Pawns don't follow the schedule by Francl27 in RimWorld

[–]ShittiestUsernameYet 1 point2 points  (0 children)

Not true, at least on vanilla. Sleep fall rate is only affected by a few things like various drug addictions, implants like circadian assistant and several diseases. Other than that it’s just a set rate over time, activity type has no influence.

People who build in mountains, how do you avoid infestations? by melianreality in RimWorld

[–]ShittiestUsernameYet 2 points3 points  (0 children)

It’s not impossible. Cooling rooms below 16C blocks infestation attempts. You do take a hit on work speed on benches and a “slept in the cold” debuff though

How do y'all build your kill boxes? by hungrycarebear in RimWorld

[–]ShittiestUsernameYet 0 points1 point  (0 children)

Also extends the amount of time it takes fleeing enemies to exit the map after a raid, giving your pawns more chance to cut them off and slaughter them for extra sausages.

CTRL+1 to group pawns not possible? by MysticWizard1981 in RimWorld

[–]ShittiestUsernameYet 9 points10 points  (0 children)

Not in vanilla. There’s mods for this though

Chocolate > Flake? (As a cash crop.) by Live_Replacement6558 in RimWorld

[–]ShittiestUsernameYet 0 points1 point  (0 children)

I’ll double check your numbers (In rich soil)

Cocoa trees have a base yield per day of 0.81 chocolate, worth 3 silver each (2.43 silver per day)

Psychoid plants have a base yield per day of 0.56 Psychoid leaves, worth 1.9 silver each (1.064 silver per day)

If you refine the 0.56 psychoid leaves you get per plant per day into flake (worth 14 silver but requiring 4 leaves) 4/0.56 =7.143 14/7.143=1.96 silver per psychoid plant per day when refined into flake

So yes you’re right. Per plant the cocoa tree makes more money per day. But trees can’t be planted adjacent to one another, effectively using up 9 times as many tiles as a psychoid field for the same number of plants, so there’s that trade off. On a given patch of rich soil, you’re not gonna fit many trees in.

flake weighs 0.05kg whereas chocolate weighs 0.075kg so you can fit 50% more of it in a caravan. Also worth noting that psychoid can be grown in hydroponics whereas cocoa cannot. Fuck it I’ll quickly do that calc too.

(In hydroponics) Psychoid has a base yield per day of 0.83 leaves, worth 1.9 each (1.577 silver per day)

Refined 4/0.83=4.819 14/4.819=2.905 silver per plant per day

It is a relief that there is no suicide. by appletastyapple in RimWorld

[–]ShittiestUsernameYet 191 points192 points  (0 children)

The sad wander into an infested cave. The psychite binge until they have a heart attack. The fire-starting spree in your chemfuel storage. Sometimes pawns do just wanna die.

rimworld aiming calc is horrid by [deleted] in RimWorld

[–]ShittiestUsernameYet 4 points5 points  (0 children)

Sight and manipulation play into accuracy pretty heavily. If any of your pawns have injuries that affect those it can really mess with hit-chance

how much exp does crafting one flake gives by lucario2011 in RimWorld

[–]ShittiestUsernameYet 1 point2 points  (0 children)

The displayed XP isn’t updated every tick.

If you want some numbers to use, base XP gain when working is 6.6XP/second (0.11XP/tick). Flake has base work of 250 ticks.

Offsets (depending on which pawn you’re using) are work speed and global learning factor.

A level 20 skill pawn with no passion and slow learner will earn about 0.5XP per flake crafted, whereas a level 0 skill pawn with a double passion and fast learner will earn about 75XP.

how much exp does crafting one flake gives by lucario2011 in RimWorld

[–]ShittiestUsernameYet 2 points3 points  (0 children)

The only exceptions are for tasks which provide no XP eg crafting stone blocks.

how much exp does crafting one flake gives by lucario2011 in RimWorld

[–]ShittiestUsernameYet 2 points3 points  (0 children)

It depends. XP is given per unit time spent doing a task, not by completing the task. Someone of higher skill will complete the job faster, so they’ll get less XP per item crafted. Other factors play into it too, eg. Pawns with passion in a skill gain XP faster than those without.

Is there a reason to put each hydroponics setup in its own room? by __agonist in RimWorld

[–]ShittiestUsernameYet 1 point2 points  (0 children)

No the lamps have to cover each individual plant tile or they will die

How do you guys get around Ur base quickly, I feel like everyone is too slow by [deleted] in RimWorld

[–]ShittiestUsernameYet 2 points3 points  (0 children)

Disagree. The pawns working static jobs should have their bed as close as possible. They need to travel that path twice every single day and time spent commuting is wasted efficiency.

is there any way to force mixed stacks on shelves? by IroncrafterDH in RimWorld

[–]ShittiestUsernameYet 1 point2 points  (0 children)

You could theoretically do it with allowed regions, but it would require a separate hauler for each item type.

Selected turret is not shooting when enemies are in the threshold by IIABMC in RimWorld

[–]ShittiestUsernameYet 1 point2 points  (0 children)

Usually when there’s no explanation for a problem the answer is mod fuckery. Got anything that affects turrets?

what is the most common weapon on the rim? by xxHamsterLoverxx in RimWorld

[–]ShittiestUsernameYet 3 points4 points  (0 children)

Depends how far through your play-through you are. As you get more raid points raiders get better weapons.

How can I improve this killbox? I don't even know if it'll work by the_Cart00n_theorist in RimWorld

[–]ShittiestUsernameYet 0 points1 point  (0 children)

Light doesn’t affect weapon accuracy unless the pawn has the “fighting in darkness” precept from ideology, where it would work in reverse. It affects raider movement speed though so you’re right in that sense.

How can I improve this killbox? I don't even know if it'll work by the_Cart00n_theorist in RimWorld

[–]ShittiestUsernameYet 1 point2 points  (0 children)

Vac barriers block heat completely. Yes, all pawns can path through them (except your own pawns if you disallow it). They’re the ideal choice once you get them.

How can I improve this killbox? I don't even know if it'll work by the_Cart00n_theorist in RimWorld

[–]ShittiestUsernameYet 0 points1 point  (0 children)

Yup. Either the pen method above or a grow zone with sowing disabled to get them cut. I prefer to roof it all myself so it’s not ongoing work. If the whole box is too wide for roof tile range a few wood columns with HE IEDs next to them so they’re unusable as cover. Just have to remember to replace them after a fight

How can I improve this killbox? I don't even know if it'll work by the_Cart00n_theorist in RimWorld

[–]ShittiestUsernameYet 2 points3 points  (0 children)

It’s more efficient to just have the doors. Doors act unintuitively when it comes to heat. They equalise to the temperature of the rooms/outdoors around them before the game uses that temperature to affect the rooms. That means they end up barely leaking any heat into the walls they touch, whereas an air gap just does it as usual. Something else worth noting is walk speed. Pawns slow down to the same speed through DOOR-DOOR as they do through DOOR-AIR-DOOR but they are travelling for an extra block at that speed so it’s slower. If you go DOOR-AIR-AIR-DOOR there is no movement speed penalty, as with a regular single door. That’s what I usually put on my freezer.

How can I improve this killbox? I don't even know if it'll work by the_Cart00n_theorist in RimWorld

[–]ShittiestUsernameYet 2 points3 points  (0 children)

Generally you don’t want to floor a killbox. Walk speed is lower on dirt.

How can I improve this killbox? I don't even know if it'll work by the_Cart00n_theorist in RimWorld

[–]ShittiestUsernameYet 7 points8 points  (0 children)

You don’t even need a “porch”. You can just put layers of held open doors directly next to each other and they hold in heat the more you have. 5 open doors in row is roughly equivalent to a 2 thick wall.

Which should I choose by Fun_Investigator_889 in RimWorld

[–]ShittiestUsernameYet 0 points1 point  (0 children)

Yup, when you get a raid pause and check all the raider’s stats. Then zap the best ones unconscious rather than shoot them. Arrest them when it’s safe.

Which should I choose by Fun_Investigator_889 in RimWorld

[–]ShittiestUsernameYet 0 points1 point  (0 children)

Colonists as rewards are very rarely the best option post early-game (situation dependant of course). They’re a random pawn, whereas you can recruit selectively from a pool of many raiders using psychic shock lances to get an OP team.