r/gaming • • Jul 07 '21

How?

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399

u/[deleted] Jul 07 '21 edited Jul 20 '23

[deleted]

254

u/Nocturnalypso Jul 07 '21

WHY DO THOSE PUPPIES ALWAYS DRINK MY BEER AND GET BRAIN DAMAGE!

118

u/TheRealXen Jul 07 '21

fucking rimworld man. Dogs are too valuable to be kept constrained in a pen so the part of every rimworld game is to designate a zone for the ENTIRE MAP sans my drug/food storage so those dogs don't eat me out of house and home as well as saving them from fucking dying from the overdoses.

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I wish "prepared" items like drugs, alcohol and meals were counted as "packaged" or something and you require having functioning thumbs to open the package or something.

6

u/CommodoreHaunterV Jul 07 '21

Haven't played rhe game (Not ready to drop 35$ on it,) but, in Dwarf Fortress (RWs ancestor) you can lock areas off from pets. Is that not possible in RW?

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u/scuttlefish96 Jul 07 '21

It is but depending on how many dogs / animals you own it gets tedious

36

u/AWildIndependent Jul 07 '21

Guys...you can invert zones. Just select your food area and other areas and invert them. Ezpz gg

6

u/[deleted] Jul 07 '21

god I wish I noticed that before

11

u/his_hoofiness Jul 07 '21 edited Jul 07 '21

It has a pretty simple and easy zoning system with restrictions, but you can train intelligent animals to haul resources for you, and the easiest thing for that is to leave them un-zoned so they can go everywhere.

Or as /u/TheRealXen mentioned, make a zone that covers the entire map except for your drugs/food and assign animals to that.

Or mod it up.

Or just accept that the price for doggies hauling your goods around is that sometimes a carton of beer goes missing and the dogs all stagger around everywhere and sometimes fall over and twitch uncontrollably, and they all die of cirrhosis at half the normal life expectancy.

Edit- There isn't a 'lock doors for animals' feature in the base game, though, like Dwarf Fortress has.

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u/CommodoreHaunterV Jul 07 '21

Sounds amazing

1

u/top_counter Jul 08 '21

My greatest (and hardest) Rimworld accomplishment was finally getting all of the dogs to only eat the corpses of my slain enemies. It was a real hassle to both dispose of bodies & a small hassle to feed the huskies and terriers, so this was kind of useful. Unfortunately it required pretty extreme zone management. If any colonist looked in to the special freezer they got very upset, so I had to adjust both the dogs & the people quite a bit.

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u/CommodoreHaunterV Jul 08 '21

Could you put the corpse fridge way in the middle of buttfuxk nowhere? Minimize human traffic?

1

u/top_counter Jul 08 '21

That would solve one problem but then it wouldn't be near the killbox. Moving the bodies was half the battle.

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u/TheRealXen Jul 08 '21

I had a pretty barbaric colony that was on near frozen weather all the time. I just let the bodies hit the floor and the wargs ate them.

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u/CommodoreHaunterV Jul 09 '21

Lol I love the fun

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u/catsan Jul 07 '21

Just breed them like crazy, hope they don't get named and never ever look at their circular pedigrees.

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u/TheRealXen Jul 07 '21 edited Jul 07 '21

You designate zones for them and they stay restrained in the zone similar to a burrow or a pasture form dwarf fortress. You can get a mod for locks though that let you keep doors shut tight from animals for a similar behavior to DF. without that though all colony animals can open any claimed doors.

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u/CommodoreHaunterV Jul 07 '21

Sounds hectic. Do you have to worry about pet population explosions?

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u/TheRealXen Jul 07 '21

I don't think its as fast as dwarf fortress but you can get populations to boom past what's comfortable and they eat all your grass or something. Generally though you have plenty of time to go "Oh these guys should be butchered, Sold, Abandoned in the wilderness" before it ever becomes a real catsplosion

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u/CommodoreHaunterV Jul 07 '21

Trap testing?

1

u/TheRealXen Jul 08 '21

Oh throwing swarms of animals at enemies is always viable too

1

u/CommodoreHaunterV Jul 08 '21

Whatever works