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Topics - christhekiller

#1
Ideas / Making Medicine Uses the Doctoring Skill
September 15, 2018, 03:52:13 AM
Just kinda makes more sense for doctors to make medicine. Personally, I'd also like doctors to focus on that instead when not doctoring of people who can craft and have a relatively high intellectual skill.

Right now it uses Crafting and Intellectual.
#2
Ideas / Transport Pods Completing Quests
September 09, 2018, 06:57:37 PM
When you get a caravan request for an item you should be able to send the item in a transport pod to complete the quest.
#3
General Discussion / Question: Restricting Food
September 09, 2018, 06:11:40 PM
Is there a way to restrict what food your colonists eat?

I want to reserve packaged survival meals and pemmican for caravans but colonists will just end up eating them if I don't restrict them. I'd also like to just sell insect jelly instead of letting all my colonists get sick from it.

I'd rather just order it and let it happen than having to babysit all the food and restricting it whenever they make new piles.
#4
Ideas / Upgrade Quality of Furniture
March 30, 2016, 03:45:44 PM
It would be nice if there was a way to upgrade the quality of furniture. Currently, if you want to improve a room you have to move or dismantle any low quality furniture in the room (such as the beds or the lights) and build new ones and hope the quality improved.

Simple speaking, you'd click a upgrade button and it would cost a certain percentage of the base resource cost to upgrade it and hopefully improve the quality. So for instance if you wanted to upgrade a poor quality wood bed you might hit the upgrade button and it would cost 1/4th the original cost to have a chance to get a higher quality.
#5
Ideas / Art Commisions
August 17, 2015, 03:04:17 AM
So I'm going to start this suggestion with a story. Recently, one of my colonists died, a cheery fellow by the name of "Grimm." Now, it was of course, upsetting, to loose a colonist, but we burried him with all the honors. But soon after one of my colonists finished a small sculpture, and this sculpture was of Grimm capturing someone, and I thought to myself, oh how wonderful, we now have a statue to remember this noble colonist by and now it sits in the center of the dining room so all may remember the noble Grimm.


So basically, my suggestion is to have some sort of commision for sculptures and other pieces of art I suppose. Just a simple drop down menu to let you say you want the next sculpture to be about a specific person (or maybe event but that list could/ would get pretty long). Or just allow us to customize the description of our art (though this would probably make the art feel less special, since, ya know, I just wrote it)
#6
General Discussion / Today, in amazing news
August 03, 2015, 06:59:40 AM
http://www.sciencedump.com/content/thanks-bionic-eye-woman-able-see-first-time-years

Bionic eyes are slowly becoming a reality. And we come one step closer to taking rimworld irl
#7
Bugs / 11.834 Item rack % Slider going to 100%
June 24, 2015, 05:03:05 PM
So I was building an armory. And I was customizing what weapons would be on each rack and I noticed several of my racks were set to only allow weapons at 100% condition (the lower part of the slider was slid to 100) despite me not setting it that way.

Steps to reproduce:
1. Build a several weapon/ apparel racks (I built mine from wood)
2. On the inventory screen, press the % slider or fiddle with it a little bit (You may not have to do this)
3. Click on a different weapon rack without exiting another weapon racks inventory screen

I noticed that the slider would jump when I clicked on the second weapon rack so watch out for that.
#8
Had a colonist with brain damage (which was a cut from a spear) and after a few days of letting her rest in bed I elected to euthanize her rather than make her suffer. And so I did. And we had a funeral and soon after I noticed my prisoners had the "Executed Prisoner" debuff. I haven't executed any prisoners in this game, the closest I get is finishing off grounded enemies. So this is the only reason I can figure that they would get the "Executed prisoner" debuff.


How to reproduce:
-Have a few prisoners
-Euthanize a colonist
-Check the needs of the prisoners
#9
1. I wanted to share the story of Mushinto. A sniper from a group of pirates known as the Shadow Cutters. Now, Mushinto came with a besieging party thinking this was just another colony. He thought his power helmet and armor vest AND M24 were more than enough to roll over these backwards-arse colonists in this little, heavily defended, colony. But unfortunately... for him... he was unaware of my two sharpshooters. Known throughout the planet a careful. highly skilled shots, their names, Velez and Yoko. And in less then 4 shots Mushinto found himself stripped of his arms.

And no... I don't mean his weapon.


2. This is what happens after a colony survives a wave of psychotic boars, and a wave of psychotic deer, and the odd squirrel going mad for reasons... Let's just say I had to turn the cooler down to -100 and build a secondary cooler just to ensure my meat didn't spoil... I took this one earlier in the game when there was much more meat... But I accidently saved over that picture with Mushinto's... So, I had to take a new one.

#10
General Discussion / Nutrient Paste for Prisoners
November 02, 2014, 03:10:00 PM
If I put a Nutrient Paste whatever in the prisoners room would the prisoners eat from that whenever they're hungry? Also would my colonists stop bringing them meals if they're eating from the nutrient paste machine?
#11
Hi, so since Alpha 5 I've been having difficulty with the people I capture. Namely it's been with those who come in during raids and I end up capturing. It's that, nearly as soon as they wake up they go mad and start attacking everything. Which ends in either, my colonists beating them back down and putting them back to bed, or beating them to death, which is unhelpful to say the least. I never really had any problems before this but now it's causing a problem because I don't have nearly enough colonists to combat sieges effectively without the boost that a couple captured guys would bring.

And I think it's mostly due to the "witnessed allies death" mood.

I've been keeping them in 4x4 cells that's lit and on a regular bed and I don't really want to give them the lap of luxury that being a colonist would give them.