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Messages - night777

#1
Just lost a great game I was really enjoying when the colonist deconstructing the wall into an ancient danger blitzed into the mechanoid den right after the deconstruct job completed.
#2
Hey maybe you'll like the video, I show and tell about each mod, these are great introduction mods for those who just want to spice up the variety ingame.

https://www.youtube.com/watch?v=GofWDU4phJg

Let me know what you like about what you see!
#3
Hmmm thanks.

It isn't that an infestation has spawned yet. My main concern is for future infestations, so I'm planning on moving my base to the south where I have begun constructing walls to create a grand courtyard, where I will build the rest of my base. The only problem with this strategy is it will take loads of resources and time to build this new habituation to the south. So I'm asking for any general tips on how to make this more economical, or to find out if anyone knows how I can get around having to move this whole base. I've started to think I will move the bedrooms south into the new area but leave the big stockpile where it is, and just put up a few turrets there to shoot up any bugs that might spawn in the zone.

this way my pawns will not be populating th eareas where a hive has a chance to spawn, and I don't have to haul dozens of items to a new zone..

#4
Hi ya'll,

I am playing the scenario OP Elite Team Six Rescue! on Randy Random Intense.

So I'm nearly done with the first season and at the beginning I had to build my base next to a mountain. And I had to mine into that mountain. Now I'm at risk for infestations and its really concerning me! The bugs could just pop up and kill someone quick or cause some other chaos.

So I'm thinking of moving my base into a new area, but it is a lot of work, and I want to make sure my plan is good.

Do me a favor and watch this video (its in Lets Play style with commentary) and give me some advice on how to get away from this infestation risk!

I'm going to hold off on making major changes to the base until then..

Check it and leave your tip for me!!
Vide here:
https://www.youtube.com/watch?v=_F_KtBnPpPg
#5
Episodes 5 and beyond at https://www.youtube.com/watch?v=3wGF9wpo5Y0 !!!


This Episode 4 is great:)! https://www.youtube.com/watch?v=SfVYFDVVZo4

Remember the mission is to gather up all of the wanderers given by the scenario and story teller and escape the planet before its annihilated in just 50 something days!
#7
Ideas / Re: Focus on Performance
October 14, 2016, 10:00:22 AM
Performance is pretty good. This is especially true since A15 where massive optimizations took place. You are in a tiny minority of the player base who is playing 20++ colonists for long periods of time. Your computer is too old if you're lagging with 10-20 colonists on large maps in A15. Mow some lawns for cash =)~
#8
Ideas / Re: Your Cheapest Ideas
October 14, 2016, 09:56:52 AM
Allow sorting in the Work tab -- So I want to get my top 3 miners on the job immediately, let me click "Mining" and sort the colonists by mining skill.

Fluffy's Work Tab mod does in (A14, requires CCL). Its an incredible function.
#11
Bump, functional and complete in A15 compatible with all mods as far as I know

I'm let's playing the scenario for you here https://www.youtube.com/watch?v=qyFT2mibZqs

One steam reviewer says,
"The best mod[scenario] for Rimworld"
#12
Hi check it out ^^

https://www.youtube.com/watch?v=qyFT2mibZqs

Playing the workshop scenario "OP Elite Team Six - Rescue!" -- this playthrough will last 1 in-game year assuming I survive that long!
#13
General Discussion / Re: Magic Doors
October 04, 2016, 10:51:44 PM
RFID Chips
#14
My rule of thumb is the insects can spawn anywhere that you've mined, and nowhere else.
#15
Quote from: Darth Fool on September 12, 2016, 07:40:01 PM
Ok, not the most useful of exploits, but when a colonist is having a "psychotic break-- hiding in room", it is possible to get the colonist to move to any enclosed area simply by laying down a sleeping spot and assigning that spot to the colonist.

Wow, huuuuge !