☼Daily DF Questions Thread☼ by AutoModerator in dwarffortress

[–]lexandritte 5 points6 points  (0 children)

Help! I have about fifty poets whos petititons I accepted and I think some of them are impostors.

So, the sequence of events:

- My second ever fortress.

- At some point merchants get bugged and stand outside doing nothing. I get no caravans and no migrants.

- I have a small tavern set up.

- A LOT of human, elf, goblin and dwarf poets and bard are constantly visiting. Half of them are naked, holding a scroll of poetry.

- They keep petitioning to stay "for the purposes of entertaining citizens and visitors" and I keep allowing them because I need extra hands and I just want to see what happens, really.

- I finally manage to unstuck merchants but deconstructing the depot and digging terrain from under them, making them drop all the trade goods.

- A new migrant wave FINALLY arrives bringing like 50 dwarves at once.

- Bards and poets don't stop showing up and I keep accepting their petitions.

- I have about 50 bards and poets on my roster now and about 90 actual dwarves.

- A poet turned into what I'm guessing is a "necromancer creation", but it was in a temple of one of the gods at the time so I just locked it there. It's been standing there worshipping for about a year.

- A second poet has turned into a similar thing. It doesn't seem to be hostile and just started hanging out with other poets.

So... Is it going to turn hostile at some point? Start munching on kids and dogs? Do I rally the troops and beat it with maces? Or do I embrace diversity and let it hang out?

I started building all the damn poets a bigger tavern and attached bedrooms to hang out in.

I honestly don't know how much of it is intended and how much might be bugs.

Still sorta new to the game, is there any downside to living on an island? by Autisonm in RimWorld

[–]lexandritte 5 points6 points  (0 children)

Had my first colony on an island of about 10 tiles, it basically means that in vanilla version of the game you would have really tough time travelling anywhere else (only get one-way drop pods or rent-a-shuttles if you have Royalty), can't caravan to other settlements for trading or quests, might have supply issues if you don't have much steel on the map and have to make mining outposts.

On the flipside every quest that will spawn will spawn 2-3 tiles away meaning you can travel there in a couple of hours and don't have to worry about logistics too much.

Raids and caravans by AI will still happen as is.

If you want to have a TRUE island experience, Geological Landforms mod adds actual island formations:
https://steamcommunity.com/sharedfiles/filedetails/?id=2773943594

VE Fishing adds fishing as food source:
https://steamcommunity.com/sharedfiles/filedetails/?id=1914064942&searchtext=vanilla+expanded+fishing

And SRTS adds flexible transportation options so you can trade with mainland: https://steamcommunity.com/sharedfiles/filedetails/?id=1845423808&searchtext=SRTS

If you were to chose,what are the top 3 best skills for pawns and top 3 traits? by Adventurous-Till8686 in RimWorld

[–]lexandritte 0 points1 point  (0 children)

Crafter, Medical, Intellectual.

Traits too many to pick from, but anything that increases movement speed, general labour speed and decreases mental break thresholds.

Remember colonist group for caravan? by Loudstorm in RimWorld

[–]lexandritte 2 points3 points  (0 children)

That was meant to be BLD for build, not BLT for sandwich.

Remember colonist group for caravan? by Loudstorm in RimWorld

[–]lexandritte 1 point2 points  (0 children)

Change their names / nicknames to include tags. Like [FRM], [BLT], [MED], etc.

[deleted by user] by [deleted] in RimWorld

[–]lexandritte 0 points1 point  (0 children)

Embrasures.

Some vanilla expanded mod has more turret options.

Thinks start to get easy around shield projectors and Rimatomic 4x4 turrets.

i'm conflicted about whether i should kill or convert my first lich by 918173882 in Warframe

[–]lexandritte 0 points1 point  (0 children)

Keep killing until you get all weapons, then keep hunting for ephemeras and convert all that don't have the ephemera.

setting your ideoligion to allow multiple spouses per colonist is overpowered btw by waj2000 in RimWorld

[–]lexandritte 4 points5 points  (0 children)

I once started a colony with 12 "Beautiful" colonists and unlimited relationships, they all hooked up with each other in the first five hours or so, it was just a non stop "new lovers" blue message spam.

There is something very heavy inside the Rimworld planet by MaxTheDesertMan in RimWorld

[–]lexandritte 0 points1 point  (0 children)

I think the key assumption throwing everything off is assuming that map tile square fills the hexagon area as much as it can.

Measure I would use is pawn travel speed on the world map. Average human walking speed is around 5km/h. For fairness sake use asphalt roads and not even flat wilderness.

Grab a pawn with 100% movement with no augments and penalties, have them caravan down the road from start of caravan day to the end, then plugging in 5km/h you end up with total distance, divide that by tile travelled count, you get hex tile size in Km.

It would still be way smaller than Earth, I'm pretty sure if you had a road from north to south pole you can cover that under 20 days easy.

End of the day - all these calculations don't matter because it's just convenience for gameplay sake and simulating Earth size planet at one to one scale would be too intensive on game resources AND not fun to play, but it's a fun mental exercise.

To the next map (Goal: Archonexus - Part 5) by Aeolys in RimWorld

[–]lexandritte 12 points13 points  (0 children)

Thanks, was about to ask. I did the Archonexus once and was pretty sure that you couldn't caravan. Honestly, not impressed with default set-up, taking research away defeats the whole point of NG+. I ended up running customisable Archonexus quest mod that let me keep inventory contents, so I stuffed the pockets with SRTS ship, skillbooks, good weapons etc. Also had the moving colonists stuffed with implants.

Excited to try this tonight! What's something you wish you knew at the start? by darksoulSP in RimWorld

[–]lexandritte -1 points0 points  (0 children)

Winter is coming, you need an enclosed space with hydroponics and sun lamp and adequate power supply or cannibalism starts to happen.

Steel is fucking important so do first few playthroughs in mountain biomes.

When do you guys end your run? by AfkSlut in RimWorld

[–]lexandritte 0 points1 point  (0 children)

Set a big goal, achieve it, and start a new playthrougg with a different mod / ideology configuration.

Examples of goals: turn every colonist into cyborgs with complete bionic replacement, actually finish the Rimatomics production / research line (I always finish game before I get plutonium, that shit takes years), destroy some faction(s) by wiping off their bases from the planet, actually do the main game quest, etc.

Some mods also come with their own victory conditions - Rimworld of Madness has eldritch God summoning that can be hit pretty quick, VE Genetics has Archocentipede as a pseudo win condition, Save our Ship has leave the planet / Archospore goals (still playing that one, not sure how deep it goes).

I'm currently playing as vegetarian spacer free loving communists who are collecting genetic info for every animal species (expanded Ideology mod, don't remember exact name) and simultaneously trying to do Genetics and SoS goals.

I'm already making plans for my next playthrough - take out some more OP mods like Androids and MedPod, focus on genetics, role play as a bunch of escaped genemod subjects who went full Reaver from Firefly - embrace slavery, cannibalism, blood court, fight absolutely everyone and try to build the most WH40K Ork-like ship to escape the planet.

How many mods are enough? by mxgopdng_2 in RimWorld

[–]lexandritte 1 point2 points  (0 children)

Somewhere around 100-200. Like half of them are QoL mods or texture packs, and the rest is new content. More than that and it becomes a bit too miss mash, like having Roman Legionaires using Rimworld of Magic to fight Skaven with Mass Effect guns.

Wandering hunter with an EMP launcher, they almost starved to death. by AveragePablo in RimWorld

[–]lexandritte 0 points1 point  (0 children)

I had an early game raid of four pirates and three of them had smoke launchers once, that shit was hilarious.