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Messages - Jinxi

#1
I have "Patient" and "Rest in bed" both on 1. My pawns go to the hospital bed, when they are sick or wounded. And they stand up, when the wounds are cured.
If they are sick with flu, or muscle parasits or something else, they stay a bit in bed, waiting for the treatment and than they stand up and work as usual.
When they are infected, they stay until they are imun.

I think it's logical. If I have a flu, I do not stay for 24 hours in bed. If I have a few bruises or cuts, I also do not stay all the time in bed.
And if I have a serious infection, then of course I stay in bed.
#2
What i have noticed ist, that you have to prioritize "plant cutting" when you use the harvest order manually.
If you want your pawn to harvest full mature plants, you have to prioritize "harvesting"
#3
Quote from: TomatoWalrus on October 07, 2016, 05:00:38 AM
Quote from: carbon on October 06, 2016, 07:18:41 AM
The only diseases you can actively avoid are:
3) Malaria (take Malaria-block)

Can you really avoid malaria?

Yes, they need all 5 - 6 days this Malaria-Block. You can produce them after research and you need neutroamine for it.
#4
I have had the same problem with one of my colonists. She lay in a hospital-bed. I turned all hospital-beds into normal beds. Another pawn came and put her back in her own bed. I dont know if this was the solution, but 2 or 3 days later she stands up and all was fine.
#5
General Discussion / Re: Rimworld Zoo
October 01, 2016, 08:33:24 AM
Try this Mod: https://ludeon.com/forums/index.php?topic=10623.msg105059#msg105059

This mod adds fences to the game.
#6
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 30, 2016, 07:38:23 PM
Thnx for the update and for your great work.  :)

#7
Quote from: sadpickle on September 29, 2016, 04:14:14 PM
The game needs some more end-game content, beyond just waves of raids, manhunter packs and toxic fallouts (3-4 in six years, come on Randy). Maybe a different crashed ship part that spawns mechs until you destroy it? Would encourage tactical engagement instead of just building 8 IEDs and sending a sniper to get the party started. I also like the idea (not mine, was suggested by someone on the forum) of Infestation mobs acting more aggressively and dragging incapped colonists back to their base. Right now they are far too exploitable.

I really don't have a lot of ideas, game design is not something I'm good at. But after about year 5 when you have solid defenses, a pretty big base, lots of resources, and raids that are easily dealt with but still provide an influx of tradeable crap... the wheels fall off for me. I still play at the point because Rimworld is a robust enough sim game that I enjoy managing inter-colony issues. But it's also very predictable. Nothing happens that makes me go "woah" anymore.

In all colonies i have build, the shit begins to rain over me, when i start to build the spaceship. Pest, raiders, dry thunderstorms, bugs, manhunters, poison-ships.....and all in short succession or simultaneously. My colonists are sick or breack down. All in Cassandra challenge. For me its enough end-game-content to deal with until i manage it to finaly and hopefully start the spaceship.
#9
General Discussion / Re: Is polygamy a thing?
September 17, 2016, 10:15:47 AM
I have had a female colonist, maried to another colonist. And from time to time, she prefered to has a lover. For this periode she left the bed of her husband. Of course her husband wasnt lucky about it. After some days she comes back to him and her lover wasnt lucky about it. But she was all the time lucky.
After a raid her husband died. For a while she was sad about to lose her husband. But....yes you guess right, after a while she and her old love affaire get lovers and married.

And after some time she had actually again a new lover and again she jumps back from bed to bed .
She is a real bitch.  ;D

I tried to make 1 big bedroom for all 3. They didnt like it.
#10
General Discussion / Re: images in the forum
September 13, 2016, 09:46:26 AM
You can upload your image here: http://imgur.com/. After that copy & paste the url between the img-tags.
#11
General Discussion / Re: Animal training
September 13, 2016, 08:23:30 AM
Quote from: Marsell4k on September 13, 2016, 07:58:36 AM
Am I right in thinking that the number in an animals training section relates to progression in that area and they won't start doing it until it's complete?

You are right. :) In that case you need 2 more points to finish the training, after that the dog is able to rescue.
#12
I always built a second fridge next to the dining-room with only meals in it. The pawns have to pass the common table to get the meal and they always eat only at that table. Except when they are traveling and eating the meals they are carry. Then they are looking for either the next table (even if it´s in the prison), or eat while standing.

Pets can also disturb the sleep, if they use the bedroom without being bound to the owner of the room.
#13
General Discussion / Re: Should I Recruit?
September 10, 2016, 04:42:34 PM
I never recruit Pyromaniacs. All he can do is fighting. So most of the time he is useless for the colony.
#14
General Discussion / Re: New players looking for advise
September 09, 2016, 12:34:16 PM
IMO the most important Mod is the "No Cleaning". Its just a simple Mod and its such powerfull.
Normaly your colonists clean all areas wich are marked as home-area. Home-area is also important, to notify you colonists, if there is a fire or some stuff needs repair. Are fire or broken walls or benches or whatever outside the homezone, you colonists will ignore it. On the other hand, i dont want to keep clean ALL areas inside my homezone, bec your cleaner have to much to do to clean all areas and the important areas are still dirty.
The mod lets you define areas, where you want your colonist to clean. They will only clean that area and nothing else, no matter how big your homezone is.
Unfortunatly this mod isnt updated for A15.
#15
General Discussion / Re: How do you make medicine?
September 08, 2016, 11:07:26 AM
Quote from: Scalare on September 08, 2016, 09:00:49 AM
But where do you make the Herbal medicine? I have healroot planted but none of my colonists have made herbal medicine yet. And I can't find it at the crafting tables either, or I'm missing the research for it?
I only wish the wiki was a bit more descriptive...

You need skill lvl 8 to plant healroot. Did you have a pawn with growing lvl 8?