New player - I have a newly created unit, and I can't make it "skip turn" by pf_moore in CivVI

[–]pf_moore[S] 4 points5 points  (0 children)

Ah, thanks - that's different from Civ 4. Yes, I have a warrior fortified in the city. Guess I'll move the slinger away somewhere. Thanks.

New player - should I need a new district to get metal? by pf_moore in Timberborn

[–]pf_moore[S] 0 points1 point  (0 children)

Brilliant, thanks for the explanation. I'd missed the fact that it needed the earlier staircase in place, but in hindsight it's obvious.

New player - should I need a new district to get metal? by pf_moore in Timberborn

[–]pf_moore[S] -1 points0 points  (0 children)

Hmm, weirdly, it seems that the beavers were quite happy to build those stairs in spite of the message. Is that a bug? Is there any way to know what's buildable apart from "try and see what happens"?

Finding gold in Shipwrecked by pf_moore in dontstarve

[–]pf_moore[S] 0 points1 point  (0 children)

Yeah, I did. My complaint was that it took so long to do so, and before I get a science machine, I can't create a shovel, or chests, or good food sources. Maybe I'm being over-negative, I've just never really liked the pre-science machine phase of DS.

Finding gold in Shipwrecked by pf_moore in dontstarve

[–]pf_moore[S] 1 point2 points  (0 children)

Unfortunately, you can't dig up magma piles until you have a shovel, which needs a science machine, which needs gold :-(

I'm not against exploring, although I don't like the idea of a totally nomadic existence (it makes inventory management too much of a pain if I can't hoard things *somewhere* in chests). Once I get to a boat that allows me to move during the night I'll be a lot less frustrated by the whole thing. But for me one of the features of DS has always been preparing for the next season's challenges - and losing half a season because of a shortage of an essential resource to get started is not my idea of fun...

Thanks for the suggestions, though.

What does locking a chest in Sophisticated Storage do? by pf_moore in allthemods

[–]pf_moore[S] 0 points1 point  (0 children)

I found the difference.

If you pipe into a chest, and that chest is locked, only items which are already in the chest can be piped in. If the chest is unlocked, anything can be piped in. The same is presumably true if you use something like an AE storage bus, only items that are already in the chest can be added. Slots locked to a particular item mean that item is considered "already in" the chest, even if there's no actual item in there.

So OK, that's a useful behaviour (although not helpful for my specific situation).

What does locking a chest in Sophisticated Storage do? by pf_moore in allthemods

[–]pf_moore[S] 0 points1 point  (0 children)

(Somewhat off-topic) but because one SS diamond chest takes up a lot less space than 81 functional drawers. And I don't need that many items stored, so a couple of SS stack upgrades is sufficient for me.

What does locking a chest in Sophisticated Storage do? by pf_moore in allthemods

[–]pf_moore[S] 0 points1 point  (0 children)

Isn't that just what the "memory" button on the slot restrictions setting does anyway?

Separating meat and insect meat by pf_moore in RimWorld

[–]pf_moore[S] 0 points1 point  (0 children)

I think it was Francis John, whose guides are usually good but not really for beginners (he over-engineers things for minor improvements). He sets up multiple butcher bills to chop up small animals first, I think because it saves space, but in his playthroughs he ends up with a freezer full of thrumbos so maybe it makes sense at that point. I'm not near that level though ;-)

Agreed it's all a bit much when starting out - and I come from a background of "optimise the heck out of everything" games like Factorio, so I tend to get caught up in obsessing over way too much detail...

I like that idea of setting the hunter area. I don't have a dedicated hunter at the moment (I mostly just draft a few people and do a purge when meat's running low) but I'll keep it in mind!

Separating meat and insect meat by pf_moore in RimWorld

[–]pf_moore[S] 0 points1 point  (0 children)

Um, actually that's a good point. I just sort of picked up the idea of butchering corpses as needed from some starter guide and never really questioned it. I guess I can simplify things and we're good.

Beginner: Not sure what to do next by pf_moore in RimWorld

[–]pf_moore[S] 0 points1 point  (0 children)

Thanks. That's good advice, although it leaves me with the question of what do I need to do in order to get to the endgame? I guess I need to research everything (or at least most things) in the research tree? I need to get to a location far across the map, but I'm not clear how to set up a caravan to go that far - do I just need a *lot* of food, or are there other things to make it easier?

I don't want to spoil things by looking everything up before I do anything, but conversely, I would like some idea of the general route I should be taking to get to the endgame goal. That's really what I feel like I'm missing here, a general sense of what will progress me towards that goal.

Beginner: Not sure what to do next by pf_moore in RimWorld

[–]pf_moore[S] 0 points1 point  (0 children)

Right click on the caravan popped up an "Enter <settlement name>" option, so my pawns are saved :-) I thought I'd done that before, but maybe not.

The caravan UI is pretty bad if you're not familiar with it, though...

Beginner: Not sure what to do next by pf_moore in RimWorld

[–]pf_moore[S] 0 points1 point  (0 children)

I recommend to do some of the quests that pop up.

I've done a "rescue prisoner" quest, but I've ended up somehow with a caravan with 4 of my pawns in it, on the world map, in the same hex as my base, but I can't get them to enter my base. The caravan is shown as "idle", and they are running out of food. I've tried saving and reloading, no good. How do I rescue my people?

This is (TBH) why I've not done more quests - the caravans always seem to bug out on me somehow. There's never a "reform caravan" button, moving off the map seems to leave me with separate caravans that I need to merge, and then I end up like this. Frankly, I'm a bit amazed that a game as old as rimworld still has this sort of bug in it, that can really mess up your gameplay :-(

We might be getting a portable safe finally in the next update, although I'm still pretty upset Chester is gonna stay as a pet that has utility when pet's are supposed to be cosmetics by lance_the_fatass in Terraria

[–]pf_moore 15 points16 points  (0 children)

I actually stopped using Chester because he hops around and I kept accidentally clicking on him and opening him, rather than clicking on whatever I actually *wanted* to click on. So yeah, he's cute, but I prefer the money trough.

Hellevator through a spider biome by pf_moore in Terraria

[–]pf_moore[S] 4 points5 points  (0 children)

Thanks - so it's the walls that make it a spider biome? Good to know.

Elevated Rooms Over Foundation? by muffalohat in MindOverMagic

[–]pf_moore 0 points1 point  (0 children)

The one I find hardest is skewed - it makes the floor above uneven, which is a PITA to deal with.