RimWorld

RimWorld

Colony size
How big are your colony, and how many pawn that you have. With that, how big was your farm and how do you kept them fed.
Im currently always watching the food level of my colony. With 12 pawn, the total number of food less than 1k is already alarming as they can finish that in less than a week.

With bigger farm, come bigger time to sow, harvest, haul, and more people to work on farm.

Im curious on other people method. My colony is on a desert biome, with minimal wild life.
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Zobrazeno 1626 z 26 komentářů
No původně napsal:
The plan is to get it to 700 (7 stacks) around the base. Ideally, everyone would eat fine meals, but I noticed that pawns that are far away from the dining room sometimes will grab a random potato from the floor and eat it, resulting in a penalty, so I'm spreading some fridges around to deeal with the issue.

I have very large underground base and noticed that behavior in only one case - someone already locked all avaiable food in freezers to eat/take/feed/haul, etc (especially if you're playing with increased stack sizes).

My solution was much simplier : 4-6 freezers in dining room (2-3 double-cell ones), each set to refill only when drop under 10-20% of possible stack size.

Plus shifts so not whole base going to eat in same time :)

My shifts don't use forced work time, it's mostly forced sleep time, so my dinning room will be not over abused & always have some pawns awake & separate rivals because with full bionic their fights are too dangerous to have.

No původně napsal:
No, the pro is that I can quickly make the doctor change priorities real quick without her wasting time walking too far away, which has already saved a couple of lives after raids when multiple pawns end up with massive bleeding.

I place 1 cryostasis pods near (or even inside) each hosptal cell for that.

Plus you will need more then one doctor. Counting on single one is too risky.

Maybe it's me (i'm greedy to spend medicine :P when have herbals and 2-3 10+ docs), but even 4 heavily wounded prisoners often end with infection. And I definetely don't want my pawns get it, so I spread hospital into set of small rooms with 2-3 beds (but with wooden auto doors :P and placed really near each other).

All you need is to get :
a) pawn with passion for medicine
b) several prisoners. Lock them into ugly room full with stone chunks, strip them naked, feed via paste and wait for breaks/berserk to patch them after it (machine pistols are best gun to deal with prisoners). Then heal them. And heal again. And instal good bionic. And replace it with crappy one... You get the point ;)

No původně napsal:
I hate how wooden ones look. The freezer is just storage, and nothing else. Everything that's needed for cooking is right next to the stove; the cook literally doesn't move while working.

Edit: https://i.gyazo.com/1c47ee57093bbbed0b8cc02fd6f15c74.mp4
I think that production efficiency more than makees up for stone doors. d:

Well, my main cook have basic trait for +% production speed plus full bionic, so that video don't show really fast cooking, not impressed 1/10 :P (last part is joke, obliviously).

You give insane workload on poor haulers, forcing them to move 1 (one!) meal through your granite doors.

Sure, cook don't move (as it should be), but his haulers wasting notable amount of time.

Try to check it. I had dining room with 8 entrances with wooden autodoors (fastest door in game) and similiar sized rec room with 8 entrances with simple wooden doors. Diference is very notable.

It's IMHO, but rooms with most workload (like freezer) should have wooden ones + some firefoam in case of fire.

Try it. Ofk no need to change all doors if you don't like how they look :)

P.S. Also it's better to have two-tiles corridors at least around core of your base (dining&rec&freezer). In one-tile corridors pawns will collide with each other and be slowed by it.
Naposledy upravil corisai; 15. pro. 2017 v 8.09
Out of curiosity for those folks with 30-50 colonists, what are your machine specs like? I've run into issues with save files breaking/general performance dropping if I have too many colonists (or start secondary colonies), and I'm curious to know how much power Rimworld needs to have a decently sized game file running.

Wolfguarde původně napsal:
Out of curiosity for those folks with 30-50 colonists, what are your machine specs like? I've run into issues with save files breaking/general performance dropping if I have too many colonists (or start secondary colonies), and I'm curious to know how much power Rimworld needs to have a decently sized game file running.

playing on Laptop:
Nvidia getforce 840M
RAM 8Go
I7 2GHz 2,6GHz

I think issue is caused may be caused by some mods
before renovation and sealing of colony for better defense against anything.

http://steamcommunity.com/sharedfiles/filedetails/?id=1232277023

and after renovation of moving the kitchen and dining to be closer to farm, although i did not like the placement of the storage area, but well what to do. lol

http://steamcommunity.com/sharedfiles/filedetails/?id=1232277157

what do you guys think of my farm size?
keep less people who are of higher quality
All auto doors open at the same speed. Check the rim science by Bjorn on the way heat works. Unless that changed since that video. Also for large colonies never underestimate having pawn that are not masters at anything. For every 9 or so colonists I try to have one thats not very good at much or is just a great shot. They handle helping with hauling and cleaning and when that's not being worked On, rolling joints. I mean do you want your cook needing to take time to clean his kitchen?

However, I totally second having people NOT walk through the hospital. Cleanliness is key. My current colony was 22 people get by 5 dairy cows and 2 green houses of corn. That's two Sun lamps full of corn. And I was making so much food I had to sell it. Once o hit 3k stored corn and 2.5k fine meals it became too much to freeze it all
zambasshik původně napsal:
All auto doors open at the same speed
Completely false information there. Every material has a door opening speed, and Stone's is 45%, while Wood is 120%, Uranium is 75% and everything else is 100%.

From these screenshots you can see that Stone lags behind, while Wood doesn't offer any benefit for auto-doors (for regular doors it does).
http://steamcommunity.com/sharedfiles/filedetails/?id=1232701770
http://steamcommunity.com/sharedfiles/filedetails/?id=1232702908
Naposledy upravil Emmote; 15. pro. 2017 v 17.12
Emmote původně napsal:
From these screenshots you can see that Stone lags behind, while Wood doesn't offer any benefit for auto-doors (for regular doors it does).

Re-checked it with 6.21 c/s moving colonists and can confirm that wooden autodoors doesn't faster then steel.

So it's seems like there's some kind of fixed delay to open door, completely unrelated with actual colonist moving speed. I hoped it's included too :(
No původně napsal:
http://steamcommunity.com/sharedfiles/filedetails/?id=1232113822

Probably excessive. It's my first base. d:
Currently trying to move most of the production to hydrophonic to save space for more useful stuff.

Edit: Meat is always an issue if I don't trade for it.

You can grow farm plots in the two areas in front of and behind windmills. That should save some space.

With vanilla, making food becomes more time-consuming. Probably will need 2 or more cooks.

But with mods, you can create bulk foods (most mods go with 4x but a few do 10x, IIRC) That helps a lot.




zombiepeep původně napsal:
13 colonists, with a decent sized farm. When winter rolls around, I like to have 20k in veggies in the freezer and supplement that with hunting. I'm playing a temperate forest biome and it can get pretty cold in winter.

It's not too hard to manage for me. When it's time to plant, ALL other work except doctoring/wardening stops and *everyone* who is capable gets to planting. Takes less than a day with my day and night crews at it. Then it's back to business as usual. When it's time to harvest -- again, all other work stops and everyone is out in the fields. This takes less than half a day. Then I let my haulers and hauling animals put everything in the freezer. I do use some stacking mods, just for convenience so my freezer isn't too huge.

But lately my animals have gotten out of control and I need to plant more haygrass! Megasloths eat SO MUCH but they're so darn cute and will tear up tribal raiders like nobody's business...
Pretty much this is how I run all my colonies, but no mods. Which presents an obvious and not so obvious problems. Space. I need alot to store stuff and defending excess space is annoying at best. Luckily, this becomes a non-factor the more pawns recruited. The not so obvious which I theorised ages ago, is after a certain amount of pawns, spliting my base to seperate zones so that people have something to do. More importantly, large bases take time to walk across. Raids that happen immediately can walk into half defended sections which can lead to close fights. Close fights means injuries.

Personally, my record is something closer to 21 pawns. The number was unintentional. The story teller (i think it was pheobe) just kept dumping pawns on my lawn and I just kept rescueing them. Figured I could just patch them up and they'll shuffle off. How wrong was I.

Edit: Before I forget, something I've learnt from someone else. The freezer stockpile has animal carcasses enabled while my butchering table only allows a number of carcasses to be choped. I set how many to be chopped and I always have an eye on the number of meat in my colony (about 200). Holding animal bodies saves so much space compared to dressed and prepared meat pieces. Expecially large bodied animals. This gets around installing stack size mods, at least for meat.
Naposledy upravil ministrog; 16. pro. 2017 v 5.36
Schrödinger původně napsal:
The freezer stockpile has animal carcasses enabled while my butchering table only allows a number of carcasses to be choped. I set how many to be chopped and I always have an eye on the number of meat in my colony (about 200). Holding animal bodies saves so much space compared to dressed and prepared meat pieces. Expecially large bodied animals. This gets around installing stack size mods, at least for meat.

You should get this mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=1211976907

It automates that process
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Datum zveřejnění: 14. pro. 2017 v 18.15
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