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Messages - Redrabbitromp

Quote from: TheGrover on September 12, 2014, 12:44:47 PM
Quote from: Redrabbitromp on September 12, 2014, 10:08:41 AM
use the stonecutters table or powered workbench, theres a bill to create sand (uses rock chunks). if theres no option, there may be a conflict between some mods installed

Thank you Grover.  I've been in desperate need of it.  Now how about leather and AI chips?  I swear I've built everything and checked all the bills but I still can't find it. 
How do you get sand in this mod?  I can't figure it out.  I'm not in desert biome if that matters.
Ideas / Re: Colonists Automatically Upgrade Gear.
September 11, 2014, 02:57:00 AM
Quote from: Somz on September 09, 2014, 05:19:26 AM
Because every single one of them with M-24s would be a MAJOR problem, so is having to pay attention to each of them.
Besides, let's say it's done and I re-equipped every single one of them to my liking.
What's stopping them from doing it on their own again and again?!

PS.: Equipment screen sounds useful. That would solve the "cannot see it on the map" problem *some people have* (because I sure don't...).

You have a good point Somz that sometimes it would be ambiguous what the "best" weapon choice is.  I don't think it's clear that M24's are better than M16's.  Still I think that that could be taken into account.  I see no reason for instance that a colonist with a pistol or no weapon should not pick up that M24, and colonists with nothing but Tshirts should always pick up armor.  For weapons there could be a threshold of "betterness" required for a colonist to change weapons.  Also there could be a way to lock weapons on a colonist so that they wouldn't change weapons. 
Ideas / Re: Prioritize Activity by Location Selection.
September 11, 2014, 02:44:26 AM
Quote from: Reaper on September 10, 2014, 02:12:33 PM
How about something simpler? like giving pawns things like workplaces? sorta like the set owner fuction from the bed but without being restricting it to only one person, Other colonists will use it but only if the owner is busy.

I don't think that would equate to the same thing Reaper.  Honestly of all my suggestions I think this one is not that hard to implement though I could be wrong. 
Ideas / Re: Colonists Automatically Upgrade Gear.
September 07, 2014, 05:13:56 PM
Quote from: Ykara on September 07, 2014, 03:36:34 PM
I think it would be funny if tribal people would take the power armor of dead raiders. Like "What is this? Looks cool, lets take it and look if it's edible!"

Ykara that would be hilarious.  I would be so dead all the time though. 
Ideas / Re: Colonists Automatically Upgrade Gear.
September 07, 2014, 04:52:04 PM
Quote from: Xerberus86 on September 07, 2014, 08:53:36 AM

well a colonist upgrading their crossbow to a rifle is an improvement without a doubt, but what is if your shooting skill 3 guy takes automatically up the best weapon and armor and you have to manually de-equip him with hit. oh and of course if they automatically pick up those things then he should pick it up again as soon as you let him drop it. you don't want to manually equip your colonists with weapons, well i don't want to manually re-equip them because the colonist with the best shooting skill didn't pick up the best weapon because the cook took it.

Xerber I think that the micro burden of rearranging weapons would be less than the burden of trying to locate all the best weapons and gear scattered across the entire map.  Also I equip my best shooters with weapons that I purchase early so I am confident that they have something adequate.  It's the new guy that just got recruited and has no gear that this is most aimed at.
Ideas / Re: Colonists Automatically Upgrade Gear.
September 07, 2014, 08:29:15 AM
Well I don't have much hope for this one as I think it would be difficult to code and intensive to run.  You won't convince me it wouldn't be useful though. 
Stories / Squirrels: the Most Dangerous Game
September 07, 2014, 08:23:41 AM
It was a mid to late game colony.  The base had but a single entrance guarded by around 30 turrets.  The dozen colonists drank mojitos in the swimming pools and laughed in their security as the defenses cut down the hordes of pirates with relative ease.  Everything needed to build the space ship was assembled; construction was begun. 

Then, suddenly, some evil caused all the squirrels on the map to go insane, and viscous.  Around 50 squirrels came charging at the gates.  The first salvo of turret fire cut down the lead squirrels easily but while the turrets cooled the main body of the squirrel force flooded through the bottle neck.  Unlike pirates, squirrels are fast little buggers who don't stop to shoot and they swarmed through the bottleneck and were everywhere in the flash of a furry tale.  Turret shots flew wildly through the air in all directions mostly missing the fast small squirrels as they swarmed over the first unwary colonists in the fields. 

At that moment the colonists realized that perhaps squirrels were not to be trifled with.   Unfortunately they had continued doing whatever it was they were doing, thinking that if the defenses could kill pirates with machine guns then ravenous squirrels could not be any threat.  The colonists were scattered to all the way to timbuck 2 as the hordes of squirrels battered down the front doors with shear weight of numbers and they were in beyond the firing arcs of the turrets. 

The nearest colonists huddled in groups behind the flimsy, steel but actually made out of paper, non squirrel proof doors of Rimworld and checked their high powered rifles as they listened to the screams of the prisoners being mauled in the next rooms.  When the doors fell each pocket of colonists made a valiant stand, and each and every man and woman was overwhelmed and devoured by the hordes of mad rodents.
I really want sprinklers.
Ideas / Colonists Automatically Upgrade Gear.
September 07, 2014, 07:33:02 AM
I wish that as my shortbow wielding naked colonist walks by a power armored corps with an ultra death rifle, that my colonist would take the armor and rifle from that corps automatically. 
Ideas / Re: Emergency Zone
September 07, 2014, 07:19:58 AM
This is an excellent idea.  +1
Ideas / Prioritize Activity by Location Selection.
September 07, 2014, 07:13:00 AM
I really wish there was a way to prioritize activity/production by area. 

Fore example if you are trying to build a wall you should be able to select the area the wall will occupy and then the person with the highest priority to build the wall will drop everything and go do it.  If you prioritize the crematorium your best crafter should start continuously burning corpses without you having to micro individually.  There should be levels of priority so that you can have more than 1 going at the same time. This could get tricky because the highest priority crafter and builder might be the same person in which case the second highest priority crafter should go do it the second task. 
Ideas / Re: Your Cheapest Ideas
September 07, 2014, 07:03:03 AM
In order of priority.  Not sure they're all "cheap" but I think they should be relatively so. 
1)  Make job distinctions between plant cutting, wood chopping, and most importantly crop harvesting.  Also between crafting and corps clearing. 
2) Doors that exceed the strength of walls or some way to defend minor rear entrances other than emergency wall offs while still allowing passage. 
3) Allow more than 4 levels of priorities for colonists, 10 perhaps.
4) Make enemy wave sizes determined only by time or provide some option for this.  Else provide some way to adequately defend later waves. AOE turrets of some kind?
5) Make manning mortars a job option like any other (mining, cooking ...).
6) Automatically undraft colonists after performing an arrest, capture, or rescue.   
7) Give colonists mental boost for performing tasks they enjoy.  Particularly important for miners that are always in unpleasant environments. 
8 ) Make pastures for automatically producing meat. 
Bugs / Re: Power connections stop working after a while
September 07, 2014, 06:28:59 AM
I don't know about the save file but I did figure out the problem; operator error.  It was a simple lack of power, however I did not realize this was the case, because the readouts on my power plant lead me to believe that my power was not being used at capacity.  Thanks for your interest everyone. 
Bugs / Re: Power connections stop working after a while
September 03, 2014, 10:28:51 PM
Sure Storymaster
Mostly I was reporting a bug without really expecting a fix since it's alpha but I've attached a demonstratory picture and because the save file is to large to attach you can download it from the following link:

It's not just light bulbs that don't work though it's everything that requires power that has this problem.  It seems that everything works fine until some corruption occurs then nothing works.

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