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Messages - Havan_IronOak

#241
When I'm accessing my colonist's thoughts...

Food and rest are obvious, the blue bar is how much they have  and the red triangle shows whether that's increasing or decreasing.

The mood bar shows current mood. But...

Red Triangles show whether it's increasing or decreasing. The two "breakdown" threshholds show in red.

What is the white pyramid? I have colonist that are neutral and some that are content and some neutral ones have more than the pyramid mark while other have less.
#242
Ideas / Re: Your Cheapest Ideas
April 12, 2015, 01:54:10 AM
1) Add an option for the date that displays in the lower right corner of the screen to be in the format Day ### instead of the MMM DD YYYY format.  When months don't have the traditional number of days the date as displayed becomes somewhat misleading. Its also in keeping with the "castaway" nature of the game that they'd be keeping time in terms of some type of tally since awakening rather than via a calendar that they sort of lost track of when entering cryo-sleep.

2) Change the way that power switches are displayed slightly ... When one is in the architect menu and has clicked on power conduit, switches show up as being an open circuit whether they are or not. They should show as an open circuit when switched to the OFF position but as a closed circuit when they are switched ON.   This MAY be a bug as it DOES sometimes seem to work that way sometimes.
#243
Ideas / Re: Uninstall Art?
April 11, 2015, 05:53:09 AM
Quote from: Turps on April 10, 2015, 12:01:23 PM
Quote from: Shinzy on April 10, 2015, 10:55:26 AM
Quote from: Havan_IronOak on April 10, 2015, 10:14:00 AM
Quote from: Turps on April 10, 2015, 03:05:51 AM
Quote from: Havan_IronOak on April 10, 2015, 02:29:29 AM
... Make it possible to uninstall art so that it may be moved around.

Thanks for that! I was afraid to "deconstruct" a work of art that had had so much labor go into it. But the deconstruct button did just fine.
You can, just sell it, tell a constructor or anyone to do it and then get someone to install it again where ever

Not sure I follow you... How do I sell it if it's installed in someone's bedroom? It's not near any of my trading beacons.
I'm very very new to this game. Am i missing something (else) obvious?

He's referring to the dollar button in any of the build menus "Deconstruct" or whatsitcalled
using that on installed are will dismantle them and so you can move it around/install it elsewhere
Sorry Havan Ironoak my bad I see the dollar sign and well bad slang and thanks Shinzy
#244
Ideas / Re: Uninstall Art?
April 10, 2015, 10:14:00 AM
Quote from: Turps on April 10, 2015, 03:05:51 AM
Quote from: Havan_IronOak on April 10, 2015, 02:29:29 AM
... Make it possible to uninstall art so that it may be moved around.
You can, just sell it, tell a constructor or anyone to do it and then get someone to install it again where ever

Not sure I follow you... How do I sell it if it's installed in someone's bedroom? It's not near any of my trading beacons.
I'm very very new to this game. Am i missing something (else) obvious?
#245
General Discussion / Two dumb Noob Questions?
April 10, 2015, 02:40:21 AM
1) Why is there no FAQ in this thread that we can check so that newbies like me don't re-ask things that have already been answered a dozen times?

2) Can Mechanoids be captured and recruited? I've only encountered them once and was too concerned with killing them to experiment but there are some mods that SOUND like they involve getting Mechanoids to perform chores for you.
#246
Ideas / Re: Your Cheapest Ideas
April 10, 2015, 02:32:21 AM
Quote from: Regret on April 08, 2015, 10:54:07 AM
treadmill as powersource. Needs to be manned, obviously.

Make it just strong enough to power either a stove or a comm panel.

treadmill powered turrets would be hilarious btw.

I LOVE this idea. I've often thought we'd be better off if they sold TV's that could only be powered by treadmills.
#247
Ideas / Uninstall Art?
April 10, 2015, 02:29:29 AM
This seems like it would be incredibly cheap to do... Make it possible to uninstall art so that it may be moved around. I frequently reassign quarters as my colonists progress in their lives. It would be nice if they could take their favorite art with them.
#248
Help / Re: My Seasonal Wardrobe mod is working!!!
April 09, 2015, 01:39:02 PM
I just started using your mod the other day and it was SWEET!   But I do have an issue that I'm hoping you can straighten me out on...

I noticed that the PriorityHaul command was missing sometime after I loaded your mod. This was added via a mod called Priorityhaul by Gaesatae. Thinking that there was a conflict I tried moving PriorityHaul to the bottom in my ordered list of mods to add. That restored my ability to designate items for priority hauling but the three leftmost buttons that I see when I click on one of your smart wardrobes show red X icons though the labels beneath them; Assign Owner, Assign Owner of Room, and Reset Wardrobe do still appear.

I did try moving your mod below PriorityHaul in the mod load order but the red x issue remained. I'm NOT sure whether the three buttons still function as they used to. I'll advise more after a few experiments.
#249
Just tried this and I absolutely LOVE it. It helps me understand my guys state of mind a whole lot better.

BTW... it was a bit confusing when I first downloaded this as the Name you announce it as is different than the folder name one gets when one unzips it. It then shows up under a third variation in EdB's mod order loader. They say that consistency is the hobgoblin of little minds. Well I've got a little mind and I sometimes look like a hobgoblin but other than this tiny issue this is the perfect mod!
#250
Off-Topic / RimWorld in RL
April 08, 2015, 09:29:48 AM
I just started playing RimWorld recently but a big part of the fascination for me is getting the storage areas tuned, the work areas efficiently laid-out and the pawn programmed as to their duties so that I can intervene less and less. 

I was wondering if other found these aspects appealing and of those who do, how many of you have programmed your Real Life along the same lines. I know that I have direct deposit, all my payments are pre-programmed, all internet purchases go to a credit card that is paid automatically,  I write perhaps 2 or three checks a year, if that. My investment account has a proprogrammed transfer. Several of my stock positions have limit orders that are automated to increase automatically as well.  Ideally my whole financial life is on auto-pilot except when I occasionally have to intervene.
#251
My apologies if this has been suggested (and dismissed) before . I did check the new frequent suggestions post but didn't see it there.

Not sure exactly what constitutes a cheap idea but I'd like to suggest that Falconry be implemented.  Falcons would be a very fast deadly weapon that a hunter could use to kill small small beasties like squirrels and boomrats. Ideally the bird would then bring the prey back to the hunter who'd then take it home. Falcons might need to be fed raw meat and live in cages in a climate controlled mews.  Most of the details of this sound like a mod but I'm guessing that some of the game mechanics would require a tweak as well.

Along similar lines, a predator drone might make a great weapon. It would be very fast at getting to targets but have very limited firepower and then require a return to home to recharge/refuel.  This sounds a LOT more like the type of weaponry space travelers would have at their disposal rather than all the shotguns and so forth.  Ideally these could be crafted by the colonists after sufficient research was done. I'm guessing that plasteel and/or Uranium might be required in their construction.  There has been much discussion about alternatives to kill-boxing... this might be the start of an alternative.
#252
I'm thinking of a capture strategy in which using a pila then closing to melee might be the best. I've been using pistols and rifles as I can get them but the captives often have severe wounds and die before the battle is resolved an they can be captured and treated. I was thinking that pila might be a good alternative.
#253
It's listed as a throwing weapon but expendable. If my colonist uses one, do they get one shot and then they're unarmed? 

I DO intend to try it but so far I've made some and armed a few colonists but I've not been able to experiment with an attack yet. I'd LOVE to know going in what's gonna happen.
#254
General Discussion / Re: What does "Scary" do?
April 04, 2015, 12:04:03 PM
Are you sure that you "raped the randomization button?" Perhaps you meant that you tapped it? I'm sure that it was willing and asking verbal consent from a button seems a bit of PC overkill.
#255
Bugs / Re: Abandoned child as Adulthood?
April 04, 2015, 11:46:31 AM
I'd agree that it doesn't make sense in-game but I do know a few adults that spend their entire adult lives as "abandoned children." Basically "My life sucks and it's all my dead parents' fault."