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Topics - nuschler22

#81
I don't know if the game incorporates it, but I've read online that the ideal temperature for a hydroponics room is 75 degrees, with every 1 degree above or below yielding 5 to 10 percent less.

The "acceptable" ranges I've found have been around 60-80 degrees. 

Before reading this room temperature to 72 degrees. 

Anyone know (someone smarter than I who can go into the code and figure out the best temperature to grow things in the game)?
#82
The first step to admitting a problem is, well, you know.....

My problem is so awful, I categorize my saves.  Beginning for the first save.  Setup when I get the ball rolling.  Mining.  Trader Ship.  Attack!  All so I can go back to an appropriate time when and if (more likely when) I do something stupid or mechs drop into my base directly.

I have a close affinity to my colonists.  Well, some of them.  And I don't like them dying.
#83
Right now, other than heating a hydroponic room, I haven't found a point to have heaters. 

I think if we had a negative effect for colonists to wear coats inside and all the time, that would be better.  The ability to have a coat rack that stores maybe 4 parkas per single space rack right by the doors leading outside would help as well.  The colonists could have a brief pause before going in and out, similar to opening a door.

Or, they could only demand them when they sleep in their room or sleeping quarters.
#84
Right now I have a colonist that is caught in a loop where he keeps going from the simple meal to the paste dispenser.

This has been ongoing to the point of him being near a mental break down.  I've tried to draft and undraft him but he goes right back to the loop.

The intended work for the colonist also says he is eating from simple meal then eating from the paste dispenser back and forth.
#85
General Discussion / Inaccuracy of colonist mortars
December 14, 2014, 12:42:08 PM
Is there any trick to using the mortars?  Right now, they border of useless because of their inaccuracy. 

I have six mortars all trying to bombard the enemy, and none have been able to come close in the ten plus minutes (probably two full days) I've been doing it.
#86
General Discussion / Blasting Charges
December 13, 2014, 06:34:13 PM
Were these removed?  Or were they a mod I always had.

I can't seem to find them anymore.
#87
First, I see the price for slaves has dramatically increased to about 2000 for each one.

I notice I can't trade clothes like I used to with traders. It has a 0 with a line through it.  Also, I can't trade food with most traders.

Is this intentional, or is it just a bug.

I'm finding that I can't afford that vast majority of anything trade ships have to offer.
#88
Mods / [Request] Meals per day
December 11, 2014, 06:02:59 PM
Would it be possible for someone to make a mod that allowed a certain number of meals to be made each day? 

Colonists eat roughly one meal a day (I think it's closer to .8 by stats I've seen someone do), so it would be wonderful if we could limit the meals per day, and free them up to work.

Thanks if someone can do this!
#89
I thought I heard there was a way to change this watching the Alpha 8 video but I can't find it.

Thanks for any help.
#90
Mods / [Request] Remember position
December 01, 2014, 09:10:15 AM
There was a mod a few alphas back that had a button to remember position for colonists.  I forget what mod (or if it was incorporated into a larger one). 

You would click the button and it would auto-draft all pre-selected colonists and assign them to a position.

It would be very helpful if someone could redo this!  Thanks!
#91
I've had several of these and I just can't seem to recruit. 

I have multiple wardens all trying to recruit him every day.  They all have high social skills.  It's a 1 percent time every time they try.  I've had multiple of these over the last few games but have never been able to recruit even one of them.   I also had a 98 level and he recruited.  But never a single 99 level.  I realize it's suppose to be difficult but I've gone probably 18 months (about 500 days) with three wardens trying to recruit daily.  He likes the environment (very pleasant) and every is set as a check mark.

Is there a trick?  Are they impossible? 

(FYI, I really don't want to part them out)
#92
Mods / [Request] Finish all work in area.
November 25, 2014, 04:30:07 PM
Can someone please make a mod that allows you to highlight a colonist and assign him to complete all the work in a particular area?

Example, I need a line of power conduit replaced to get my colony back online.  Now, I have to manually select the colonist and each time he finishes one portion of it, he tries to leave.  I have to keep reassigning him to complete each portion (if, of course, the colonist has something else they want to do). 

This is applicable in a great many other situations....where a colonist will bring the necessary goods to the work place and leave before finishing even though it might be a simple job.
#93
General Discussion / Trade ships have ceased stopping by
November 23, 2014, 09:44:51 PM
Is there a way (and I don't think there is, but just asking) to trigger a trade ship? 

I was getting them pretty frequently, and now I have yet to have one in the last couple of in game months. 

#94
I searched the site but couldn't find anything about it.

Thanks for any help. :)
#95
General Discussion / Problem finding metal?
November 22, 2014, 04:39:36 PM
I'm running out of metal fairly quickly (even using other sources to build most of my construction when available).

There seems to be little metal in my forest.  Is there a way to find metal other than blindly drilling mountains? 

#96
Support / Game pausing and hiccuping
November 18, 2014, 03:32:32 PM
I don't know how else to describe it beside the game pauses briefly when I move and does it continuously.

I assume it's because I'm on a bigger map (third biggest, I believe). I have 10 colonists.  It does it even when it's not raining and there is no fire, fire, fire.  Huh huh, cool.

I'll try a smaller map and hope it goes away.  Going to be a while before I have a colony of similar size.




#97
Support / Not able to add operations bill
November 17, 2014, 02:24:47 PM
I've search the site and google and haven't been able to find the answer (although it's probably there somewhere).

I have a hospital bed, 9 units of medicine and a kidney.  The hospital bed is not surrounded by anything.  My doctor is a level "6" in the doctoring category and selected as "1" priority.

When I select the colonist that needs the kidney, the bills wont come up.  Pressing "Add bill" does nothing. 

What am I doing wrong?   I would assume that some surgeries should come up?  I watched a video where a list of surgeries came up, most of which were not needed by the patient. 

Help please. :)
#98
I don't know if this was in the last Alpha, but I needed to clear some rock around a geyser to put down a power station, and was all set to manually mine every rock (with other mining to be done elsewhere).  The colonist mined all the rock around it!  Excellent.

I don't know if this applies to all work queued.  A great improvement though, whenever it was implemented.
#99
RimWorld - A Non-Pornographic Colony Builder.

I tried to get on the forums from work and wasn't really paying attention when I searched google and tried to access the site from it.  I thought maybe the site was down, and kept trying because in the past I had the same issue, but would eventually get in.

Then I realize that I was being blocked by my work computer from accessing it.  Lol. 

I'm still waiting for the questions as to what I was trying to access.  :)
#100
Horrible experience with it, and the developer. 

Since we all seem to like strategy games, I figured I'd give my two cents worth. 

Ended up being banned from the Steam discussion group (which is apparently run by the games themselves, which I did not know) because I gave negative feedback.  Basically, the actual forum the guy runs lists Bugs with the title "you break it, we fix it." 

I posted that it didn't seem like a good sign for customer service that he had that attitude considering bugs are generally kinks that need to be worked out by the game developer.

He locked my threat because it was "useless."  Lol.   So I made another and pointed out that the developer (which I knew him to be at this time) did so, and THAT didn't bode well for customer service as well. 

Banned for arguing with a moderator. Lol. 

Plus the game is an exact ripoff of Game Dev Tycoon, which in itself is a ripoff of Game Dev Story.