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Messages - stranger080

#1
Quote from: skyarkhangel on December 24, 2015, 11:07:19 PM
-snip-

Quote from: Der Failer on December 24, 2015, 11:55:06 AM
New release, new bugs. :)
I'm not quite sure what this "Plasma Sponge" is or what it is good for, but it was spawned by mixed cargo container (CrashLanding).
Tried to SetForbidden on non-Forbiddable Thing PlasmaSponge63932
Also there seems to be a problem with the "No Cleaning Please!" mod. If there is no Cleaning Area but a homezone, cleaners seem to bug out throw this error:
Bear started 10 jobs in one tick. thinkResult=(job=Clean A=RockRubble65273 sourceNode=RimWorld.JobGiver_Work) lastJobGiver=RimWorld.JobGiver_Work

It's a Clutter item, that i forgot to remove because of uselessness. And can randomly find this item only when enabled Crushlanding. Its strange that no one had written about it, because this forgotten item there is since A10  :D
Well that explains it, I noticed that a few times and I was curious, also, if I update, will my save game still work?
EDIT: nevermind, read the update post again. ah well, guess its destruction time... hmm, tactical nukes or being overrun by raiders? that is the question...
#2
General Discussion / Re: Cheating?
October 29, 2015, 04:29:47 PM
I like this idea, sounds fun, you could do so much with these ideas
#3
Outdated / Re: [A12d] Colony Manager
October 29, 2015, 10:53:02 AM
Wow, that sounds awesome, I don't care how long it takes, that sounds really great
#4
Outdated / Re: [A12d] Colony Manager
October 16, 2015, 01:38:18 PM
Sweet, thanks, and yeah, I figured that out
#5
General Discussion / Re: Chicksplosions
October 16, 2015, 01:37:01 PM
Quote from: skullywag on October 16, 2015, 12:36:33 PM
Someone make a "milkman" trader. Arrives every morning.
Lol, the thought of this makes me want it
#6
Outdated / Re: [A12d] Colony Manager
October 15, 2015, 08:52:30 PM
been trying this mod out, really fun, but it would be nice if you could add the "do forever" and "do until you have X" options for the bill, because right now, its very hard to know if the bill will keep going
#7
Quote from: rexx1888 on October 07, 2015, 08:00:06 AM
i miss the old locks, but if they came back id like to see pawns have some behaviour implement for "i want to get in that room so bad i dont care if im rude" and behaviour for "oh shit, lock the door".

an hell, if we are gonna talk about doors, i want to be able to barricade things without the need to ghetto barricade with a wall :\
I agree completely with you
#8
General Discussion / Re: Chicksplosions
October 13, 2015, 03:34:27 PM
Quote from: GOForce3 on October 13, 2015, 02:48:25 PM
I get tons of silver for selling my extra chickens.  They're a money maker for sure!  The eggs also help in times where meat might be scarce (or maybe butchering extra chickens, but I'd rather get $$ for them).  You can make fine meals with eggs and veggies.
With me, I do both, what I do is have two rooms, one to make chicks, one to make eggs for food
#9
General Discussion / Re: Chicksplosions
October 13, 2015, 02:06:10 PM
Quote from: Listy on October 13, 2015, 01:47:27 PM
Nearly lost a colony to Chickens. I wondered  were all my grain went, which I was using to feed my colonists. Might have had something to do with the 460 odd chickens. It also explained why my lap top was lagging to hell!
Yeah, I know how that feels, I have had 300 chicks at times, it's fun to watch 75 eggs hatch at one and then see them all spread out
#10
Quote from: rexx1888 on October 07, 2015, 08:08:33 AM
yeah but that has more to do with how fucked the scale of Rimworld is design wise than the actual amount of time a player may have a colony... like, how many times is it possible for the same tribe to field 50 plus raids of people that die in a year.. because if we are talking RW tribes then those things must have populations in the thousands :\

its not necessarily an easy thing to fix, but its only brainpower an a bit of math

i think itd be rad to actually have the capacity to see whole generations come an go. just sayin
Agreed, I heard that there is plans of making relationships in alpha 13, but I'm not sure if it's true or not, but having an actual colony that lasts for generations would be awesome
#11
Quote from: Sorenzo on October 06, 2015, 01:27:16 PM
Well, that would make most sense, but I feel like there are good arguments for the simpler solution...

Either way, I think I've figured out my problem: The female elk seems to have been too young when the male was still alive.
But I still would love it if it was easier to figure out whether or not you should expect bebbies. :)
Agreed, I think there's a topic on here about that, not sure
#12
Quote from: TLHeart on October 06, 2015, 01:06:38 PM
here is what floors do in alpha 12,

Concrete takes 1 steel, has a -1 beauty, and 3 wealth.

Paved Tile takes 2 steel, has a 0 (zero) beauty, and 5 wealth.
Wood floors take 3 logs, have 0 (zero) beauty, and 4 wealth.

Stone floors  takes 4 blocks, have 2 beauty and 10 wealth.
Carpet floors take 7 cloth, have 2 beauty and 11 wealth.
Metal tile takes 5 metal, have 2 beauty and 12 wealth.

Smoothed stone floors have 3 beauty, and 0 (zero)wealth.
Silver Tiles take 85 silver, has 3 beauty, and 90 wealth.
Gold tiles take 85 gold, has 4 beauty, and 1280 wealth.

Beauty is no longer the main factor in rooms. Impressiveness is.
Wealth, space, beauty and cleanliness all are used to figure how impressive a room is, with wealth having the largest impact on the impressiveness.
Well looks like I'm making golden floors now, (insert smiley with dollar signs for eyes here)
#13
Quote from: Sorenzo on October 06, 2015, 10:23:11 AM
So, if the elk doesn't get pregnant, I must have been mistaken about them having mated?

At least that'd put my mind at ease. :)
I'm pretty sure there's only a chance they will get pregnant, not sure though
#14
Outdated / Re: [A12d] Colony Manager
October 05, 2015, 05:47:13 PM
YES! This is the thing I REALLY wanted, thank you for making this, I'll have to try this ASAP
#15
Quote from: Shadou on October 05, 2015, 03:36:13 PM
Personally, I've never been able to have multiple colonists work on the same item. I tried to get a colonist to finish a shirt at a tailoring station that another colonist had started. I even turned off tailoring for the colonist that started the work. The unfinished shirt was moved to storage, and the colonist that still had tailoring turned on started a new shirt, wouldn't even touch the unfinished shirt. The unfinished shirt stayed in storage through 3 more crafts, until I finally decided to let the guy who started it finish it.

This happened because I had a new colonist jump on the tailoring station as soon as they joined. I had a colonist that normally did the tailoring work, but he was apparently busy on something else when the new guy joined. I wasn't quick enough to change his work priorities, and he started making a shirt. His skill was about 5 points less than the usual tailor, too, so I wanted to get my usual tailor to finish the job. No dice.
Clothes and sculptures have an "owner" and that person can only work on that item, no one else can work on it