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Messages - jpinard

#1
Nice chart, just need to do what was mentioned above.
#2
Quote from: dvdmcwilliams on January 06, 2019, 11:03:39 AM
the winter comes anyways

no it doesn't.  Just start a new map, up the temp and choose a spot with no winter.  It's literally like half the world.
#3
Quote from: Bozobub on December 12, 2018, 10:35:35 PM
Quote from: jpinard on December 12, 2018, 08:19:48 PM
Don't have Xboxone controller

QuoteSupports controllers: Xbox 360

nor that
#4
General Discussion / Re: Nothing Could Be More Rimworld
December 12, 2018, 08:20:19 PM
Quote from: DuckBoy on December 11, 2018, 12:21:51 AM
The three Uranium Knights heard the call.  Their plasteel swords went snickersnack and lo, bravely did they behead the 13 Yorkshire Terriers and liberate the 25 glitterworld meds and 150 hyperweave.

;D
#5
Don't have Xboxone controller
#6
The Thrumbo killed off 3 of my mid-game people.  So big freaking deal.  RNG gods were in tribal favor for a once in a million shot in your game.
#7
I like this event when it doesn't trigger early in colony.  And since you can play it, it's not like tornado at all.
#8
General Discussion / Re: Difficulty capturing someone
November 29, 2018, 02:34:41 PM
Quote from: Shurp on November 27, 2018, 08:02:53 PM
If you have a good doctor, don't worry about meds.  Just drop a sleeping spot next to her, designate it medical, and tell your doctor to treat her on the spot.  Even if she gets an infection you can treat that later.

Note that you'll probably have to forbid all your medicine to get your doctor to *not* run back to base to get medicine... or create a "stay put" zone for your doctor and patient to stay in.

So is using a wooden sword better than a plasteel sword in this kind of instance?
#9
Quote from: pllovervoltage on November 22, 2018, 09:23:21 AM
I thought melee was op. My uranium mace brawlers can down any non-centipede enemy in 1-3 hits. I find melee pawns crucial for protecting your ranged pawns and drawing fire from enemies especially from large number of centipedes.

I always keep my pawns equipped otherwise they can't deal with drop raids. Imo covering your pawns with every article of clothing available is crucial. However most weapons have at least something like 15% penetration which does negates a lot of the armor. But I'll take mitigating 1/5 hits(rolled once for each article of clothing over a part) over nothing.

Are you saying clothing again is better odds, or are you referencing armor too?
What is the best melee weapon (and metal type of that weapon) to use against mechs?
#10
General Discussion / Re: Update today?
November 25, 2018, 02:27:01 PM
When did O2 and CO2 levels show up in room stats?  Or is that a mod I have?
#11
Quote from: Shurp on November 19, 2018, 05:41:54 PM
Quote from: jpinard on November 19, 2018, 11:19:39 AM
I'm am still very confused by this.  Are you saying Devilstrand pants are as good as armor pants if you're wearing an armor vest?  Also, nothing on the head at all? Or do you mean any kind of hat is as good as a helmet?  I've seen this talked about a but before and I just can't seem to wrap my head around it.

I'm saying that Devilstrand pants are as useless as armor pants and no pants at all.  Likewise helmets.  Oh, sure, that advanced helmet of yours has a 40% chance of being useful, but that's a 60% chance of being useless.

By contrast, flak vests are actually useful.  Wear them.  Wear them all the time.

Marine armor is tricky one.  It can be useful.  But it often isn't.  And when you consider how much it increases the value of your colony, it's probably not worth it.   Find a mod with better guns and trade your armor for more firepower.  The best defense is a good offense :)

I would love it if someone modded this issue so it makes sense.

BTW - what type of damage is bullets?  Sharp?  Also, what type of damage is grenades?  Is that sharp or blunt?
#12
Quote from: pllovervoltage on November 20, 2018, 05:59:15 AM
Chemical interest/fascination doesn't change addiction chance.

Hehe one of my pawns got addicted after one dose.  She is a drug addict though lol.
#13
Those with chemical interest.  They can't get addicted after one dose can they?
#14
Quote from: BLACK_FR on November 19, 2018, 11:36:32 AM
You can set clever drug policy for that. Like "use when mood is 0% and carry 1"

I tried doing that but they won't pick it up and store it.
#15
I'm trying to get my pawns to carry go-juice for emergencies but to not use it.  How can I make this happen?

Thanks!