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Messages - Mansen

#1
Right - See I've already learned a ton.

Herbal Medicine? I'll be sure to put down a small patch of these :D
Greenhouses? Derp - I should have thought of this...
Randi on Builder? I'll give it a go :D
#2
New alpha - I still suck at Rimworld (What a surprise ::)) I Gots some quick questions that would go a long way to help me get adjusted to the newer mechanics.

- How the heck do you get over that initial 3 colonist hurdle?
I've tried a few colonies by now and they all fail pretty fast (Phoebe Casual). My colonists are consistently taken apart by the early tribesmen and pirates over time.

I lose my medicine, I lose arms and I lose a colonist or two. On the other hand I have only been able to catch ONE attacker alive so far - and with a difficulty of 95? that seems like an impossible not to crack (I don't know how to overcome the difficulty rating other than just being nice to the prisoners)

So how do I get started so that my colony doesn't die an early death to something as simple as a bow? Those attackers are much, much better at aiming than I can pretend to be :D (Note: I don't really like Rimworld's "send bigger, stronger waves till the player dies" mechanic, which is why I play on Phoebe. I just want to build a nice colony and pick my fights instead of having to set up killzones and abusive herding areas)

Medicine - Or how to get enough dosh to trade for it?
This has always been the bane of my colonies - Earlier on I've been able to abuse lumber and food merchants to trade for much needed medicine, but that seems a lot harder now with the new merchant types? I've even considered going as far as making medicine a food crafting thing (But haven't found any simple mods that do that for me yet)

Colder biomes - How on #PLANET_NAME# do you survive those?
I love embarking on ice sheets in Dwarf Fortress where you can plan ahead with lots of food and wait out the infrastructure needed to survive - But Rimworld doesn't have that luxury. How do you plan around the very short growing season? Rushing to hydroponics? Does anyone have a good Let's Play of the attempt? Youtube isn't particularly helpful.
#3
General Discussion / Turrets and Sandbags - Cover or not?
September 03, 2014, 02:32:10 AM
Getting a lot of conflicting information here about turrets and their ability to gain cover behind sandbags - So which is it exactly. Do they gain cover if you put them next to a sandbag (if the enemy is on the other side of that of course) or are they too big and bulky to gain any cover?
#4
Hopefully we'll be able to get them a brand new metal leg at some point. Or arm... or torso... well anything south of the head I suppose. ROBOCO(LONIST)
#5
Bugs / Re: Colonist Cooking with slag?
August 28, 2014, 06:30:56 AM
;D

Talk about some harsh rationing - Maybe they're not getting enough iron in their diets?
#6
Bugs / Colonist dragged into another dimension
August 28, 2014, 06:29:53 AM
So I have this colonist who appears to have shifted into another plane of existence. He's lying on the ground, shocked but he isn't actually where he's supposed to be (or anywhere in fact). It's been a few months now and the game still hasn't killed him off or anything.

http://cloud-4.steampowered.com/ugc/571150574225962362/19FAC2AAEC829394763A38090AB23443FFD077E9/

This oddity occured during a firefight where my colonist was suppressed and dropped to the ground - One of the pirates tried to drag him off, but dropped him after the rest of my guys killed him. (He "spawned" back on the ground this time), then a second pirate tried ddid the same and Croc was never returned to our world. It was kind of sad that I had to leave him on the planet - I even had room for him on the spaceship. :'(
#7
General Discussion / Re: Imploding World
November 08, 2013, 07:05:33 AM
You may want to designate your entire base as a home zone - I don't believe your colonists will go out of their way to repair anything too far away from where they are.
#8
General Discussion / Re: Post Your Base
November 07, 2013, 08:41:13 PM
I've had some rotten luck with sudden massive raider parties taking out my bases before I can get a good set up.

I did see something funny today - The cows had managed to move themselves into a small "canyon" with just a single tile opening to the outside. I was hoping to build them a proper stable for the heck of it, but frag grenades put a quick stop to that :(
#9
Ideas / Re: Need a way to force healing
November 07, 2013, 08:32:22 PM
An Infirmary of some kind would be great - Tie in the medicine better with resting. It is a bit "out there" that a bit of bedrest will cure bullet would or burn scars. :)
#10
Support / Re: Send owl downloads
November 07, 2013, 08:03:16 PM
Mine's showing correctly - I've got 4 downloads on the things I haven't downloaded, and 3 on the ones I have. :)
#11
General Discussion / Re: Food Sits on the Ground
November 07, 2013, 08:01:56 PM
Hauling is one of the lowest priorities for your colonists. If you need the food, guns, metal (or something entirely different) picked up and moved in a timely fashion, right click the object with a colonist selected and you can force them to prioritize that task (one time only - if there's an entire pile)
#12
General Discussion / Re: Anybody else decentralize power?
November 07, 2013, 05:30:27 PM
Eventually - yes. I'll definitely try to have several battery rooms in case an explosion cuts off a circuit path or something.

Although I don't really try to make power production in multiple places intentionally - I'll just put several circuit paths around the base so that they can survive a knockout somewhere.
#13
General Discussion / Re: Rapid Food Growth?
November 06, 2013, 06:02:21 PM
That's just plain silly. The Sun Lamp needs to have a tradeoff to make it worth it. Longer radius, stronger growth effect - ability to stay outdoors without shorting out in rain.
#14
General Discussion / Re: Rapid Food Growth?
November 06, 2013, 05:07:22 PM
Sun lamps will let your fields grow at night as well - They are rather pricy powerwise though (They sorrily need a day toggle so they only run when needed though)
#15
General Discussion / Re: How to take pirates alive?
November 05, 2013, 10:10:40 PM
Some short range non-lethal weapons could be fun. Cattle prods, flashbangs and what have you. Short duration stuns that might allow your colonists to move in and lock em up quickly.

Risk / Reward ;D