Reinforced barrel rimworld что это
Reinforced barrel rimworld что это
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Exotic Items
A hyper-advanced computer core that houses a superhumanlike artificial intelligence. In its isolated state the core is dormant. Installed in a proper support structure, however, it can become a mind of frightening power.
«Dye extracted from a tinctoria plant. It can be transformed into various colors to dye apparel.»
Elephant tusk
An elephant’s tusk. It is very durable and valuable. While somewhat unwieldy as a melee weapon, it can still be deadly.
Gauranlen seed
«The seed of a Gauranlan tree. It can be planted to create a new Gauranlen tree.»
Glitterworld medicine
A kit of advanced ultra-tech medical supplies, probably manufactured on a distant glitterworld. It contains advanced polymorphic drugs, nanite diagnostic and healing assisters, a mini-imager, and various multi-use tools.
Healer mech serum
A one-use super-dose of mechanites tuned to heal health conditions. The mechanites will target and heal the single worst health condition affecting someone at any given time. Works even on health conditions that would otherwise be incurable. The mechanites can even transmute themselves into organic matter, forming new limbs or organs as needed.
Psytrainer
A one-use super-dose of mechanites which trains a specific psychic power. The dose is administered through the orbit of the eye. Once released into the brain, the mechanites form knowledge of a specific psycast ability, transmuting themselves into neural tissue as needed.
Reinforced barrel
A large barrel for projectile-based weapons like mortars. In order to hold the high launch pressures, it is specially reinforced and cannot be manufactured at a small scale.
Resurrector mech serum
A one-use super-dose of mechanites tuned to resurrect the dead. Administered to a corpse soon after death, mechanites repair broken-down tissues and kickstart the body back to life. Unfortunately, the resurrected sometimes come back with brain damage, blindness, or progressive psychosis. Outcomes are better when the mechanites are administered to a fresher body. Well-preserved bodies can be resurrected, even long after death.
Skilltrainer
A one-use super-dose of mechanites which trains a specific skill.
The dose is administered through the orbit of the eye. Once released into the brain, the mechanites quickly improve the subject’s skills in a specific area, transmuting themselves into neural tissue as needed.
Skilltrainers are rare items that will substantially increase a single, specific skill of the colonist using the item. It will then be used up and disappear.
Techprint
The physical form of techprints can range from scraps of paper with diagrams, all the way to advanced self-contained teaching machines. Regardless of form, they play the same role. They give your researchers the confidence that an idea is possible, and a rough idea of the designs in more established societies. Your researchers need the foundational knowledge offered by techprints to know where to start on a given technology. Only after enough techprints have been applied can your researchers work out the fine details of how to make use of the technology in your particular situation. Applying techprints to a satisfied project fulfills half the remaining research progress. In addition, researchers always gain a boost to their intellectual skills when applying techprints, even on already-completed technologies.
Techprof subpersona core
A small AI core housing a low-grade subpersona specialized in teaching technology. When used, the AI will teach you the technology you’re currently researching, instantly and for free. Can only be used once.
Thrumbo horn
«A thrumbo’s horn. It’s razor-sharp, rock-hard, and priceless in most markets. This is a true trophy, as well as a deadly melee weapon.»
Rimworld 1.3 Major Changes
Rimworld 1.3 Major Changes
Herbivores have had MASSIVE changes that greatly changes their productivity and function.
Their hunger rate has been cut in half, offset by each grass giving 40% less nutrition.
It takes 2/3 as long for herbivores to reach adulthood
It takes 2/3 as long for herbivores to give birth.
Twice as resistant to toxic fallout
Easier to get the staple farm animals from traders
Fig 1. Animals Net Nutritional Output but I upload the right one
For animals as a whole:
Filth rate is now tied to the animal itself instead of body size. So now while a human has a filth rate of 1.0, cows generate 16x the filth. So yeah, watch your zoning / animal posts.
Egg-layers need a nest box for their eggs.
Sterilization and auto-slaughter mechanics can be setup for convenience.
Meat from butchering animals is increased by 30%, offset by damaged corpses giving 33% less meat and leather. Damage includes bruises, etc, and thus is strictly a buff to butchering farm animals and a sizable nerf to leather amounts from hunting.
Tynan definitely wants people to ranch more it seems, and endgame colonies have a far greater incentive to have huge dairy farms (easier than ever with the auto-slaughter, too).
Reinforced barrels are uncraftable items that can be traded for, both from caravans and at faction bases. Obviously the intent is to limit active mortars and limit mortar fire spam.
Shell costs have been reduced by 10 steel across the board, making them and IEDs more attractive to use on their own. Personally I think Firefoam IEDs are now economical enough to justify using in the fields, to prevent raiders from damaging harvests, while storing shells outright could be an alternative to EMP weapons, Smoke weapons, and Firefoam poppers.
Prior to 1.3 the likelihood a fired mortar shell would impact the target tile was:
4.84% for Incendiary (larger in reality due to fire spread)
16.44% for Firefoam (use instead of poppers)
31.14% for Smoke (good)
46.62% for EMP (amazing)
100% for Antigrain (lol)
7.92% for HE (still bad)
7.92+% for Incendiary (okay)
26.90% for Firefoam (use instead of poppers, IED even!)
50.95% for Smoke (good)
76.27% for EMP (amazing)
100% for Antigrain still (lol)
You can carry medicine, doctors rejoice.
You can carry downed pawns while drafted and can tend in the field, drastically improving triage. Being able to patch up your pet without waiting for it to take an animal bed is heavenly QOL.
Kids grow slower when malnourished.
Cannibals OK with organ harvesting, prisoner murder. Mood buff from wearing human leather like Bloodlust pawns, also like other pawns wearing human leather socially (regular pawns hate pawns with human leather now, to counteract this).
Prioner breakout chances are now multiplied by the number of doors on the room, so:
Limit the number of doors to a single entry point.
Make a room of doors so you can quickly force prison breaks to execute / organ harvest with less consequences. Watch out, they can use artifacts now though!
Cannibal and Bloodlust are better than ever, and the changes to carrying items are great QOL. Prisons now have two options for either promoting jailbreaks or reducing them, both of which have nice benefits.
Travel speed is standardized to only factor in mass carried, terrain, and mounts. Can no longer go mach speed by strapping a bunch of rabbits to your feet
Neuroquake mega nerfed, no longer as ridiculously powerful.
No longer affects full map, only a 60 tile radius (ouch!)
12 second cast time (up from 6 I believe? Wiki currently down).
High-shields now stop orbital and aerodrone strikes, so no permit cheesing anymore either.
Shuttles give uranium instead of steel, giving a more reliable supply of it.
Neuroquake was silly when correctly abused, shuttle change is alright and the high-shield one is reasonable. Nothing too big here.
in this patch: Tynan hates walls
5 tiles despite their terrifying weapon, may be a bug.
Raiders can how come with breach equipment, basically swarming your defenses with breach axes to rip down your walls instead of being funneled to killboxes. Fortunately, breach axes are very mediocre, basically on par with the crappy knives raiders often have.
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Make Reinforced Barrel
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This mod allows you to produce reinforced barrel by yourself. Although it’s expensive, you don’t have to be controlled by others, produce as much as you want.
WorkAmount: 9000 (Time required for one and a half components)
Cost: 150 Steel 2 component
Minimum skills: 7
Market value adjustment: 600→500
Mortar
A manned mortar that launches all kinds of shells. While it can inflict devastating damage, the mortar’s inherent inaccuracy makes it more useful for attacking large fortifications than groups of enemies in the field.
The Mortar is a manned stationary siege defense mechanism. It launches mortar shells one at a time at any enemy that enters its 500-tile firing radius, or at a target set by the player. Once an enemy has entered within 30 tiles of the mortar, it will cease firing. The range indicator of mortars is not its actual range, but the size of its blind spot. It cannot fire if covered by a roof. It has a 4-second warmup time, a 28-second cooldown, and a 10-tile forced miss radius. (The forced miss radius is 13 if the Classic mortars storyteller option is enabled.) Mortars explode in a 4.9-tile radius when destroyed, dealing 50 damage.
Loading different shells into it will produce different effects. These shells can be manually extracted from the mortar. Mortars can be set to accept different types of shells. Make sure the shells you need are in an «allowed» zone for your mortar operators; a set of shelves works well to store mortar shells.
Contents
Acquisition
To construct a mortar, the Mortars research must be complete and a construction skill of 5 is required. Each mortar requires 150 steel,
6 components and
75 of any metal. As of 1.3 mortars require one reinforced barrel to craft if classic mortars is not enabled.
Alternatively, they can be claimed and taken from Sieges.
The mortar shells required to use the mortar must also be acquired. See their respective pages for details.
Summary
Mortars require a pawn to load and fire shells. Their skills have no effect on accuracy, however, pawns incapable of violence will refuse to man them. Unlike drafted colonists, mortar personnel do not return to their normal schedule when undrafted and must be manually relieved from the mortar job. Mortars have a forced miss radius of 10 tiles i.e. the shell will land somewhere within 10 tiles of the designated tile. This is increased to 13 if the Classic mortars storyteller option is enabled. There is no other way to increase mortar accuracy.
Firing a shell has a 4 second warmup, and a 28 second cooldown. Note that the cooldown does not tick down while no pawn is manning the turret, even if they are in the process of retrieving another shell.
Every 20 shots, a reinforced barrel is required. This requirement does not exist, and reinforced barrels are removed from the game entirely, if the Classic mortars storyteller option is enabled.
Analysis
Enemy sieges typically spawn with 2 mortars, that will be constructed by the enemy, and then fired at your base. Shells fired from mortars will break through constructed roofing but not through mountains (or any tile underneath one). Following a siege, it is possible to loot mortars from siege attacks, so long as the enemy builders complete construction, by reinstalling them in your base. Pawns assigned to construction will haul them to their new location.
When they explode, they sizzle for 240 ticks ( 4 secs) and explode with a radius of 4.9 cells.
When hit by an EMP from any source, they are prevented from firing and the reload countdown is paused for the duration of the stun. Mortars do not ‘adapt’ to EMP. If an EMP attack does more EMP damage to a mortar than its remaining HP, the mortar will explode. For most sources of EMP damage, this is below 50 HP.
Exotic Items
Contents
«Dye extracted from a tinctoria plant. It can be transformed into various colors to dye apparel.»
Elephant tusk
An elephant’s tusk. It is very durable and valuable. While somewhat unwieldy as a melee weapon, it can still be deadly.
Gauranlen seed
«The seed of a Gauranlan tree. It can be planted to create a new Gauranlen tree.»
Glitterworld medicine
A kit of advanced ultra-tech medical supplies, probably manufactured on a distant glitterworld. It contains advanced polymorphic drugs, nanite diagnostic and healing assisters, a mini-imager, and various multi-use tools.
Healer mech serum
A one-use super-dose of mechanites tuned to heal health conditions. The mechanites will target and heal the single worst health condition affecting someone at any given time. Works even on health conditions that would otherwise be incurable. The mechanites can even transmute themselves into organic matter, forming new limbs or organs as needed.
Persona core
A hyper-advanced computer core that houses a superhumanlike artificial intelligence. In its isolated state the core is dormant. Installed in a proper support structure, however, it can become a mind of frightening power.
Psytrainer
A one-use super-dose of mechanites which trains a specific psychic power. The dose is administered through the orbit of the eye. Once released into the brain, the mechanites form knowledge of a specific psycast ability, transmuting themselves into neural tissue as needed.
Reinforced barrel
A large barrel for projectile-based weapons like mortars. In order to hold the high launch pressures, it is specially reinforced and cannot be manufactured at a small scale.
Resurrector mech serum
A one-use super-dose of mechanites tuned to resurrect the dead. Administered to a corpse soon after death, mechanites repair broken-down tissues and kickstart the body back to life. Unfortunately, the resurrected sometimes come back with brain damage, blindness, or progressive psychosis. Outcomes are better when the mechanites are administered to a fresher body. Well-preserved bodies can be resurrected, even long after death.
Skilltrainer
A one-use super-dose of mechanites which trains a specific skill.
The dose is administered through the orbit of the eye. Once released into the brain, the mechanites quickly improve the subject’s skills in a specific area, transmuting themselves into neural tissue as needed.
Skilltrainers are rare items that will substantially increase a single, specific skill of the colonist using the item. It will then be used up and disappear.
Techprint
The physical form of techprints can range from scraps of paper with diagrams, all the way to advanced self-contained teaching machines. Regardless of form, they play the same role. They give your researchers the confidence that an idea is possible, and a rough idea of the designs in more established societies. Your researchers need the foundational knowledge offered by techprints to know where to start on a given technology. Only after enough techprints have been applied can your researchers work out the fine details of how to make use of the technology in your particular situation. Applying techprints to a satisfied project fulfills half the remaining research progress. In addition, researchers always gain a boost to their intellectual skills when applying techprints, even on already-completed technologies.
Techprof subpersona core
A small AI core housing a low-grade subpersona specialized in teaching technology. When used, the AI will teach you the technology you’re currently researching, instantly and for free. Can only be used once.
Thrumbo horn
«A thrumbo’s horn. It’s razor-sharp, rock-hard, and priceless in most markets. This is a true trophy, as well as a deadly melee weapon.»
Reinforced barrel rimworld что это
RimWorld
Wort been sitting there for days next to a barrel, but apparently there’s nowhere to store it?
My workers just walk past it. I build a second barrel to make sure the other wasn’t simply full (as there is 0 indication of what’s in there). What am i missing here?
Do you have a zone set up to store it? I had to have a zone set up before they decided to properly use it
That sounds likely.
Try to throw a quick stockpile just where it is sitting and then attempt making them prioritize it again. You don’t even need to configure it. Just put down a one tile stockpile (which by default takes almost everything) on just the tile that the wort is sitting on.
Yep.
Need to have the wort *in a stockpile* to get it loaded into the barrel
Similarly, you will need a stockpile that will accept beer, to unload the barrel later.
Have you tried right-clicking on the barrels? You prioritize this job by clicking on the barrels, not the Wort.
It’s also a Hauling job, and I don’t think animals can do it, so if you don’t have many human haulers, it’s entirely possible that none of them have fallen-through to that particualr sub-job of Hauling.
FillFermentingBarrel
fill fermenting barrels
WorkGiver_FillFermentingBarrel
Hauling
fill
filling
Are you using any mods that affect brewing? I remember VGP Beverages changes fermenting quite substantially.
Yep.
Need to have the wort *in a stockpile* to get it loaded into the barrel
Similarly, you will need a stockpile that will accept beer, to unload the barrel later.
No, you don’t. Nothing in Rimworld requires anything to ever be in a stockpile.
All fixed, thanks all! Apparently it’s a cooking task, not a hauling task? My chefs did it when thee was literally nothing else to do, weird!
Yep.
Need to have the wort *in a stockpile* to get it loaded into the barrel
Similarly, you will need a stockpile that will accept beer, to unload the barrel later.
No, you don’t. Nothing in Rimworld requires anything to ever be in a stockpile.
All fixed, thanks all! Apparently it’s a cooking task, not a hauling task? My chefs did it when thee was literally nothing else to do, weird!
No, it’s specifically a hauling task. You simply didn’t prioritize hauling, so your chefs did it when all prioritized jobs got done.
Some things do require a stockpile before they can be used or recognized as usable. Bionic and Implants need to be stockpiled, as well as clothing items and armor. I’m not sure if there are more but those ones I feel pretty confident mentioning.
. Some things do require a stockpile before they can be used or recognized as usable. Bionic and Implants need to be stockpiled, as well as clothing items and armor. I’m not sure if there are more but those ones I feel pretty confident mentioning.
One thing about Pawns finding stuffs is that Crafting Benches generally have their own Work Order in «Go Get the Raw Material for This Work Order.» In that situation, a Pawn is actively «looking» for the material and will pick up items that aren’t forbidden and aren’t in a stockpile.
Basically, if something gives an order for the pawn to «go get it» they’ll pick up whatever it is that isn’t forbidden, no matter where it is. (ie: Kind of like a search of the entire allowed zone for that pawn.)
HOWEVER, if a work order first asks «Do you have a needed material» and it’s not in a stockpile? Then the work order won’t get done and you can toss a coin betting on what «Error Message» the game is going to have pop up. 🙂
(When Rimworld claims that there’s a problem with some order/job/work I just consider that it’s reaching into a bag of completely random excuses. The problem almost always «somehow involves a Pawn.» The OP’s error message makes no sense, so it «somehow involves a Pawn.» 😉 )