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Messages - BugPowderDust

#76
General Discussion / Re: Storing mortars
October 27, 2016, 02:22:22 AM
No, the ability to store a deconstructed/disassembled mortar in a particular stockpile
#77
General Discussion / Storing mortars
October 27, 2016, 02:14:21 AM
I am probably going to kick myself...but I can't find anywhere in a stockpile menu to dis/allow mortars. They aren't listed under ranged weapons, and I have gone through the other options, even the weird ones- still can't find it. I feel like I've missed something obvious- help!  ;D
#78
General Discussion / Re: Scythers
October 24, 2016, 06:55:14 AM
Quote from: skullywag on October 24, 2016, 03:12:59 AM
Would like to calrify the above slightly. If the blades are damaged they are unremovable.

Worth a mention- you can attach removed claws to your own colonists for a melee weapon (not tried this for a few alphas, does it still work?)
#79
General Discussion / Re: Innocent prisoner died
October 14, 2016, 02:19:06 AM
Good to know, many thanks!
#80
General Discussion / Re: Innocent prisoner died
October 12, 2016, 09:34:31 AM
Thanks Calahan, that takes care of that then :)

Please lock this thread so this doesn't become a duplicate
#81
General Discussion / Re: Innocent prisoner died
October 12, 2016, 09:02:11 AM
But you don't always know when they will die from an infection?
#82
General Discussion / Innocent prisoner died
October 12, 2016, 07:39:59 AM
OK, i get this debuff if I let a prisoner starve, or mistreat him, yada yada. I get that.

But I am hanging on in the depths of winter, no medicine at all, colony one mental break short of a failure cascade, when a prisoner dies from an infection. Mood debuffs all round. All so sad because some guy (who attacked the colony and wanted to kill us five minutes ago) died from an infection despite our best efforts.

Please can this be looked at and appropriate debuffs applied where appropriate? I get (to a point) that the client can't easily differentiate between having no medicine, and having medicine but withholding it. But if I wanted to kill the guy, I wouldn't have bothered to rescue and feed him.

Thanks :)
#83
Bugs / Typo on 'Ascetic' description
September 25, 2016, 09:22:54 AM
Just spotted attached typo on description of Ascetic. It reads "...and raw food won't both her a bit" - should read "bother", not "both her"

Cheers.
#84
General Discussion / Re: Two research benches
September 15, 2016, 08:50:16 AM
Quote from: Britnoth on September 15, 2016, 08:45:52 AM
They will. But you just said you need a high tech bench for your current research project.
Yes, but subsequently i was researching stonecutting

Quote from: Britnoth on September 15, 2016, 08:45:52 AM
If you have 2 benches, and are researching stonecutting with 2 researchers not allowed to do any other work, and only 1 is working and the other is idle, maybe post a screenshot or a bug report..
Will do.
#85
General Discussion / Re: Two research benches
September 15, 2016, 08:36:55 AM
Yes, it does need a hi-tech bench. But my question is why aren't 2 people researching Stonecutting (for instance) at once, using 2 benches?
#86
General Discussion / Two research benches
September 15, 2016, 08:01:29 AM
I heard that having 2 research benches could speed up your research time, as two colonists could work at once.

So, I built a high tech bench and kept my original 'low tech' bench. Only the high tech bench is used, despite me having a second colonist with research set to priority 1 (and nothing else set). She just idles around. Is there something I'm missing to make this happen?

Cheers in advance.
#87
Quote from: MeowRailroad on September 14, 2016, 08:08:32 AM
Never ever hunt large animals if you can help it early on. Once you have better guns it is safer to hunt them. I don't think a maddened one will trigger revenge if it is killed though.

Fair comment, but if you're in a cold climate, you need to get leather to make parkas/jackets ASAP. Raiders don't come in numbers or have decent enough clothes until later. Also, meat.
#88
General Discussion / Re: Produce until you have...
September 14, 2016, 04:09:57 AM
Quote from: skullywag on September 14, 2016, 04:07:34 AM
Vanilla counts all blocks of all types in that calculation so when it gets to the 2nd bill it says "I have 500 blocks" when it should be saying "I have 500 sandstone blocks therefore i need 500 marble", the mod mentioned above fixes that.

Ahh, gotcha. I see :)
#89
General Discussion / Re: Produce until you have...
September 14, 2016, 04:00:57 AM
Quote from: 14m1337 on September 14, 2016, 03:53:43 AM
in vanilla rimworld, the stonecutter's table doesn't make a difference between the stone types.


?? I only play Vanilla, and I can specify which stone type I want turning into blocks. Not sure if you mean something else or just weren't aware of this
#90
General Discussion / Re: Tattered Apparel
September 14, 2016, 03:57:56 AM
Your colonists should swap out tattered clothing to decent clothing automatically.

I have found, though, that the newer clothing needs to be in a stockpie zone for them to 'be aware' of it. If it's just lying around, they don't appear to pick it up. As soon as it gets hauled to the right zone, they'll collect it and wear it.

I now build a tailor's workstation quite early, and make clothes as early game you don't have many raiders with good clothes to take, and you have time to slaughter herds and get their leather.