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Messages - Dread Zep

#1
vents are ugly? um...ok.  they look alright to me. and i never experienced the issue u described.  i put all my heaters in the same room, and seems to work just fine
#2
why the hell would u put a heater in every room? you know what vents are dont you?
#3
yea dont turn your turrets off

what im doing these days is setting up my base with only one bottle neck in or out and putting up at least 4 auto turrets to meet anything that wants to pick a fight. im not worried about the man hunters, those are actually blessings in disguise as theyre bringing meat and other materials to your base.  one time i injured the rhino and then healed it, then it started wandering around my base like a normal animal, so i tamed it. eventually it went mad again, though and killed one of my colonists before i could take it out
#4
Just lost a bionic arm to a minor surgery fail.

Doctor was 12 medicine, not with glitter medicine but the one bellow it.  this was after someone with 4 skill installed 2 simple prosthetics on someone with herbal medicine

u tell me guys, but sounds like magic 8-ball mechanics

edit: im just going to load save and try again until it works

edit 2: 2nd attempt colonist dies during surgery
           3rd attempt arm installed

magic 8-ball confirmed
#5
Ideas / Re: Berserk!
July 21, 2016, 04:24:43 PM
Quote from: gmillar on July 21, 2016, 05:12:32 AM
The berserk feature is patently ridiculous and honestly feels completely out of place in what is otherwise a really well thought-out game. Not only does it have little to no basis in reality, it also procs at an incredible rate, even on really easy difficulties. I'm talking three separate people in the first hour. Come on, harden up a bit people.

edit: Seriously, that's like six times in a row now. Berserk from being totally joy-deprived, or eating without a table. PEOPLE DON'T DO THAT. I get that Rimworld isn't supposed to be fair, it's supposed to be a story generator, but a story in which everyone just goes berserk all the time is a terrible story. Has anyone made a mod that removes berserk from the game? I haven't been able to find one.

honestly without the berserk thing, this game would be way too easy
#6
Ideas / Re: Berserk!
July 21, 2016, 01:30:20 AM
i cull all pyromaniacs and harvest their organs. filthy savages, the lot o them.
#7
General Discussion / Re: Stockpile Expansion
July 20, 2016, 08:50:38 PM
Quote from: RaginCajun on July 20, 2016, 08:14:49 PM
If I set a stockpile and later want to expand it, how do you do this?  The Expand Zone option does not appear to be what I want...and if I use the "new zone" it just overwrites my existing zone and I have to reset the settings for that zone.  Is there just a way to resize it to a larger room?

you click the set stockpile button under zones, then select within the stockpile to be expanded and drag outwards
#8
wrong. no one invented gravity, it was discovered
#9
Quote from: Dread Zep on July 20, 2016, 03:53:17 PM
you just gave me an idea.

this is what im gna do.... ill train a bunch of boombalopes and wait for traders to come to town.  once they get there, im going to create an animal area where they are standing and then draft a colonist to snipe a boomer.... hopefuly itll be enough to kill them all but not destroy their stuff....guess we'll see

this did not go down well.  i would have offended fewer people by eating a ham sandwich in a mosque
#10
Quote from: b0rsuk on July 20, 2016, 04:41:01 PM
FAST pack animals like deer are dangerous to hunt! If they get mad, they will chase you down and trample into the ground.
why all my hunters have large predators assigned to them, can always sacrafice the animal or use it to tank the group. the grazers wont stomp u to death tho, so u can always catch a quick revive if things do go south

edit: the large grazer can sometimes stomp u to death if the last blow is enough to kill u before disabling u
#11
probably shouldnt hunt anything that can easily kill you and boomalopes which exploded when you kill them
#12
well of course im going to cheat a lil and save it before the first attempt, and then just keep trying till i get it right haha
#13
you just gave me an idea.

this is what im gna do.... ill train a bunch of boombalopes and wait for traders to come to town.  once they get there, im going to create an animal area where they are standing and then draft a colonist to snipe a boomer.... hopefuly itll be enough to kill them all but not destroy their stuff....guess we'll see
#14
Quote from: jerpo on July 20, 2016, 12:37:39 PM
This is my first play through and I haven't done anything with restricted zones for anybody, but that's a good idea. 

In the game, this cat story ends with the mass slaughter of the little guys, with no negative repercussions.

ahh i see, dont worry took me a while to figure out too... actually was my first toxic fallout that forced me to rethink things.  now im setting up chicken coops and livestock pastures like a pro... though admittedly i havent made a cat harem yet
#15
General Discussion / Re: Equipment stands
July 20, 2016, 12:44:30 PM
i *assumed* they improved the desirability of a room by allowing you to stack the value of the items in the room. 

eg: (2x assault rifle $)/ (2x cells) <  ((2x assault rifle $) + (equipment rack $)) / (2x cells)

and given that you can make an equipment rack out of anything, you can see how this improves the utility of having a storage space which adds value to its surroundings