I just had 4 out of 4 die from the plague. All were immediately sent to bed and treated with normal medicine. I'd say that's quite harsh on a colony of 6 on phoebe one setting above peaceful..
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#3
Ideas / Re: Frequent Suggestions Topic!
July 19, 2016, 03:55:19 AMQuote from: Jonofwrath on July 17, 2016, 06:37:42 PMHe sets one pawn to clean and then restricts the pawn to the area he wants cleaned using zones. Clever, yet I think my pawn will get cabin fever pretty quickly.Quote from: Havan_IronOak on June 29, 2016, 11:05:03 AM
First some suggestions that appear in this thread that I think have already been implemented...
1) ...I set up a Cleaning area...
Do you mean the home area? Or is there a separate way to zone cleaning? As far as I know the Home area currently IS the cleaning area.
#4
General Discussion / Re: A14 is here. Your thoughts?
July 19, 2016, 03:51:33 AM
I haven't been able to play a whole lot yet. The game set up screens look better. Now I actually see the permadeath option while starting a game instead of having to look for it.
#5
General Discussion / Re: What games are coming out in July?
June 10, 2016, 05:28:33 AM
The new Heroes of might & magic game is coming out August 4th.
The new ARK game will be released in July.
The new ARK game will be released in July.
#6
General Discussion / Re: Walls and insulation
May 30, 2016, 03:57:16 AMQuote from: Vaporisor on May 30, 2016, 02:31:28 AMAre you only heating them during the day? I'm surprised it wouldn't cool down completely over night.Quote from: chchgreen on May 29, 2016, 10:42:13 PM
i couldnt figure out why my complex wouldnt heat up??? installed 36 heaters, no luck, then i saw one of my pawns left some timber in the outer doorway!!! duh lol
That isn't supposed to vent when something is jamming a door open unless it was set to hold open in past or other error.
I attacked pictures of my test rooms. The double inside, single outside is far less efficient than the single inside, double outside. It takes a little to warm up, but once the outer hallway gets a little bit of heat, the room is perfectly comfortable as seen here. It doubles in that if you have a cell of rooms like this with just the external double wall with airlock, it keeps the hallways a comfortable temperature.
There was a surprising difference between the two different layouts in the first picture. The room on the right side bled heat faster and hallway was cooler. The left image, and the four room sample one is the most energy and material efficient design in the testing.
I tested these layouts on a -90c map. Controlling the general hallway to get it to near freezing with the rooms suppliment heated like normal worked very well. the hallway insulation section made use and captured the bled off heat a bit and created a nice buffer in cold snaps and over night.
Plus it just looks fantastic.
#7
Bugs / Re: Re: eyeless colonist still perceive room beauty
May 30, 2016, 03:49:14 AM
I'm not fully on board about blind colonists not being able to detect dirt. Dirt can easily be detected using other senses.
#8
Support / Re: Main menu is missing "New Colony" and "Load Colony" options
May 19, 2016, 04:01:18 AM
Is there a world file present in this directory?
C:\Users\<YourUserName>\AppData\LocalLow\Ludeon Studios\RimWorld\Worlds
C:\Users\<YourUserName>\AppData\LocalLow\Ludeon Studios\RimWorld\Worlds
#9
Ideas / Re: Frequent Suggestions Topic!
May 19, 2016, 03:58:28 AM
I think a separate cleaning zone or cleaning area has been suggested quite a few times.
#10
General Discussion / Re: New colony. Basically no traders.
May 19, 2016, 03:27:56 AMQuote from: Shurp on May 18, 2016, 05:56:22 PMEspecially orbital traders since you have to wait for the right type of trader to come along.
I strongly recommend at least doubling the frequency of trade caravans and orbital traders. The base rate is way too low to be useful. By the time one shows up you'll have accumulated too much stuff for him to be able to buy with the silver he has.
#11
General Discussion / Re: How to deal with Toxic Fallout (Quill18 did it waaaaay wrong!)
May 19, 2016, 03:25:54 AMQuote from: Chibiabos on May 05, 2016, 01:41:56 AMoh nice, I did not know that. Even went so far to floor the area in front/behind the wind turbine.
solar panels do NOT block wind turbines!
I enjoyed reading your post btw.
#12
General Discussion / Re: Orbital trade beacon question
May 13, 2016, 04:45:48 AM
I've got it working now. Ive removed the walls except for some pillars to hold up the roof and merged the stockpiles.
Weird because I'm very sure this set up worked before A13.
Thanks for your help!
Weird because I'm very sure this set up worked before A13.
Thanks for your help!
#13
General Discussion / Re: Orbital trade beacon question
May 13, 2016, 04:13:10 AM
It says I have about 900 silver which is correct. I'll try removing the walls. They shouldn't be required anymore since you pointed out it can be roofed now.
#14
General Discussion / Re: Orbital trade beacon question
May 13, 2016, 04:10:23 AM
If you look closely you can see the power line. Also, in game it is not showing a 'no power' icon.
#15
General Discussion / Re: Orbital trade beacon question
May 13, 2016, 03:50:30 AM
It is powered, see the battery
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