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Messages - Havan_IronOak

#226
It seems that my doctor always feeds a patient before stopping his bleeding. This seems backwards to me and seems like it would be an easy fix.
#227
I just had a pod crash with an unaffiliated pawn aboard. If I rescue her rather than capture her and spend time and resources healing and feeding her will she wander off or join-up? Are there probabilities? Should I just capture her at the outset?
#228
General Discussion / Re: Thoughts on Alpha 10?
April 17, 2015, 06:00:13 AM
Quote from: Havan_IronOak on April 16, 2015, 02:39:55 PM
Build defenses?  The Improvised Steel turrets now seem to require stuff we don't have at the beginning. I'm even baffled as to how to build sandbags. Can someone get me past this Homer Simpson moment?

My Bad! I loaded a mod that I wasn't familiar with. It changed the rules on turrets and sandbag emplacements.
#229
General Discussion / Re: Thoughts on Alpha 10?
April 16, 2015, 06:35:03 PM
Quote from: MarvinKosh on April 16, 2015, 02:43:58 PM
Quote from: Havan_IronOak on April 16, 2015, 02:39:55 PM
Build defenses?  The Improvised Steel turrets now seem to require stuff we don't have at the beginning. I'm even baffled as to how to build sandbags. Can someone get me past this Homer Simpson moment?

You need steel for those.

I needed steel in A9 and I have steel. It says that I need sandbags. Are those made now? Perhaps on the smithing table?
#230
General Discussion / Re: Thoughts on Alpha 10?
April 16, 2015, 02:39:55 PM
Build defenses?  The Improvised Steel turrets now seem to require stuff we don't have at the beginning. I'm even baffled as to how to build sandbags. Can someone get me past this Homer Simpson moment?
#231
Ideas / Re: Your Cheapest Ideas
April 14, 2015, 06:18:10 AM
Quote from: AllenWL on April 13, 2015, 09:08:29 AM
Make dead animals not be forbidden by default. It's frankly quite useless and dumb, and unless you live in a cold place, ends up with many rotting animal carcasses and bones littering the map making places ugly and your colonists unhappy.



++1   That's a double plus one I like this idea a lot.
#232
Ideas / Re: Your Cheapest Ideas
April 13, 2015, 08:56:44 AM
Quote from: Regret on April 12, 2015, 05:49:48 PM
...

Allow  doors to be locked open, so we can funnel AI into where we want them without them breaking the structure down.

I'd like to see this too.

But in the interim...

This can be done in a clunky way by a hauler, have them drop something in the doorway.  It takes a bit of clicking but it CAN be done today. Of course once you get a doorstop in place be sure and forbid it's removal.


Or just deconstruct the door.
#233
Minor bug with this mod...  When I swapped out my regular cook-stove for the professional model I started getting the right column "hint" Need Meal Source again. Can this be turned off?
#234
Mining has been criticized as making the game too easy in some respects. I suggest adding a noxious gas peril That is... a pocket of gases that make certain sections of the underground unusable. These sections could make the colonists sick if exposed too long and these sections could be walled off so that the rest of the mine complex is still usable.

It might also generate a need for a "canary", a noxious gas detector.
#235
When my hunter seriously wounds an animal he will sometimes get hungry and go home to eat rather than continuing the hunt.  While he's gone, the animal dies and when he returns to hunt others, the now dead animal is marked as forbidden. I've had as many as 4 animals out of a pack of six end up dying but not being successfully harvested for their meat.

If an animal dies as a result of being wounded by a hunter it should be retrievable. If not by the hunter, then by one of the colonists who dedicate themselves to hauling.
#236
Suggestion: Make the "blighted crop" event crop type specific.

Reasons:
1) I've heard more than one you-tuber lament the frequency of this event. By varying the crop affected, this would address their criticism.
2) It would further encourage crop diversification
3) It IS more realistic. Blights do tend to affect one species while leaving another entirely alone.
#237
So where's the "Welcome" mat at the front entrance?
#238
Thanks for that. Now that you've explained it, it should have been obvious. But isn't that always the way?
#239
I've got a colonist with practitioner level skills (6), a medical bed, a frozen bionic eye  and a godlike shooter (20) who just happens to have lost an eye. The shooter is also a practitioner with level (7) but I'm doubting she can work on herself.

I couldn't figure out why my shooter was missing so much with the best weapon I had, then I discovered the little vision problem.

Can someone explain in general terms how that kinda medical treatment is done in-game?

#240
Thanks for that. I've tried to update the wiki in this regard as well. If you'd like to check  http://rimworldwiki.com/wiki/Mood for any errors or omissions, that'd be great.