Was anything mentioned about home zones for animals? You can keep them out of a area with food in it. Also includes normal pawns as well I believe. But forbidding is probably used for pawns. Just animals need to be restricted from the freezer. Or better yet, turn them into food. >:V
It was on beta 18, probably hunger-rate was not implemented. By the way you could use food dispenser to ration the food (0.3 food per meal) and drop kibble or pemican in the food dispenser to reduce this rate (0.24 for kibbles and 0,19 for pemican) and you Can use human meat in the kibble or pemican, the colonists dont see it as human meal when transformed 2 time. Edit : the hunger rate was implemented, then it wasnt worth to keep colonist malnurich due to the hunger-rate penalty conciousness penalty and mood penalty. From my experience the best way to save food on hard biomes in early game is to micromanage the meal time to avoid the food waste and feed the colonist when they reach 0 . And rush the food dispenser while doing kibble or pemican from raw food. With a nice dinning room you could keep the dispenser until late game and save a lot of work time (farming, hunting, cooking; at least 40%)
It's not helpful though because it weakens the colonists in moving and manipulation especially. The reduction in move speed and work speed offsets any benefit from rationing as it will affect harvesting and planting speeds of crops. This is however very useful when dealing with prisoners that you want to release for improved reputation with factions. But the malnutrition effect counts as a health effect and so lessens the reputation gains. Though in such a weakened state don't expect to do very well against raids. Also desert build isn't much of an issue with food if your starting colonist has a field hand implant. I got one recently and they have loads of meals made with no health conditions, though really poor stats in pretty much everything, even their planting skill is only level 5. But the implant also functions as a melee weapon that's about on par with a normal quality club.
I dont think it's good to starve them because there are penalties when they are malnourished... their hunger rate is one thing... they will need to eat sooner until it reaches zero But i hope you find a way to strech the food reserves
Five minutes in and I'm thinking "probably not the best idea for a pale af white person to go naked in the desert, there isn't enough aloe on Earth, let alone Rimworld."
Even longer if they have a generous supply of fat stored up. I got sick and couldn't eat for over a year, I couldn't get help either because of insurance bs. I went from 350 pounds to 90 lbs before the doctors started to panic and got me into emergency care.
I have plenty of fresh food but my colonists don't eat them.they are starwing and they just eat raw food and their mood fall:( any idea why?
Was anything mentioned about home zones for animals? You can keep them out of a area with food in it. Also includes normal pawns as well I believe. But forbidding is probably used for pawns. Just animals need to be restricted from the freezer. Or better yet, turn them into food. >:V
Didn't you ignore the additional hunger-rate from malnutrition?
It was on beta 18, probably hunger-rate was not implemented.
By the way you could use food dispenser to ration the food (0.3 food per meal) and drop kibble or pemican in the food dispenser to reduce this rate (0.24 for kibbles and 0,19 for pemican) and you Can use human meat in the kibble or pemican, the colonists dont see it as human meal when transformed 2 time.
Edit : the hunger rate was implemented, then it wasnt worth to keep colonist malnurich due to the hunger-rate penalty conciousness penalty and mood penalty.
From my experience the best way to save food on hard biomes in early game is to micromanage the meal time to avoid the food waste and feed the colonist when they reach 0 . And rush the food dispenser while doing kibble or pemican from raw food.
With a nice dinning room you could keep the dispenser until late game and save a lot of work time (farming, hunting, cooking; at least 40%)
i still remember when i was still noobs i had to kill one of my pawn in order to feed the other
It's not helpful though because it weakens the colonists in moving and manipulation especially. The reduction in move speed and work speed offsets any benefit from rationing as it will affect harvesting and planting speeds of crops. This is however very useful when dealing with prisoners that you want to release for improved reputation with factions. But the malnutrition effect counts as a health effect and so lessens the reputation gains. Though in such a weakened state don't expect to do very well against raids.
Also desert build isn't much of an issue with food if your starting colonist has a field hand implant. I got one recently and they have loads of meals made with no health conditions, though really poor stats in pretty much everything, even their planting skill is only level 5. But the implant also functions as a melee weapon that's about on par with a normal quality club.
I dont think it's good to starve them because there are penalties when they are malnourished... their hunger rate is one thing... they will need to eat sooner until it reaches zero
But i hope you find a way to strech the food reserves
Nice editing and content!
Swastika in the thumbnail? Why is the base shaped like a swastika for no appearant reason?
Five minutes in and I'm thinking "probably not the best idea for a pale af white person to go naked in the desert, there isn't enough aloe on Earth, let alone Rimworld."
Human can survive about a month without food as long as you have water.
Even longer if they have a generous supply of fat stored up.
I got sick and couldn't eat for over a year, I couldn't get help either because of insurance bs. I went from 350 pounds to 90 lbs before the doctors started to panic and got me into emergency care.
@@derekdrake8706 Holy hell, I hope you're doing ok now
You were dangerously close to a spastic base there
Your mic looks like an unwelcome phallus