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Messages - Daliena91

#1
Quote from: Malcom347 on January 12, 2015, 08:23:29 PM
Depending on how you play, you could;

>Arrest/Kidnap them for Slave Trade or Organ Harvesting
>Kill them for their clothes, weapons, items

And in the upcoming version, you can tend to them for some +Faction rep

Rimworld players.. *Nervous laughter* "Oh, visitors. Shall we kill them for their gear, or harvest their organs, or sell them as slaves, or some combination thereof?"
#2
Quote from: milon on January 12, 2015, 07:30:20 PM
1. You must have the raw materials (wood/stone/etc)
2. Click on the thing to build (wall, auto door, etc)
3. A menu will pop up with multiple materials listed. Pick one. :)

Ohh, so that's the issue.. Thank you kindly ^^
#3
Sometimes you get lucky and they'll be there when enemies attack, and bam. You have some more fresh bodies to help against the assault. One of my colonies survived a little longer because visitors ended up flanking the pirates that were brutally mauling my own guys.

On the other hand, sometimes it's less lucky when two groups of visitors arrive at the same time, hate eachother and use your colony as the backdrop for a mid-noon gunfight..
#4
Quote from: Haplo on January 12, 2015, 06:27:18 PM
Hint: Look into your researches ;)

B-but I did! I have a save with literally every (core) technology researched. Under the Structure tab, all I have is metal door, powered metal door, metal wall and metal conduit wall. Stone can only be used for floors, art and such things, no structures. Hence me questioning where stone walls went.

Ed: The wood walls/doors that appear on the wiki are also not there in my game ._.
#5
Ohhh.. And here I thought I was clever with some of the changelog items reading "A9" and thinking those were the ones being held back for, well, alpha 9. Thanks ^^

Ed: Looking around here I do see people mention stone walls, and while my memory isn't exactly the best I do believe they used to be core in the game before. Been removed since, or moved to a mod, or..?
#6
Hello everyone. Just wondering if 671 is the latest version number.. It's the latest email from Ludeon that I got, on 10.12.2014.

But using this download link I seem to be missing some things mentioned in the changelog (And some other oddities, such as only metal/metal conduit walls being available?), such as gun quality levels, and fertilizer pump research, atleast, is still in game. Hence I'm wondering if I have an outdated/messed up version somehow?

There shouldn't be any mods in effect, for the record. Opening that in-game only shows Core, and I do delete the entire Rimworld folder between new version installs. It's been quite a long time since I last played mind you, so I might just be getting confused somewhere..
#7
I think this'll go here.. I was just dealing with a Sub/Drive combat trader and noticed something peculiar. They buy food at 2 dollars per crate of potatoes.. And then sell it at 1 dollar per crate. So.. I give this guy some potatoes. Then I buy them back at half price. Then sell them to him again until the poor fellow's cleaned out. ... Theoretically, I mean. I would never abuse such a loophole to buy ALL the guns and slaves, ever.
#8
If these goons aren't deadened by the regularly scheduled bloodbaths caused by the larger raids (Randy doesn't care. At all.) then I don't know what's going on.

P.S. With the sheer amount of food a huge colony eats, well.. Soylent Green's back on the menu, though the absurd amount of bad weather (If it's not an eclipse, or raining, it's just generally shutting off all electronics. Geothermal generators can't remotely cope with the demand) means it's disturbingly often left raw. - 32 or so mood? Atleast cooked food could be prepared a little bit in advance during those rare moments electricity was available :P
#9
I could, but every time I get a good crematory going in my dumping zone it starts raining. Hmm, maybe if I set it indoors.. Why'd I never think of that before?

Still, could've made for some decent emergency rations early on. My latest colony had to resort to Soylent Green since I got tired of tweaking who I start with and got.. A minstrel, a noble and a janitor! As you can imagine there wasn't really a lot of food being grown there.
#10
I don't know. +4 for an advanced meal, -10 for cannibalism for a total of -6. Nutrient paste is -8. So it'd actually work.. Plus it'd just let me dispose of all the raider remains which was the main point, without leading to a riot among my own people  :P
#11
Well the point was to cook the stuff a little first to not compound morale loss with morale loss. I don't remember what the numbers are for raw food, but even nutrient paste is a -8, with another -10 for cannibalism.  :P
#12
Strange. As I said, in my case they utterly refused to use the cooking stoves for anything, preferring to eat nutrient paste. I had people with the appropriate cooking skill who had cooking set to their priority #1, and I couldn't so much as force them through the context menu (as it didn't appear) to use the stove.
#13
So, I suppose this might get me a few weird stares, even here where people openly discuss their tyrannical colonies and Soylent Green plants.. But! I seem to be having the problem that if I set a cooking stove to a bill that includes human meat as a necessary ingredient to make it (Simple meal, or better meals that only have human meat and one other ingredient allowed) colonists will flat refuse to make it.

They will passively ignore the stoves, nor can I bring up the context menu to tell someone to do it or the next chef will find the larder stocked with another stack.

I do mostly use raiders, as I got tired of giving those psychopaths viking funerals..