posted: 29 Sep 2020 10:27 PM PDT |
Posted: 30 Sep 2020 04:44 AM PDT |
Posted: 29 Sep 2020 02:23 PM PDT |
Posted: 29 Sep 2020 08:15 PM PDT |
Posted: 29 Sep 2020 01:44 PM PDT |
Posted: 30 Sep 2020 04:43 AM PDT In your opinion what is the best mod in RimWorld and why is it Wall Light? [link] [comments] |
Randy really had to help me with the raid by hitting a viking with freaking meteor Posted: 29 Sep 2020 11:04 AM PDT |
The Knighthood Order's Keep (Survived through my first year! ) Posted: 30 Sep 2020 04:08 AM PDT |
Posted: 30 Sep 2020 06:19 AM PDT I just bought RimWorld today because i couldn't wait for the sale and I wanted to play it so bad. It's so good joining this community and the game really impressed me as I saw streamers play it. The reason I made this post was to ask whether the people of this subreddit could give me some tips for a newbie in this game. Thank you and I cant wait to start playing! [link] [comments] |
Any mod that removes eltex gear and/or psychic implants from quests rewards? Posted: 30 Sep 2020 06:44 AM PDT These things are so niche in my opinion and they take 80% of quests reward slots. It is so annoying to have the three options be eltex shirt, eltex helmet or psychic reader most of the time. Useful artifacts are rare enough. [link] [comments] |
Oh no no nononono, I'm afraid you can't enter the premises. Posted: 30 Sep 2020 01:19 AM PDT |
Posted: 30 Sep 2020 05:19 AM PDT I just found a great way to achieve a lot at a very low cost. I've been looking at converting some factions to ally status and found that the easiest way is probably to deliver stuff straight to them by pods. Pods however don't hold that much, so you really need to send higher value stuff. Art was my idea, but it takes forever to make it and I use quite a lot of it for beauty and mood boosts already. Then it hit me, I've got a few prisoners that are quite shit and I've been torn on whether to recruit them or not, I don't really need their skills and their traits are mediocre. Now I don't mind harvesting organs and making chairs from their skin, and the mood debuffs are not really an issue, but I don't really need any of it. They are however worth 1200$ as slaves and you can fit two of them in one pod, so I just gained +72 rep for getting rid of two useless pawns and almost gained an ally. Two birds with one stone, or rather Two slaves with one pod. Time to go raid my annoying neighbors :D [link] [comments] |
Posted: 30 Sep 2020 06:14 AM PDT I'm noticing, on regular basis, how colonists pick up a simple meal into their inventory right after eating. I.e. they do it when already fully fed. And i'm also noticing how they often don't use a simple meal in their inventory later on, instead coming to the dining room and picking up another simple meal to eat. I figure this means that most of the time this leads to simple meals in their inventory eventually spoiling and disappearing - and very next time they eat, they'll pick up another simple meal after eating, and again let it rot in their inventory. With simple meals taking 4 days to rot, it may seem like relatively minor waste - each colonist would need ~8 simple meals (assuming good rest and rec) per every 4 days, so wasting 9th is like noticeable but not major loss. Problem is, the above is only true if the meal they take into their inventory was completely fresh. But for lots of setups, it never is! Often it's a meal which was sitting there in dining room for a day or two, sometimes even more. And when so, then we're already talking about something like 1 in 5 meals wasted in their inventory. 20% loss. And it can be even more in setups like "small high-priority dining room zone for meals which gets replenished whenever not full by haulers who get fresh meals from the kitchen and add them to the dining room". Why? Because some time passes after cook made meals, then some more time passes before haulers get those meals into the dining room, then more time passes before pawns actually get into the room and take the meals, but most importantly - because that high-priority meals pile will sit far from empty all the time, meaning meals in it will be spoiling. What happens when relatively fresh meals get added - the remainign spoiling time is averaged for all the meals on that specific tile, i figure. Imagine for example a tile with 5 meals which has 2 days remaining. Then 5 meals with 3 days remaining are added by a hauler. Now you have a tile with 10 meals with 2.5 days remaining. Half a day of spoilage just instantly vanished from those newer meals. Now during next 24 hours, 5 meals out of this tile were eaten - and 5 remained and ticked down to 1.5 remaining days of spoilage. And then 5 more meals with again 3 days remaining are added, and spoilage time for the stack is once again averaged. But now it's not 2.5 days left - but the average between 3 and 1.5, i.e. 2.25 days left! That way, it can slowly degrade to the state of "meals are still OK to eat at all times, but spoil very fast when taken into inventory". I guess in some specific setups this kind of meals' waste can go as high as about half of all cooked meals spoiling in pawns' inventory (and occasionally in the dining room stacks, like while having some pawns doing some extra caravans). Not good. Not good at all. Obviously, to minimize this loss, all non-survival meals created must be kept frozen, so that they are always fresh. And since we usually don't want everybody to waste time going all the way into the main freezer to pick up their daily meals - i figure that frozen dining room is quite in order. Still, even ~11% meals lost to inside-inventory-spoiling - is something we'd obviously like to remove or at least further reduce. And here's my question about it: would it be possible to put a single survival meal into inventory of all never-leaving-map colonists, then restrict them to never actually eat survival meals, and have them go around with "food present" in their inventory (survival meal) so that they would not be picking regular meals into their inventory anymore? And if the above wouldn't work - then is there any other in-game way to solve the problem? Pleate note i'm not willing to modify files and/or to get mods for this. Thanks! [link] [comments] |
After my last post here, I wanted to share an actually positive event and a beautiful combo Posted: 30 Sep 2020 08:03 AM PDT |
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