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Messages - Innese

#1
Since bugs only spawn under tiles that have 'Overhead mountain' the easiest way to not get infestations is to prevent any tile like this from existing. (Though that means no deep mining)

As for the person asking about thin roofs, in the past you could designate those as a no-roof zone, then remove the designation, and a constructed roof would be built.
#2
I did a sort of low-tech challenge once.

Made colonists with only low-tech/tribal backgrounds, no electricity, no guns etc.

The kicker was that if I somehow ever got a colonist with 15+ research skill, then we would 'learn' how to do all those other things.
#3
General Discussion / Re: Colony Challenges
April 12, 2016, 11:38:33 PM
I haven't done any for A13 yet, but back in A12 I did a tech-up run.

Started with... I forget if it was 3 or 5... Colonists with purely tribal/low-tech backstories, along with a mod or two to actually make a no-tech colony a thing. The idea was no power, no technology -unless- we somehow happened to get a colonist with a research skill of 15 or higher.
#4
General Discussion / Re: Malaria - Kills my colony
April 11, 2016, 11:19:25 AM
Without medicine the odds of overcoming malaria are incredibly slim.

As for getting the sterile modifier, you need to put down the flooring that adds to the cleanliness of the room in addition to making sure that someone with the cleaning duty keeps it spotless.

A good quality medical bed can also help with recovery speed.
#5
General Discussion / Re: Cougar Attack
April 09, 2016, 05:26:07 PM
I'd say toss him in a cryptosleep casket if you the research/resources
#6
I don't know if there is anything like this in the base game, as it has honestly been a while since I've played vanilla RimWorld, but there are mods that add things like eye patches or glass eyes
#7
Depends on the region. In a colder area you could possible just get away with not putting in any cooling in the freezer and it would just stay cold enough. Otherwise you'd just have to dig out a little cave next to it and have the exhaust venting into the cave. Or you could use the exhaust to heat your base instead to some extent.
#8
General Discussion / Re: How to .... ?
April 04, 2016, 08:54:19 AM
Technically its not the same as turning them off, but if you go into far enough negative relations with the different factions they will stop sending visitors... They would send raiders instead.
#9
Quote from: Tynan on March 28, 2016, 08:02:59 PM
Quote from: xveganrox on March 28, 2016, 07:00:21 PM
Wow, those are some impressive poll results.

I swear I didn't mess with them! :p

Technically, you influenced the results in a huge way :P
#10
Quote from: Tynan on March 26, 2016, 08:01:26 PM
I must say, I approve of these poll results :p

^ This right here ^
#11
Yes. I easily have more hours in playing this game than my entire Steam library combined. Tynan (The dev) is just back from a well-earned vacation and things are about to get rolling once again \o/
#12
General Discussion / Re: New update features
March 24, 2016, 05:18:09 PM
Quote from: Tynan on March 24, 2016, 05:02:50 PM
Quote from: NoImageAvailable on March 24, 2016, 04:37:42 PM
I take it a lot of the feedback from the old Steam release discussion regarding Rimworld completion was taken into account here. Only thing I'm not sure about is the decrease in year length. Seasons already feel like they're flying by and this is going to make it even worse.

Also, is it just me or does every new Alpha seem intent on making mountain bases the only way to go? Now you have insect jelly for harvesting as well as man-eating animals to punish outdoors colonies even more. Something to actually encourage staying outside would be nice.

What decrease in year length?

As for mountain bases, the infestations are there to punish dwarfing. They're quite dangerous, likely to kill people, and actually getting insect jelly is likely to be tricky and bloody.

I think this might have been the 'decrease in year length' being mentioned:
Days are now twice as long as before, with years being half as many days. The year is now split into seasons instead of months.
#13
General Discussion / Re: New update features
March 24, 2016, 03:39:51 PM
A13 hype!
What I look forward to the most from the list:
1. - Deeper research tree with more low-tech options and more things to research
2. - New fueled buildings: stove and generator
3. - Many more animals, some of which will hunt people

Low tech/no tech game here I come!
#14
You'd need a colonist with a high social skill to really have a good shot at recruiting them. If it keeps showing as zero you're best off releasing them, selling them, or using them as an organ farm.
#15
General Discussion / Re: Growing food is so slow
February 02, 2016, 08:13:50 AM
Don't forget that the growing skill can actually cause a colonist to fail at harvesting the plant, destroying it and giving you no food.