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Messages - Lechai

General Discussion / Re: How are the animals spawned?
October 12, 2014, 07:48:48 PM
I hunt everything.... all the time.

I follow the old army motto.

  • If it moves - shoot it.
  • If it doesn't move - Move it.
  • If it cant be moved - Paint it.
General Discussion / Re: nervous breakdown
October 10, 2014, 01:41:40 AM
If you want to recruit prisoners, you need to treat them as you would a colonist.

Spacious interior - 5x5 or 5x6 should be OK.
Table and chairs - Eating off the floor gives a penalty
Ugly environment - clean the dirt and bloodstains off floors , don't let them have idea's about previous tenants.
Food - They like fine meals too.
Flooring - If its underground use smooth stone, otherwise use floorboards.
Social - Make sure you warden is your colonist with the highest social skill.
Lights - Make sure they have one.

Best of luck recruiting :)

Stories / Re: We Crashed Here: Comic Series
October 10, 2014, 01:35:27 AM
Hey Keylocke,  ;D
Glad you enjoyed them.

I get to make them sporadically. I work full time, have 3 kids and moving house currently.
All that aside, my biggest issue is bitstrips crashing and failing to save regularly. (quite discouraging to lose hours of work)
Still, I'll try to make a new one fortnightly or so... ish  :P

Stories / Re: We Crashed Here: Comic Series
October 06, 2014, 01:39:03 AM
new comic up, both as an image and in the series link

Stories / Re: We Crashed Here: Comic Series
October 05, 2014, 10:23:22 PM
Hey all,

After a Rimworld hiatus i'm back and loving A7
Might make a few more comics for y'all.

Stay Posted
This is a good idea to rescue them, although i think this may have been mentioned elsewhere.
General Discussion / Re: Internal vs external problems
October 05, 2014, 08:35:18 PM
Id personally like to see an 'arcade machine' or 'billiards' table item that increase happiness so we can make a 'rec room'
That way 'idle' colonists can at least do something to improve their mood as opposed to wandering aimlessly.
Ideas / Re: Let's talk turrets
October 05, 2014, 07:58:25 PM
Turrets aren't all bad, but i can see the pro's and con's for them.

My thoughts on how to fix the current game to make it more likely and interesting without removing them altogether.

Break turrets into 3 separate items.

  • Manual Hard-point - Must be upgraded with a weapon in your possession, becoming a manually operated turret of that weapons type. (receives bonus to rate of fire and accuracy) Does not require research.
  • Automatic Hard-Point - Must be upgraded with a weapon in your possession, becoming an automatically operated turret of that weapons type. Receives bonus to rate of fire and accuracy. Requires Research (Turret Control) and a Turret Control Unit.
  • Turret Control Unit - Can be built anywhere but must be connected to the same power grid as the turrets to control them. Can control up to 5 turrets. Requires Research (Turret Control) and an AI Core.

That would make turrets handy, limited, and difficult to obtain. And keep the primary defense of your colony in the hands of the colonists.
To balance this, the size of the attacking raids would have to be reduced to reflect the reduced turret count.
General Discussion / Re: Bullet in the brain
October 05, 2014, 06:55:53 PM
This is Rimworld!

Stuff happens and it's up to YOU to sometimes make hard decisions.

  • Do you keep them alive (like a loved one) despite then not contributing much.
  • Do you sell them to a slaver in hopes that their new owner has the means to help.
  • Do you sell them to a slaver because you don't care and like money.
  • Do you harvest their organs so that they may save another life as a final act of sacrifice.
  • Do you harvest their organs because you don't care and like money.
  • Do you enact a mercy killing, bury them in a prominent place in your colony and then build a crypt around it for future generations to honour...

Welcome to the Story of Rimworld.
General Discussion / Re: Starting Colonists
October 03, 2014, 01:31:11 AM
Quote from: Aenir on October 03, 2014, 01:16:20 AM
I keep randomizing until I get something I like.  I usually try to have it so that every task can be done efficiently by someone.

General Discussion / Re: Mec Troopers!
October 03, 2014, 12:35:16 AM
Quote from: Aenir on October 03, 2014, 12:19:16 AM
I haven't found any Scyther swords, but this is what I've got so far:

For even more absurdity, he started off with 18 Melee and the Brawler trait.  I've been posting about him on reddit:

lol, awesome.

Excited to see him Vs Mechanoids
General Discussion / Re: Flooring effects
October 02, 2014, 01:27:27 AM
Quote from: Neurotoxin on October 02, 2014, 01:19:34 AM
take a look at <RimworldDir>Mods\Core\Defs\TerrainDefs\Terrain_Floors.xml You can see the beauty values there.

For your example, concrete has -2 beauty and Carpet has 4 oh and other than speed they only provide beauty.
Thanks Neurotoxin!

Thats exactly what i was after


Here is the list if anyone else was interested:
-2 Concrete
3  Wood Floor
2  Metal Tile
0  Paved Tile
3  Stone Tile
4  Carpet
5  Smooth Stone          
-1 Rough Hewn Rock   

0    Sand
0    Soil
-5   Marshy soil   
0    Rich Soil
-10 Mud           
-10 Marsh        
-1  Gravel       
-1  Rough Stone   
General Discussion / Flooring effects
October 02, 2014, 12:52:30 AM
So i had a look around and couldn't find the answer so I'll ask it here.

All flooring seems to make speed 100% but what modifiers do each have in regards to colonist happiness?
I know they like carpet and hate concrete but whats the actual amount for each type. Or do they like a mix?

I'm specifically after hard numbers if anyone knows or has them, not just your assumption.

Very Helpful,

BTW Your link to the public tester forum isn't accessible to those without access.
Quote from: Semmy on November 25, 2013, 01:13:50 AM
Yup thats what i found out aswell.
Different rifles make for better defense. I even have some equipped with shotguns for the games in wich i fall back into the interior base. They hide and lurk behind corners blasting raiders to pieces.

One battle i accidently had a defender with moltov's (leftover from emptying graves) and he quite quickly set half my defensive walls on fire. This did nothing to the invaders, but DID injure quite a few firefighters afterwards.