This is both hilarious and amazing. Yes, Yorkies in Rimworld are useless save as a food source that upsets bonded colonists, but this is brilliant.
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#2
Releases / Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
February 02, 2018, 07:05:55 AM
So, I have the Advanced Bionics research, and have unlocked the recipes to upgrade bionics, but I can't find the bill to craft Energised Components anywhere. I've thoroughly checked through the Component Bench, Machining Bench and Bionics Bench, but nothing. Is there something I'm missing?
EDIT: Nevermind, I just spotted the Energised Components research. I did a dumb...
EDIT: Nevermind, I just spotted the Energised Components research. I did a dumb...
#3
Releases / Re: [A18] SimpleSidearms (1.2.2)
January 21, 2018, 11:06:21 AM
How on earth did I miss the fact that this mod exists. I micromanage doing pretty much this with caravans and raids, and this makes it so much easier.
#4
Releases / Re: [B18] Rimsenal v1.11: Secretive adjustment edition
January 20, 2018, 05:53:53 PM
Am I the only one who thinks the barrel on the Ocelot Spitfire looks backwards?
#5
Releases / Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
January 08, 2018, 09:38:07 AMQuote from: SargBjornson on January 04, 2018, 09:27:01 AM
Also, guys, do you like dinosaurs? Of course, who doesn't.
Because I just released the Dinosauria patch
I don't think you realise just how happy you made me. In my pants.
#6
Releases / Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
December 29, 2017, 10:56:08 PMQuote from: Kennedy Garcia on December 29, 2017, 06:53:54 PM
Hello guys ! I made a Thrumbo + Wolf and i'm planning other things too, I have all researches but I really don't know what's the use of a Warg genetic material or with his corpse . I don't have the option to do an alpha Warg or to make a hybrid with him. Can someone help me ?
There are no Alpha Wargs, though you can make Alpha Wolves with wolf corpses. What you CAN do, I believe, is extract canid DNA from them to make wolf hybrids, same with all the pet dog types.
Quote from: Kennedy Garcia on December 29, 2017, 06:59:00 PM
Another thing that I could use a help for ; how do I use the machine of "Recombine Genes" ? I have one Bear and one Warg genetic material and I choosed they both but I still can't do anything
To recombine genes, you need 5 of any type you've allowed, and they'll make a random gene type. It's a way of getting genes from creatures that are rare in some biomes (like bears or reptiles). Rodents or birds are a good option for combining, as they are easy to breed and tend to be common in most biomes.
#7
Releases / Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
December 22, 2017, 06:36:37 AM
Also it kind of bugs me that the Genetic Extraction Table and the Alpha Serum Extraction Table rotate in different ways, so flipping them upside down to back them both against a wall looks really bad...
Edit: One last thought: Alpha Elephants...
Edit: One last thought: Alpha Elephants...
#8
Releases / Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
December 19, 2017, 11:38:22 PM
SargBjornson, have you considered adding feline Alphas/Hybrids by any chance? As for suggestions as to abilities etc, is it possible to give an animal a higher natural dodge chance? Or is the idea of damage vs tank covered by the Bear and Wolf variants.
#9
Releases / Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
December 16, 2017, 12:27:13 AM
Pretty keen for the Dinosauria patch. Also, didn't know that it was only bear-types that could be ordered to attack. I've already got an issue with not enough bear DNA.
Stupid endangered animals not showing up and letting my hunt them to harvest their genetic material and make unnatural abominations deep inside my mountain fortress...
Stupid endangered animals not showing up and letting my hunt them to harvest their genetic material and make unnatural abominations deep inside my mountain fortress...
#10
Releases / Re: [B18] WILD ANIMAL SEX V1.0
December 07, 2017, 02:50:56 PM
So, wild animals mating and breeding? Hells yes. This is kind of a simple thing, but a very cool one.
#11
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.2
November 23, 2017, 12:42:55 PM
I really rather wish the big sauropods were pack-animals. Had a Bronto self tame, and it would make the BEST pack animal for going raiding.
#12
Releases / Re: [A17] SimpleSidearms
May 17, 2017, 11:58:25 AM
Nice mod. Not updated to A17 myself yet, but this is going on the mod list when I do. I think a LOT of people have been waiting for something along these lines.
#13
Releases / Re: [A16] Rimsenal v0.82 : Season of the hunters
December 22, 2016, 12:05:59 AM
Small issue: With the new way the research is laid out your research topics are scattered everywhere on the research tree. Doesn't really affect gameplay, but is a little annoying.
#14
General Discussion / Re: Alpha 16! Discuss.
December 21, 2016, 09:42:05 PMQuote from: Shurp on December 21, 2016, 05:14:56 PMThat would be a VERY cool random event. If it was an allied Tribe, then all would be well. Maybe even have a couple trade opportunities. If it was an enemy tribe, it might be more like a tribal version of a siege.
Interesting point. We now have the option to play as hunter-gatherers clearing out one neighborhood before moving on to another.
It would be interesting to see the Tribal factions do this on our colony map. You see a message "Tribals have decided to hunt in your neighborhood" They build some small wooden huts, then hunt and kill any animals they find outside. As long as you keep your animals inside they're safe. Though they might decide your colonists wandering around outside look tasty...
Quote from: MikeLemmer on December 21, 2016, 07:18:26 PMThat would be pretty cool. A smallish map with a large herd of animals on it to hunt.
Frankly, I'd love it if next update, you could see herds traveling on the map and send a hunting party out to kill a few of them. Or have some other means of sending people out to hunt away from base than just setting up a new colony next door.
Personally I'm looking forward to finally having a use for boomrats; i.e. as guided attack bombs on enemy bases, with no fear of burning down my lovely home region. I'm quite fond of nice, lush forests and rainforests, so being able to weaponize forest fires on my enemies without ruining the whole reason for playing in those zones (it's pretty, don't judge me) is a glorious day.
#15
Releases / Re: [A15] Misc. Robots++
December 11, 2016, 01:37:33 PMQuote from: Canute on November 27, 2016, 03:46:58 PMUnintentional but cute.Quote from: 14m1337 on November 27, 2016, 12:42:56 PMIntended, no.
*cough*
a few minutes ago, two of my colonists had their marriage ceremony. even the bots came to the marriage spot to party (maybe the even partied hard ).
Is this working as intended ?
But not avoidable, pawns even chat with robots, the game handle them as visitors/pawns not as objects.
Why do you think the communication unit of robots is the 1. thing that break and can't be repaired ? :-)
Feature not a bug.