RimWorld

RimWorld

Captain Keen Apr 18, 2020 @ 4:34am
Ground-penetrating scanner
Um .. so I finally got this thing built, and now my head research guy feels he's too precious to do this type of work. If I force him to prioritise it, he'll work for like 10 seconds, then run off to do pretty much any other job.

I'd fire him, but he has skill 20, and I made him vicepresident too.

I really should have a word with the people in HR. Where do they find these guys? You'd almost imagine they ... fell out of the sky, and HR just gave them whatever job. Jeez.
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Showing 16-30 of 35 comments
TC Apr 22, 2020 @ 12:27am 
I do the drilling with a battery and wind turbine.

Depending on the tile placement in the world you can maybe build a solar panel.
Captain Keen Apr 22, 2020 @ 2:45am 
Originally posted by Punyrock:
You both are being jerks.

No I'm not. He made an inane accusation, and I responded with simple logic. How is that being a jerk?

Originally posted by TC:
I do the drilling with a battery and wind turbine.

Depending on the tile placement in the world you can maybe build a solar panel.

I just made an extension cord. I'll deconstruct once we're done, and write off the loss of materials. I just still think, if we can build a space ship, maybe we could also figure out a portable generator.
kevinshow Apr 22, 2020 @ 11:25am 
Originally posted by Captain Keen:
Oh - another thing.

The drill. It requires power. So now I have to put power cables criss-cross all over my map?

Really?

The game needs a portable generator.

I tried battery the other day. It actually holds power for a very long time, compared to what I expected.

Then I just switch in and out, to refill the battery, as needed.

I also use a separate portable power generator mod, but there is one in the game also. When you see a quest for vanometric power cell, do whatever you can to get it. It's so very useful. You might find it on some merchants also but I don't recall seeing it enough times to say for sure.

Prior to the vanilla game having the vanometric cell, there was this mod for the portable power generator.

I also like using Bio-reactor mod. Put a power source right where you need it, filled with your enemy or some animal's body, living in perpetuity in the bio-reactor while it provides power for you. But this one is not portable. Build once. If you want to pull out the person or animal in there, have another one ready to go, somewhere else at your base!

I'd also like to encourage you that some of the things you feel are things that an advanced space colony should have, someone else thought of it also. I know you resist using mods but really, there are mods that solve this kind of colony problem for you.

And yes, if you don't want to use said mods, then yep -- just make long power conduits out to where you need it. It's a solution you have to use because you want to stay within the limitations of vanilla game.

fortunately, vanilla offers you plenty of steel deposits, using long range scanner or ground-penetrating scanner, so the loss of resources won't be too bad.




Last edited by kevinshow; Apr 22, 2020 @ 11:35am
Captain Keen Apr 22, 2020 @ 4:15pm 
It's a sliding scale, right?

In principle, the game could allow for complete automation, so the game would eventually play itself. On the other hand, the game could call for 100% manual management of everything, and provide no handy solutions for anything.

Me, as a person, if I had to chose between those extremes, I'd pick automation.

The more things I need to personally micromanage - the more it feels like work to me. If I'm working, I want to get paid doing it.

So when the game simulates future tech, I feel entitled to want a portable generator. Mostly because the game does a thing where it randomly assigns spots outside my base that require power. Also, because that feels like a reasonable tech to have.

Mods .. I just don't like them. They feel like cheating, and cheating doesn't improve my enjoyment of a game. If I can trick myself into considering a mod a 'fix' - then I'm good. But otherwise, I generally avoid them.

For this problem, long power conduits will have to do =)
Punyrock Apr 22, 2020 @ 4:51pm 
Originally posted by Captain Keen:
It's a sliding scale, right?

In principle, the game could allow for complete automation, so the game would eventually play itself. On the other hand, the game could call for 100% manual management of everything, and provide no handy solutions for anything.

Me, as a person, if I had to chose between those extremes, I'd pick automation.

The more things I need to personally micromanage - the more it feels like work to me. If I'm working, I want to get paid doing it.

So when the game simulates future tech, I feel entitled to want a portable generator. Mostly because the game does a thing where it randomly assigns spots outside my base that require power. Also, because that feels like a reasonable tech to have.

Mods .. I just don't like them. They feel like cheating, and cheating doesn't improve my enjoyment of a game. If I can trick myself into considering a mod a 'fix' - then I'm good. But otherwise, I generally avoid them.

For this problem, long power conduits will have to do =)
Ok, let's say there's a portable generator added. Put a pin in it. Wouldn't you still need to move the thing about and turn it on and off?

It's not 'randomly assigned' on where power is needed. You decide where devices go, and those devices will need power. It's not machines falling from the sky and you being forced to hook a generator, or the colony is destroyed.

If you /really/ want to get materials and not put generators +100 titles away from base, use a long-range mineral scanner. You can set what mineral you want, and you'll find it in time. Though, you'll need to send a caravan out to mine it (since it spawns outside the colony), and there might be enemies around it.

Or you can make drugs/sculptures/corn, sell it to visiting caravans, and buy the minerals you need.

OR... you can just not have the material and find a way around it. Use stone for walls, craft bows instead, use torches and passive coolers for some temperature control and lighting.
Captain Keen Apr 22, 2020 @ 10:07pm 
Originally posted by Punyrock:
Ok, let's say there's a portable generator added. Put a pin in it. Wouldn't you still need to move the thing about and turn it on and off?

It's not 'randomly assigned' on where power is needed. You decide where devices go, and those devices will need power. It's not machines falling from the sky and you being forced to hook a generator, or the colony is destroyed.

If you /really/ want to get materials and not put generators +100 titles away from base, use a long-range mineral scanner. You can set what mineral you want, and you'll find it in time. Though, you'll need to send a caravan out to mine it (since it spawns outside the colony), and there might be enemies around it.

Or you can make drugs/sculptures/corn, sell it to visiting caravans, and buy the minerals you need.

OR... you can just not have the material and find a way around it. Use stone for walls, craft bows instead, use torches and passive coolers for some temperature control and lighting.

Thanks. I really needed someone to explain basic gameplay to me.

Are you done?
Punyrock Apr 22, 2020 @ 10:37pm 
Originally posted by Captain Keen:
Originally posted by Punyrock:
Ok, let's say there's a portable generator added. Put a pin in it. Wouldn't you still need to move the thing about and turn it on and off?

It's not 'randomly assigned' on where power is needed. You decide where devices go, and those devices will need power. It's not machines falling from the sky and you being forced to hook a generator, or the colony is destroyed.

If you /really/ want to get materials and not put generators +100 titles away from base, use a long-range mineral scanner. You can set what mineral you want, and you'll find it in time. Though, you'll need to send a caravan out to mine it (since it spawns outside the colony), and there might be enemies around it.

Or you can make drugs/sculptures/corn, sell it to visiting caravans, and buy the minerals you need.

OR... you can just not have the material and find a way around it. Use stone for walls, craft bows instead, use torches and passive coolers for some temperature control and lighting.

Thanks. I really needed someone to explain basic gameplay to me.

Are you done?
Doesn't seem like these were previously considered. Don't worry, lots of people (including me) miss other options in situations. Sometimes the best thing to do is improvise. Not everything you'll do in these rimworlds will be flashy.
Captain Keen Apr 22, 2020 @ 10:54pm 
No, thanks, I don't need any lectures on how to play the game. I'm more than adequately aware of caravans, crops, trade, com's consoles. In fact, each and every one of these things are absolutely beyond the point.

I'll carve it down to bite size bits for you to consume:

I have a scanner, and a drill.
It annoys me that I have to provide power for my drill by dragging extension cords across the map.
It seems obvious to me that there should be a portable generator.

Your condescending ♥♥♥♥♥♥♥♥ is not appreciated, to either stick to the topic, or ♥♥♥♥ off.
Punyrock Apr 22, 2020 @ 11:19pm 
Originally posted by Captain Keen:
No, thanks, I don't need any lectures on how to play the game. I'm more than adequately aware of caravans, crops, trade, com's consoles. In fact, each and every one of these things are absolutely beyond the point.

I'll carve it down to bite size bits for you to consume:

I have a scanner, and a drill.
It annoys me that I have to provide power for my drill by dragging extension cords across the map.
It seems obvious to me that there should be a portable generator.

Your condescending ♥♥♥♥♥♥♥♥ is not appreciated, to either stick to the topic, or ♥♥♥♥ off.
Confidence changes with skill level. Novices are, intermediates aren't, and experts are.

By the way, I have no way of knowing how long you've played game. So I'm sorry for trying to give general information people would at least appreciate. Given the fact I'm taking my time out of playing yet more video games.

Also, I'm gonna stop. I don't wanna get banned for arguing or something.
Last edited by Punyrock; Apr 22, 2020 @ 11:22pm
Razorblade Nipples Apr 22, 2020 @ 11:26pm 
I just loaded a mod where I can build a mine. Problem fixed.

Mining is such an ancient technology that it's sort of amazing it's somehow not included in the game and you have to advance far down a tech tree just to get a really ♥♥♥♥♥♥ version of it.
Last edited by Razorblade Nipples; Apr 22, 2020 @ 11:27pm
Punyrock Apr 22, 2020 @ 11:31pm 
Originally posted by Razorblade Nipples:
I just loaded a mod where I can build a mine. Problem fixed.

Mining is such an ancient technology that it's sort of amazing it's somehow not included in the game and you have to advance far down a tech tree just to get a really ♥♥♥♥♥♥ version of it.
Mining down can be quite difficult, given the fact that most pawns don't know what the Z axis is.
Razorblade Nipples Apr 22, 2020 @ 11:46pm 
Originally posted by Punyrock:
Originally posted by Razorblade Nipples:
I just loaded a mod where I can build a mine. Problem fixed.

Mining is such an ancient technology that it's sort of amazing it's somehow not included in the game and you have to advance far down a tech tree just to get a really ♥♥♥♥♥♥ version of it.
Mining down can be quite difficult, given the fact that most pawns don't know what the Z axis is.

I use this mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=1545681321&searchtext=mines
Punyrock Apr 23, 2020 @ 12:43am 
Originally posted by Razorblade Nipples:
Originally posted by Punyrock:
Mining down can be quite difficult, given the fact that most pawns don't know what the Z axis is.

I use this mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=1545681321&searchtext=mines
That's kinda neat. Reminds me of the ones from Banished, except those run out and they can't be removed.

Maybe I should try that mod out and see what happens.
Last edited by Punyrock; Apr 23, 2020 @ 12:45am
Captain Keen Apr 23, 2020 @ 1:10am 
Originally posted by Punyrock:
Also, I'm gonna stop. I don't wanna get banned for arguing or something.

Thank you. If you're actually trying to be helpful, I appreciate that - but that's *not* how you come across to me, as you may have surmised.
Punyrock Apr 23, 2020 @ 1:25am 
Originally posted by Captain Keen:
Originally posted by Punyrock:
Also, I'm gonna stop. I don't wanna get banned for arguing or something.

Thank you. If you're actually trying to be helpful, I appreciate that - but that's *not* how you come across to me, as you may have surmised.
Practice what you preach.
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Date Posted: Apr 18, 2020 @ 4:34am
Posts: 35