Showing posts with label RimWorld. Show all posts
Showing posts with label RimWorld. Show all posts

Saturday, January 20, 2018

[Help] How to efficiently store food in warm climates? RimWorld

Hi folks! So, I'm playing with the Refrigerator mod and have a fridge stocked with meals in the common room of my base. I also have a large walk-in freezer where I have all my food, so that it doesn't rot away.

Picture here.

Ideally, I'd like only the cooks to go into the freezer for ingredients, so that the doors don't keep opening and thus letting heat in. But then who will haul raw foodstuffs (rice and potatoes) in??

How do you guys manage your food resources when your colony is in a warm climate?

Thanks for all your help!



Submitted January 20, 2018 at 04:05PM by liveangelic http://ift.tt/2FXsIM1 RimWorld

Saturday, November 25, 2017

What to do with thousands of potatoes? RimWorld

So I might've gone a little overboard on the potato fields...there aren't enough tiles in my base to store all of them. Is there another use for them besides cooking into meals or feeding to livestock? (My refrigerator is already ridiculously big and it's full of meals, so I can't really cook all of them into meals to compress them)



Submitted November 26, 2017 at 05:48AM by BigPawh http://ift.tt/2hS2gsq RimWorld

Thursday, November 16, 2017

Stockpile management help! RimWorld

I'm using Stack XL mod but want to evenly distribute items across multiple stockpiles but my colonists just keep putting stuff into one stockpile and the others are empty.

For example, I'm using a refrigerator mod, and want beer to be stored in both but my colonists only store beer in one fridge, is there a way to tell them to store it in the other as well? Both are set to critical priority.



Submitted November 17, 2017 at 11:12AM by MrAnderson342 http://ift.tt/2z9A2oc RimWorld

Sunday, November 5, 2017

Wendy's Story RimWorld

So after not having played Rimworld in a while I thought it was time to give it another go. I decided to try a rich explorer start (Randy on challenging) with a pawn that had no skills but with a burning passion for a lot of skills, well as many as I could afford without going over the point cap.

So day 1 was a standard affair, build a basic shelter and harvest some berries and haul my valuables undercover.

Day 2 was planting some rice, and chopping some wood to expand my shelter.

Day 3 was spent planning my kitchen and "guest room", building and a bit of light mining for a refrigerator. A random wanderer passed by and asked if I needed any help, he was a nudist pyromaniac so I politely declined.

Day 4 was a little bit short. While going about my business I got a distress call from a person being chased by a bunch of tribals, he happened to mention that he was a pyromaniac (which is an odd thing to mention when running for your life). Again I declined to assist thinking it was in my own interest. I go to bed thinking that I have had crap luck when it comes to recruiting new people, but ho-well.

While sleeping a flash storm breaks out causing a fire to far from my base to effectively put it out so I start praying for rain, none come. A herd of nearby sleeping muffalo catch fire and start running around and mooing in a panic. I'm thinking, "cool, free food...now if only it would rain". no rain came.

The fire got too close to my shack so I decided to try at least hold the flames back until the rain came, the rain didn't come. When I realized that I was going lose my base and everything in it, I made a dash for the glitterworld medicine and went to take cover near a hill side to prevent being burned to death. My torso got burned on my way out the door but I made it.

I figured it would be a challenge to survive after the fire so I thought I would just wait for rain, but none came. the fire spread far enough to somehow burn down an ancient danger releasing the horrors within.

Wendy died within arms reach of her glitterworld medicine, gunned down by 2 scythers while her whole world burned down around her.

Ironic that after turning 2 pyromaniacs away her downfall would be a result of fire.



Submitted November 06, 2017 at 10:40AM by ICStarzICstarz http://ift.tt/2j3YQqC RimWorld

Friday, October 20, 2017

Really, on the whole, things went well. RimWorld

http://ift.tt/2zEu3nW

Bugs spawned in my workshop. Lost the entire workshop, but only one replaceable pawn and some animals. I've had whole colonies wipe trying to fight bugs, so this time I tried burning them. The first room I tried burning didn't have enough wood in it, so not much happened. I tried stocking it with wood, and clothes, but by that time they had broken into the burn room and it was too dangerous. Then I saw the answer - salvation - on the other side of the wall from the workshop was a refrigerator full of rice.

Delicious, flammable, rice.

The plan was almost derailed by a firefoam popper I had wisely placed in the fridge, but one area wasn't reached and that was enough to knock out the bugs. And heat the room to 800F, setting fire to everything.

Respect to the panthers and muffalo that charged in to distract the bugs when a wall needed to be repaired to trap the heat. Your bodies may be gone, but your memory will live on.

Everyone is sleeping now, and everyone has gutworms (X200 hunger) so that's going to make the next quadrum interesting, but there's a full fridge and a rice harvest coming in. I'm tentatively optimistic.

I love you, Rimworld. Does anyone know if bugs spawn from underneath wood floors or carpet?



Submitted October 21, 2017 at 09:41AM by FloobLord http://ift.tt/2xbuncd RimWorld

Friday, August 25, 2017

Human Meat Delivery Service or Human Meat Kibble? RimWorld

I have 6 Huskies now. 2 adults, two adolescents, and two puppies. At the moment, any raider or crappy escape pod survivor get butchered, and their meat delivered to a refrigerator in their kennels. Now that I have farms up and running, would it be more worthwhile to make kibble? Is it more food efficient than just dumping body parts in the kennel?

Another benefit would be that if our food ever gets short, no one can tell the dog food is human meat.

Except Duke Ayers. Duke will know.

Because he made it.

Ninja Edit: It's also extra efficient because the dogs sleep in human leather beds.



Submitted August 26, 2017 at 01:53AM by PilotPen4lyfe http://ift.tt/2xzVA86 RimWorld

Tuesday, August 22, 2017

If the temperature in a refrigerator temporarily rises above 0 degrees celcius (or whatever the equivalent freezing point is in farhrahearhaanheit), does the spoil amount reset when it goes back to freezing? RimWorld

If i have a refrigerator that is powered via solar panels, and an eclipse happens which disrupts the power, then the items inside defrost, then are frozen again once the eclipse ends, does the food/meat inside the refrigerator have a certain amount of permanent deterioration?



Submitted August 22, 2017 at 03:50PM by ThatOneEskimo http://ift.tt/2wzR507 RimWorld

Sunday, July 30, 2017

Oops RimWorld

I barely defeated the Ancient Danger (after reloading my save like 800 times) and put everyone who was bleeding in cryptosleep caskets. Only problem is that one remaining colonist in this place cannot open the pods to tend to them. Now i gotta waste materials to launch someone from another colony because this guy is too incompetent to open a fancy refrigerator.



Submitted July 30, 2017 at 11:17PM by Spiralwolfe http://ift.tt/2vVYAvM RimWorld

Wednesday, July 19, 2017

Hauling bug? RimWorld

So usually, if I want to say move organs from one stockpile to another, I'll disable organs in one stockpile and enable them in another. The pawns then automatically detect the inconsistency and move the item.

Last night it randomly stopped working and I can't even right-click the item anymore to prioritize a haul. It's like the game thinks its still in the right stockpile even though the item is disabled. It started with organs, then I tried it with corn and hops with the same result.

Has anyone encountered this problem before or know of any mods that might affect it? I'm trying to move the organs from the hospital refrigerator and freezer stockpile to my orbital beacon to sell them to a pirate merchant.



Submitted July 19, 2017 at 09:16PM by Dynamaxion http://ift.tt/2tqOIMT RimWorld

Thursday, July 13, 2017

[Help] How do you get colonists to bring raw crops into the refridgerator? RimWorld

I've messed around with the check mark menus a bunch, but can't find anything for crops. I have tons of rice, that just sits outside... and I'd like to bring it into the refrigerator. How do I do this? Is there an option?



Submitted July 13, 2017 at 11:28PM by gatoradefruitpunch8 http://ift.tt/2tk2n3j RimWorld

Monday, June 19, 2017

How do I make refrigerator inside a base RimWorld

I m playing in a location where the temperatures range between -5C and -50C. I have been storing my food outside until I decided to build designated food prep and refrigerator area.

My idea was that I would build the refrigerator near my dining hall, so that people would not have to walk long distance in order to get the food. Only problem was that the only possible area would soon be inside of my base.

I figured out that I would just build a cooler between the refrigerator and my growing area and set the cooler's target temperature to -5C or so. The in would also warm up my growing area. But what happened was that the cooler's target temperature was set to 22C, so the target temperature was the warmer sides temperature.

So is it possible to create a refrigerator inside a base or does it have to be on the edge?.

Currently I removed some ceiling tiles to get the refrigerator area under 0 temperature but thats not very good solution since the amount of the unroofed tiles must be adjusted when outside temperature changes.

Here is a screenshot of my base. http://ift.tt/2sJdd7d

Thanks! And sorry if there is problems with my language. English is not my nativ language.



Submitted June 19, 2017 at 01:35PM by osku654 http://ift.tt/2tj05Tk RimWorld

Sunday, June 18, 2017

What is the point of refrigerators? RimWorld

I don't get why you would want one. For the same price, MAYBE 1 more cooler, you can have things frozen. Unless I am cooling a base in summer, I find I have NO need to use them... Only other thing that spoils other than food is corpses, and when I don't butcher them immediately I just put them in the freezer. None of my colonists hang around in there, since my table is next door and there's nothing in the freezer but food. Why do I need a fridge, ever?

I thought of this after seeing a post on nesting fridges & freezers.



Submitted June 19, 2017 at 05:04AM by battlemage64 http://ift.tt/2sNlwi6 RimWorld

Wednesday, May 31, 2017

Don't install cables right through the refrigerator RimWorld

All of my winter supplies burned down because my whole electrical charge exploded into my refrigerator room. Now I know where NOT to install my cables.

By the way, 4 out of 5 of my colonists died trying to put out the fire because of the heat; as the fire would return over and over again because the room was so hot.



Submitted June 01, 2017 at 01:42AM by AdalwinAmillion http://ift.tt/2sf2nCk RimWorld

Tuesday, March 28, 2017

Trying Lost Tribe RimWorld

How the hell do I even start here? Like playing Crashlanders I can just hunt, freeze up the meat and it's enough to keep my guys alive long enough for a reliable pipeline of food because freezer. But Lost Tribe's lack of refrigerators suddenly makes it so much more difficult to start off, no idea how to even go about it.



Submitted March 29, 2017 at 03:23AM by ApparantCommander http://ift.tt/2nJO7BF RimWorld

Saturday, March 25, 2017

Refrigerating food RimWorld

So how do I get my colonists to haul dead animals into the refrigerator? I have it ready but they just haul it to the other dump zone



Submitted March 25, 2017 at 09:58AM by Ateballoffire http://ift.tt/2n3XtVT RimWorld

Thursday, March 23, 2017

Zones are extremely important, but restricting colonists to them is cumbersome. Here's a mod/dev idea to improve it. RimWorld

First let me say that zones are extremely powerful and important, and so far work great as they are. I don't think the way zones are drawn or their options should be changed. The only problem I have found is the way that colonists treat the 'allowed zones'.

The Problem: If you want to restrict a colonists from the kitchen and an additional area, you need to make an allowed zone unique for them and exclude both the kitchen and the new area. If you're heavy on zone management like me, you end up with 5 or 6 allowed zones that are unique to a single character. This doesn't seem sane and is quite a hassle.

Additionally, you cannot restrict colonists from a zone if they need to work their occasionally. For example, cleaners need access to everything, so their travel paths cannot be restricted. This further complicates work delegation and zone management.

The Solution: Make an 'allowed zone management' menu that works exactly like the "restricted" menu. Keep the y-axis as your colonists, but make the x-axis for each of your zones (instead of hours of the day). The states that you can set for each colonists/zone block would be "never, work, travel, and always".

When set to never, the colonist cannot enter that zone. Just like normal.

When set to work, the colonist can enter the zone if what they are working on is inside of it. They still cannot enter it to get to a task on the other side, though.

When set to travel, a colonist may not work in the zone but may travel through it.

When set to always, they are not restricted by the zone.

The Benefits

Custom pathfinding adjustments can regulate dirt build up in areas that you want in-line with the rest of the base. You can have quick access from outside and inside (refrigerators and hospital rooms) without colonists dirtying them up with daily foot traffic.

The ability to restrict each colonists from a group of zones, rather than only allowing a single zone means you can have a sane and minimal set of zones and still have specific restrictions for each colonist.

Thanks for reading! If I modded games, I would give this a shot myself, but sadly I have not the skills nor the time. Hopefully this idea will get picked up or integrated into the game or a mod in the future.



Submitted March 23, 2017 at 11:04PM by SirNanigans http://ift.tt/2nVUdN0 RimWorld

Sunday, March 12, 2017

Question about restricting food sources RimWorld

I want to build a prison with a common room area and an adjoining pantry. I use the refrigerator mod and would like to stock it with meals for prisoners to access when they like rather then relying on my colonists to feed them. Is there a way to restrict access to a refrigerator to prisoners only so my colonists don't decide to pillage it for their own gluttonous reasons? Or is their a better way to feed prisoners without requiring constant attention from busy pawns?



Submitted March 13, 2017 at 10:59AM by TheWellSpokenMan http://ift.tt/2nex6Ao RimWorld

Monday, February 13, 2017

How does the heater/cooler "target temperature" work? RimWorld

It seems like in the winter, I have to set the heater way hotter than I want it to be in order for the room to reach the temperature I want (then I forget, and spring comes and everyone is sweltering).

Same when there's a heat wave, I have to set the refrigerator to be super cold in order to keep things from melting.

There should be such a thing as a thermostat in the game (even if you have to research it). You set it to the temperature you want, connect specific heaters and coolers to it, and it maintains the temperature, just drawing more power as needed.



Submitted February 13, 2017 at 07:42PM by Hypersapien http://ift.tt/2lbAnyw RimWorld

Friday, January 20, 2017

Nutrient paste dispenser with Berries RimWorld

I reach a pop where I cannot cook fast enough for my colonies/pets.

I read Nutrient Paste Dispenser with Berries do not cause a debuff, so I decide to try it.

I have 3 hoppers (correctly placed) and I put the NPD outside my refrigerator. I set critical on the hopper and important inside the refrigerator. The NPD is connected to electricity.

My colonies is taking the berries to eat from the hopper and the refrigerator. What am I missing here.

Another Q, will my warden/doctor take food from the NPD to the patients/prisoners/pets?

Thanks in adv!



Submitted January 21, 2017 at 09:45AM by hUi33 http://ift.tt/2iVinni RimWorld

Thursday, January 5, 2017

[Mod Request/Idea] Offer Services! RimWorld

I made this post on the Ludeon Forums about a mod request/idea I had. It's pretty in-depth but I'll post the whole thing here too. Wall of text inbound.

TL;DR down at the bottom.

In depth explanation: Hello all, so in my playthroughs of RimWorld, I've done a couple theme-specific bases. Notably, everyone has done the drug farm, but I also did one playthrough that I roleplayed as a military supplier and sold weapons and armor to other factions through both my caravans and theirs. I also did a playthrough where my colony was essentially a hospital, but that ended fast because all the beds went unused and I just sold medicine to caravans. That got me thinking about this mod: Offer services. It could add a few items, like a hospital sign, military supply sign, farmer's market sign, restaurant sign, smuggler's den sign, and lastly, a brothel sign. These signs would turn a building (all connected walls and the rooms they contain) into a hospital/restaurant/store for various items. Along with this, it would add a couple new factions, like refugees, patients, junkies, pirates, customers, militia-men, wastelanders, explorers, nomads, and tribals. These would be functionally factions, but they wouldn't actually have bases. Basically, these factions would show up every day or two if you have a building with a sign for services to be offered, they'd pay you a few silver and take from the service, and leave. If you harm them/try to exploit them, their faction becomes angry and if any of the factions become "hostile" they just stop showing up so you cannot offer services or try to farm/exploit them anymore.

So, how should it work?

Hospital Sign: The most complicated/In-depth of the signs. The Hospital Sign turns a room/building into a hospital for hospital-using factions. The room must at least contain a medical bed/sleeping spot, but they'll pay more for rooms with hospital beds, vitals monitors, and sterile rooms.

How the service works: Wounded patients show up for the hospital with a myriad of possible problems. Some may just need small treatments, some may need surgeries, some may need new body parts, some may be about to die. May even some have brain damage or missing legs and cant walk, but are carried by another pawn. Whatever the problem, they show up and go into the hospital and lay in one of the beds, and once they are fully healed, not just treated, they will pay you and leave. Payment is depending on treatment, small wounds healed is little silver, body transplants/major surgery is tons of silver. Dead patients don't pay. If organs/limbs are harvested at all without being replaced by new ones, they don't pay and you lose points with the faction. If patients die at a table due to not being treated, you lose a little faction points so if all your patients are neglected/die, faction will sop coming, but a few deaths won't be a problem Successful surgeries/treatment raise faction respect. If the factions become hostile, they will not show up anymore from then on.

Factions that make use of this service: Patients and Refugees.

Military Supply Sign: Similar to the Hospital Sign, the Military Supply Sign turns a room/building into a weapons/armor shop for certain factions factions. The room must contain storage of some kind with weapons or armor, so stockpiles work, but weapon racks/mods that add new storage items will also work.

How the service works: This will be much quicker and easier than the hospital type, but not as fun. Weapon/Armor-buying factions come into your gun shop/military supply store, take a weapon or armor, leave silver, and leave. Like the hospital faction, if they become hostile due to being killed/arrested/farmed/exploited, they stop showing up. Maybe to add a little more depth, attach a shooting range to the shop for them to try weapons before they buy? Also, maybe they'd typically only buy weapons of their technology type, but not always. So we aren't supplying all of the Rim's tribals with grenades and guns.

Factions that make use of this service: Pirates, Customers, Militia-men, Wastelanders, Explorers, Nomads, and Tribals.

Farmer's Market Sign: The Farmer's Market Sign is like the Military Supply Sign, you place it down in a room with storage containing non-drug crops.

How the service works: Like the Military Supply Sign, people of certain factions come, buy crops, leave silver, leave. Really good for early game, but not the best source of silver. Plantations inbound.

Factions that make use of this service: Customers, Explorers, Nomads, and Tribals.

Restaurant Sign: Another complicated one, but good money. More of a mix between Hospital/Military Supply in function. Like the Hospital Sign, the Restaurant Sign has building requirements in a room, notably tables and chairs at the table, as well as storage in the room like the Military Supply Sign.

How the service works: As said before, the room must have tables and chairs. The storage must contain cooked meals, and customers will pay more for meals with higher nutrition, and pay more for simple/fine/lavish meals. Customers will tend to leave, disgusted (but no faction penalty) if the meals contain human meat, but cannibal-traited pawns will not leave and will pay a bit more. It's an option, but probably not the best money making option. The room should also probably not be refrigerated, don't want customers getting hypothermia. However, this will mean meals in stockpiles will likely spoil. So either keep up a constant meal flow, or use a refrigerator mod of some kind. Alcohol can also be an option if you want to make a bar. Don't forget to keep your restaurant clean! Also, bar fights.

Factions that make use of this service: Customers, Militia-men, Explorers, Nomads, and Tribals. Everyone eats, but no Pirates and Refugees/Patients.

Smuggler's Den Sign: People come, get high, pay lots, and leave. Good money, but very problematic.

How the service works: The Smuggler's Den makes good money, people will pay more for drugs than rip-off caravans, but it comes with lots of problems. Not only are people high off their balls on yayo, flake, smokeleaf, ect. but you have to deal with them getting in fights and having CONSTANT mental breaks. The customers, not your colonists, so you won't be getting lots of notifications. Really good source of money, but you have to keep people from killing others, or overdosing themselves.

Factions that make use of this service: Pirates, mostly, but some Tribals too.

Brothel Sign: Have a useless Pretty/Beautiful pawn? Maybe an estra-useless Model pawn? Maybe a VERY-ESTRA-useless Pretty/Beautiful Model pawn? Don't make her a cowboy hat just yet. People on the Rim don't just enjoy drugs, they enjoy other commodities.

How the service works: Make your very own orgy-room. Basically, fill the room with female pretty, beautiful, and/or model pawns, lots of beds (better quality beds for better money) and they will do the "lovin' " with your customers. Makes really good money, but you sacrifice manpower and the female pawns' moods, as they will not be happy to do lovin' with someone not their lover.

Factions that make use of this service: (Male-only all, unless Romance Diversified Gay/Bi females.) Pirates, Customers, Militia-men, Explorers, Nomads, and Tribals.

So what do you think? Anyone up for the task? I can help a bit, I have some modding experience. What about anyone who has ideas?

TL;DR: "Sign" objects placed in rooms that allow you to offer hospital (medicine), military supply (weapons/armor), farmer's market (crops), restaurant (meals), smuggler's den (drugs), and lastly, a brothel (lovin') to people who come every day or two for your services/shops. Adds a fun way to make money without selling to caravans or settlements.



Submitted January 06, 2017 at 08:20AM by NethanielShade http://ift.tt/2hWPuq8 RimWorld